Operation Flashpoint 2: Dragon Rising Preview

Chasing dreams.

If there's one game that needs a sequel, it's Operation Flashpoint.

"It was a game with a lot of potential," observes the game's senior designer and lead AI designer, Clive Lindop. "People fell in love with it even though it had lots of quirks and lots of things weren't quite right with it, but its promise, and the fact that it was unique kind of drew people in."

And draw people in it did. Released in the summer of 2001, the PC-only military shooter sold well over a million units and spawned two successful expansion packs, Red Hammer and Resistance. Such success proved that despite (or possibly because of) its brutally uncompromising approach to the genre, gamers were hungry for a title with scope, ambition and freedom. Admittedly, the visuals were rubbish even then, but what lingers in the memory are the moments of palm-sweating tension as you snuck through a wood or crawled through a field with enemies just feet away from you.

Seven years on, Codemasters is finally ready to take the wraps off the long-awaited follow-up. "There's a reason for that," Lindop says about the delay - but declines to clarify further. The well-documented souring of relations between original developer Bohemia Interactive and Codies certainly didn't help, and meant that the UK publisher was faced with either binning one of its most successful original IPs of the decade, or going it alone. So, in 2005 the company took the latter option and essentially built the game from the ground up.

'Operation Flashpoint 2: Dragon Rising' Screenshot 1

Zoom in as close as you like.

"We've built all the technology from scratch because it's the only way of [taking] that original promise forward," Lindop says. "It's taken a lot of time and effort to get the technology to the point where we can do these huge landscapes, these massive battles and all these effects and all this impact with a visual delivery and an experience which is 'next-gen', for want of a better word."

But hardcore fans fearing their beloved game will be watered down for the masses needn't fret. "It's still very much from a simulation heritage," he confirms. "But rather than that kind of slight detachment you get from sims where it's all about the numbers and the kit, we wanted to amp up the kind of experience so that you [feel like you] are really there, having bullets flying at you."

We're told to expect a game that's "stylistically a lot more documentary-style" and can look forward to crazy amounts of attention to detail including "kit [that] doesn't just roll out of a factory fresh - it gets muddy, it gets scratched. We want you to feel these are real, in your hand, getting battered as you dive around running past things."

'Operation Flashpoint 2: Dragon Rising' Screenshot 2

I hope that chopper's on our side.

While the original game was set in 1985, Operation Flashpoint 2 opts for a real-world, contemporary setting where you're squabbling for oil. "The game itself is set on an island called Skira, which is off a chain of islands called Scarlett - north of Japan, east of China. It used to be Chinese, then the Japanese nicked it during World War II, then the Soviets liberated it and never gave it back," Lindop explains.

"It's a backwater of history, not a geopolitical hotspot, except... The world's largest oilfield is underneath it. It was found about ten years ago, and everyone's been trying to develop ever since. That's where the tension and back-story come from."

As you might expect, Flashpoint 2 favours vast, sprawling environments which can accommodate battles of impressive scale. We're told that the island itself spans 220 square kilometers or 134 square miles, and that the viewing distance is about 35km ("It's a damned long distance to see!").

But unlike the rather rudimentary visuals of old, this time Codies has gone to extreme lengths to ensure the game is technically well up to scratch. "The environment itself is actually very detailed," Lindop stresses, "And that's where a lot of the technological effort has gone." He points to "clever streaming technology" that enables the level designers to come up with rich environments with a lot of natural and man-made cover.

"There's a density of trees, buildings and structures so that not only are you in this scale of environment, but there's actually stuff in it. One of the problems in the original in that you had this huge scale, but nothing in it, so you'd be stood out in this open area all the time and get shot." Anyone who played it should relate to that.

"The game still has that degree of realism and toughness," declares Lindop, "But now you've actually got a realistic environment. Now you're not just getting shot dead by a magic bullet from two kilometres away, you can use these folds in the ground - the different flora and fauna and different environments to give you cover and make your approach"

And then, of course, there's the game's AI - slightly off kilter in the original, you may recall. "We have to develop an AI that'll be able to read the environment and make tactical decisions about the environment: this is an ambush spot, this is a good place for hiding myself from the enemy and flanking," says Lindop. "All of these things work together to make the environment. Rather than just make it a pretty setting for the action it's an absolute part of the tactical choices you make and why you go certain routes."

'Operation Flashpoint 2: Dragon Rising' Screenshot 3

In a game like this, cover and camouflage are your best buddies.

