GC 2008: Operation Flashpoint 2: Dragon Rising Impressions

It has taken seven long years, but a sequel to Operation Flashpoint is finally coming together. We got a look at the game ahead of its Leipzig unveiling.

It's hard to believe that the original Operation Flashpoint was released all the way back in 2001. Despite its age, Bohemia's game is still revered by hardcore shooter fans and military buffs alike, who continue to play it to this day. While development of the sequel has switched from Bohemia to an in-house team at Codemasters, the new team seems determined to continue the predecessor's attention to detail and eye for realism. We were some of the first people in the world to see OP2 in action ahead of its showing at the Leipzig Games Convention.

Our visit to Codemasters was comprehensive to say the least, and we were given access to the people behind the art, vehicles, weapons, and characters in the game. So much information was poured into our brains that it's difficult to know where to start. The game's setting is probably as good a place as any. This time the game takes place on a small island called Skira in the Pacific Ocean. The land is being disputed by China, Japan, and Russia, and as a member of the US military drafted in to help Russia, you must help repel some of the Chinese forces. The campaign starts on the west side of Skira, and you'll be pushing onto the beach and moving east to take the offensive on some of the invading forces. The island was built up using NASA satellite imagery, and this data was then fed into a modelling program to add more environmentally interesting details. One of the major points for Codemasters is making the terrain more varied than in the first game, both for visual and tactical purposes. There will be 220 square kilometers of area to explore, and the settings will vary from beaches to small towns and even volcanoes on the east side of the island.

As we'd hoped, Operation Flashpoint 2 is as scarily realistic as its predecessor. The damage system is incredibly realistic and modelled on each individual bullet, so even if you're only shot in the arm, it will be enough to send you into shock unless you haul yourself to a medic. With such a high level of realism, we were concerned about the difficulty and how the developers would make the game accessible, especially to a console audience. The key, they say, is in the squadmate AI, which will mostly take care of itself even if you march your squad into danger. On the PC the command system will be keyboard-based, but on consoles there will be a radial system. This means you'll be able to make quick commands by holding one of the shoulder buttons and using an analogue stick to direct your squad.

Not only is the game looking realistic, but it's also incredibly comprehensive at this stage. There are more than 70 weapons planned, each with realistic ballistic systems, and there will be 30 usable vehicles for the road, sea, and air. These vehicles will be incredibly realistic; for instance, certain tanks will have a limited viewing window. This is something that the developers say will completely change the way shooter fans approach vehicles. Rather than the conventional thinking that you're safer in a vehicle, in Flashpoint you'll be more vulnerable to attack. This means that in Codemasters' game, it's the soldiers who escort the vehicles because of their increased visibility. The team says that its overriding wish for the game is to bring you closer than you ever really want to get to war itself.

The single-player campaign will feature a career advancement system, in which you'll go through the ranks from foot soldier to commander as you progress. There will be specific missions centered around stealth and the use of a sniper rifle, which sounds especially neat since the sniper rifle can actually take out individual passengers in a vehicle. The game will also feature an extensive and persistent damage model so that the buildings you destroy in one mission will stay destroyed upon your return. If you don't want to play through the 20 missions in the campaign, you can jump into the quick fight or fire team engagement modes, which will present you with quick situations to play through.

Because technology has advanced light-years since the first Operation Flashpoint, the multiplayer mode is pretty much a brand-new proposition for fans. The multiplayer support will differ slightly between consoles and the PC, with the home computer having a slight edge in terms of player support. The story mode will be playable in co-op by up to four people on the PC and two people on Xbox Live and the PlayStation Network, while the competitive multiplayer modes will feature 32 players on the PC and eight on consoles. There will be three different multiplayer game types in the finished game--annihilation, which is a straight-up deathmatch; frontline, which is a team-based game for control of the map; and infiltration, which sounds like a more elaborate take on multiplayer shooting. Basically, one team will form a large but not well-equipped team that has to defend a base while the better-equipped but smaller special forces team tries to take over.

The last part of the equation is the mission editor, which we're happy to report makes a return in the sequel. We got to see only the PC version of the editor, but it looks like you will be able to make use of a lot of the same tools as the developers of the game. You'll be able to drag and drop units, objects, and routines and jump straight into the world to play out your missions. We're told that the console versions might not be quite so feature-heavy or easy to use, but the developers are planning to incorporate all the features they can.

We liked what we saw of Operation Flashpoint 2, from the changing day-and-night cycles to the dynamic weather effects. The demo was literally being polished up for the Leipzig convention as we saw it, the final result of which will be on the Codemasters stand from today. The game is still in the pre-alpha stage, but we can expect to see more before it's released on the PlayStation 3, Xbox 360, and PC in 2009.

65 Comments

  • gumeh

    Posted Jul 14, 2009 3:09 am PT

    better than military trainer on COD..

  • blueguykisame

    Posted May 19, 2009 11:09 am PT

    Looks very hard, but, possible if the cards are played correctly, amazing. However, the four player per console has a slight possibility to be great; if each team has Ai's or your all on one team against Ai's, or with AND against Ai's and etc....................

  • yohiness

    Posted May 9, 2009 1:50 pm PT

    this is gonna be AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    Wait as for 8 player consoles, they might have Ai bots to get in the way and crowd it up.