But the AI doesn't just figure out routes based on the environment. A whole host of other factors will also come into play, including a morale system and a suppression system. "The AI figures everything else out for itself and does so on the fly," he says. "People don't fire to kill in combat. They fire a lot of bullets to make the other guy hide. If you're lucky, you'll kill him, and you need to reflect that in this game because at that range, and with that calibre, you might kill him, but mainly you want him to piss off, sort of run away and hide." Meanwhile, if you're being an idiot and putting your squad mates at risk, the AI is smart enough that they'll end up going their own way.

Apparently you can expect to "spend a lot of time in the infantry right on the ground", which means "the detail has to be there". So, Codies has gone to great lengths to ensure the environment "offers tactical challenges in a whole series of ways". Think different lighting conditions, such as smoke and dust-filled rooms, or sorties under the cover of darkness or in extreme weather - all of which promise to make us understand why the military uses enhanced vision systems in the first place.

Advanced levels of destructibility are also high on the agenda. "Everything is destructible - and it's persistent. Once it's gone, it's gone, and there's a reason for that. You have to actually be careful what you blow up, because if I blow up building X one mission, I might have really needed that building in the next mission for cover and I've blown it. So you've really got to think when you're dropping 2,000 pound bombs everywhere. These all add extra tactical challenges."

'Operation Flashpoint 2: Dragon Rising' Screenshot 4

Advanced facial detail will, Codies says, make it much easier to identify squad mates and enemies.

Following this quest for realism, we're shown a screen with a vast array of individually modeled solder heads, so that each has a distinct look. In the heat of battle, such attention to detail might prove invaluable - as, of course, it would in real-life. "We built as many individual characters as possible. Part of the intuitive way of giving commands and orders is if I can recognise each individual element. I can see that someone's holding the same machine gun.

"Also, with the kit, if I look at an enemy, I can actually see what his role is - it's pretty much what a sniper does. There's an officer: he's the guy with the radio. There's the machine gunner. You can actually see what people's roles are. It's much easier to give them orders and identify people as enemies," Lindop points out. "So, all of this kind of detail has a practical function. It's about making you use the UI as little as possible because a real soldier doesn't know who you are. He sits there and looks at the environment, looks at the world then gathers information."

To add to the realism, real soldiers have been motion-captured doing all manner of incidental actions, whether entering/exiting different vehicle types, climbing convincingly over obstacles, kicking down doors, bursting into buildings or hitting the deck. But as well getting the look and feel spot-on, Codies has taken a very different approach to the weapons system. "You have to assemble the weapon systems as the manual says. So if you're carrying a javelin, you have to put on the main aiming system, mount it, shoulder it and fire. We didn't want weapons to be a magic wand with bullets," he reasons. "They actually have a sense of functionality, and they have a weight."

In total, we're told to expect 70 infantry weapons in the game, with different sights, scopes, and attachments, including "very James Bond-looking Japanese submachine guns and a fully tricked-out Mk16 with a CVLA aim laser". There will be 50 land, air and sea vehicles, each with different strengths and weaknesses. Apparently "you'll need to learn how to use them".

Moving onto the real-time portion of the demo, Lindop takes the opportunity to stop the game in motion and show us a staggeringly detailed AH1Z Cobra helicopter in mid-air, and how well that detail scales. It's every military fan's wet dream, with every dial and instrument in the cockpit lovingly recreated, and the pilots sitting in massively detailed uniforms wrestling with the controls. "We've got hardcore fans that love their kit, and love the detail and the accuracy and we're delivering on that. You can see that we're not afraid to take you up close to the action."

'Operation Flashpoint 2: Dragon Rising' Screenshot 5

Hands-up who's about to die.

But there's more to it than just a pretty face, Lindop argues. "Of course, the vehicles look nice but the functionality's got to be there: the weapons systems, deployable weapons systems, crew spaces, passenger spaces, the simulation of the engine and the torque, the vehicle's ability over different terrain types. That buys you a lot in terms of gameplay balancing. If you simulate the real thing, it makes balancing much more realistic."

Achieving this level of realism is, understandably, a vast undertaking, and Lindop is keen to stress how important it is for it to gel correctly on a technical level. "To have all these dynamic effects and terrain, weapon systems all running simultaneously... A lot of the technology and effort has gone into that," he nods. "It means we have to have very clever audio managers and effects managers to have this kind of scale of combat on a cross-platform [title]. As part of the cross-platform delivery there's actually a lot of cross-pollination between platforms so that everybody benefits."