  • allotheabove123

    Posted May 9, 2009 9:06 am PT

    People really it isnt all about multiplayer. I mean come on 220 square km of land to explore,70 weapons, 30 vehicles. F*** multiplayer support.

  • goppizzi

    Posted Apr 29, 2009 10:23 am PT

    cant' wati for any longer. this too weird .. no further news about the game. what's going on?.. codemasters. pls provide usa updates, gameplays specs.plssssssssssssssssssssssssssss

  • shadow-warlord

    Posted Apr 17, 2009 6:50 am PT

    Only 4 players for consoles! HA Who will buy this? Are they joking? Guess i'll buy it for the PC

  • jimbob_1977

    Posted Apr 10, 2009 7:40 am PT

    bring it on - june 09 cant come quick enough!!

  • duriensbain

    Posted Feb 21, 2009 7:37 pm PT

    OFP was a game that dared you to indulge, it was a true battle drill, and if you didnt find out fast how to save, you would soon give up. I played it through (single player) several times. there are a lot of mods that changed the game in many ways. this made successive play throughs obligatory. Arma is thered headed bastard child , and dammit Arma wont run using SLI but OFP will! Arma is newer than OFP you figure it out! I actually went back to OFP after i found latest mod ' FFUR' as i cant be botherd re setting my SLI settings every time i want to play ARMA and then play anything else i own which all like SLI. so i say Bring on OFP 2 Best tactical warrior game on the planet, that is not military trainer.

  • bakerboy1990

    Posted Jan 20, 2009 4:25 am PT

    even then the mission editor was fairly hard if u wanted 2 make detailed and complex missions, unless u knew what u was doing, ive just bought a new pc i just hope it will play the game at the end of may with out me forking out even more money

  • Pazmaster2

    Posted Dec 23, 2008 3:51 pm PT

    I'm going to have to reinstall all the originals now. Just reading this is making me miss them. I really hope the mission editor is as good as it was way back when.

  • Meshuggah_73

    Posted Dec 19, 2008 8:11 pm PT

    My next investment would definitely be in a PC, i miss playing games with the keyboard, also it looks like the PC version is made better .

  • Gameslave_

    Posted Dec 17, 2008 8:09 pm PT

    wow seriously though, only 8 online on consoles?! wtf?! gay compared to 32 on pc you'd think they'd make it atleast 16 on ps3 360. what a crock of ****

  • Gameslave_

    Posted Dec 17, 2008 8:05 pm PT

    hmm is this like socom? because i'm hooked on socom confrontation, but i'm keeping my eye out on a game thats much better but sorta the same style. btw, this is also on ps3, when i searched for it, only the 360 version came up

  • jagcivtec

    Posted Dec 11, 2008 2:39 pm PT

    When I played OF for the first time, I was hooked as soon as I saw the tracers sinking with distance and bouncing of the ground when they missed the target, just like those videos of real war footage. If this game has the attention to detail the first one had itll be amazing. I hope they dont take a less serious aproach because it should be as incredibly gritty, gripping and realictic as the original.

  • kamanto

    Posted Dec 7, 2008 4:25 pm PT

    8 player multi? 2 player co-op? the ps3 and the 360 versions are gonna suck. im prolly gonna get the pc version.

  • mohfrontline

    Posted Nov 29, 2008 8:16 am PT

    sounds cool, I remember viewing a screenshot for this game about a year ago, and I still want it. But hopefully it won't be so realistic that's it's just boring.

  • belvucker

    Posted Nov 15, 2008 7:35 pm PT

    @hexhunter222

    The console version is probably limited to 8 players because of the hardware limitations of the consoles.

  • hexhunter222

    Posted Oct 25, 2008 5:54 pm PT

    I'm really looking forward to this game, but why is the console game limited to 8 players? Do they mean per side? I'm a big fan of the Project Reality mod for BF2, so I can't wait for this...

    @ elagricola:

    - Someone said recently(GSUK podcast?) that making games for PS3 and converting them to 360 is really difficult, because devs are always being stifled by the 360s lack of features, like how 360s don't always have HDDs.

    Maybe we will start to get some more exclusives soon?

  • ParaBellum71

    Posted Oct 5, 2008 10:55 am PT

    I agree with thenephariouson. The old operation flashpoint for the original xbox was awesome. I really hope they dont make it more arcady just so theyll sell 50,000 more copies to the "Ooo look at that" gamers. And why havent the huge open maps made thier way to consoles in any games? They did it on the xbox why not the 360 or PS3? Because MOST gaming companioes are just trying to sell coppies and keep a job then staying loyal to the features that made the game great in the first place. Ya they call they selling out were im from.

  • elagricola

    Posted Sep 15, 2008 8:31 am PT

    I have a doubt... Is it obligatory for the XBOX and PS3 versions to be so similar? I would assume (and I could be wrong) that some of the features being withheld on the PS3 and xbox version could be included in the PS3 version and take advantage of the larger disk space, plus the PS3 custom of loading games into their hard drive. I understand that it could be simpler and maybe more economical to make this games (xbox and ps3) similar because it might just be they way they make them (port PS3 to XBOX or vice versa)…. Any Ideas?

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