Indeed, PC owners with Quad Core processors and 4GB of memory will particularly benefit from the extra detail. Console owners need not fear getting a watered-down version, but PC owners can expect more expansive multiplayer options and bigger matches. It has previously been reported that the PC will feature 32-player (16 vs 16) multiplayer compared to the console's eight-player multiplayer. In both versions, however, each player will have a total of eight AI squad members fighting alongside them. In co-op terms, the PC will feature eight-player co-op, while console will be restricted to two-player co-op - so there are evidently going to be huge benefits to opting for the PC version if multiplayer is your thing.

'Operation Flashpoint 2: Dragon Rising' Screenshot 6

Quite how much of this detail will make it to the PS3 and 360 is open to debate. Hint.

For a matter of a few minutes we were shown some pre-alpha code running in real-time, albeit in an un-optimised state. Still, the high levels of detail, advanced damage modeling and awesome sense of scale were already easy to see as we watched as a marine troop land on a beach.

As a squad of soldiers advanced up a hill towards a village (continually chattering about the precise position of nearby landmarks), the old Operation Flashpoint gameplay was very much in evidence: the use of cover, the sense of imminent danger, the total freedom to decide for yourself which route to take. Rightly or wrongly, it's a very different approach to the typical run-and-gun, and all the game is looking all more interesting as a result. Whether all this rich promise will come to fruition is still open to question. But as the spring 2009 release date draws nearer, it hopefully won't be long before we can decide for ourselves whether Codemasters will deliver on its many bold claims.

Operation Flashpoint 2 will be published by Codemasters in spring 2009 on Xbox 360, PS3 and PC.

Comments (60) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • aldo_14 #1 3 years ago

    Quad core and 4GB? Oh dear, time to steel myself for another wallet-bursting-ish upgrade then....
  • PearOfAnguish #2 3 years ago

    So no in-game screenshots yet?

    Will it still support mods? That was a huge plus for OpFlash and ArmA.
    Edited by 1 at 18/09/08 @ 12:14
  • Siberian_Khatru #3 3 years ago

    "PC-only military shooter"

    Yeah, the Xbox version doesn't count.
  • Spooke #4 3 years ago

    FP1 was one of the most amazing games I've ever played. It took a long time to get into the fearsome difficulty level, but once you started to learn patience and planning it reaped rewards. It still makes games like COD look like toy town war.

    On the other hand the multiplayer was one of the most awesome experiences, especially the helicopter missions where you all piled into a chopper and flew around the island picking off enemies. Crazy helicopter crashes, people being left behind and loads of other madcap fun was to be had.

    But Codies are not doing well at the moment, Toca has been ruined, Colin Mcrea's last outing was disappointing, Overlord is embarrassing and Turning point was a missed opportunity. They had better come up with something special for this.
  • groovychainsaw #5 3 years ago

    Pear, reads the article - all your questions are answered... /sigh. Anyway, sounds good, looks potentially great. I for one, am hoping for a really good console adaptation, but sadly i don't think its going to happen, the scale looks too great for consoles. I don't think I've got the funds to get my pc up to speed really...
  • Metalfish #6 3 years ago

    It did get a sequel! It was called ArmA. You were there, I was there, it was shit without the patches, you remember?

    All these target renders* worry me, as in, we're not going to see this any time soon, are we?

    *For those that haven't noticed these screens aren't "real"
  • krudster #7 3 years ago

    "But Codies are not doing well at the moment, Toca has been ruined, Colin Mcrea's last outing was disappointing, Overlord is embarrassing and Turning point was a missed opportunity. They had better come up with something special for this."

    Turning Point, granted. But the others...you're well wide of the mark.
  • krudster #8 3 years ago

    No, the Xbox 'version' really doesn't count. Airbrush it from history, please.
  • Spooke #9 3 years ago

    There are a great deal of people who are very upset about Toca and Colin Mcrea, just read the forums on the racing websites.

    Toca was one of the best racing games out there and has been watered down consistently to encourage casual gamer sales and more american customers.

    I'm not a strategy fan so I don't like Overlord but from people who do play them, it's a pretty poor game.

    But it's all opinion. I've invested a great of money in Codemasters and they deliver less and less every year.
  • Metalfish #10 3 years ago

    @Disc, Ah good.ArmA2 is looking nice, if perhaps not as pretty as this. Still that the game for this one to beat to earn my, erm, hard earned.
  • smernicki #11 3 years ago

    i thought overlord was great until i got to one of the first bosses. had to direct one type of imp get them to stay somewhere, direct the other type, get them to attack, and fend off some melee attacks from goblins or something. the controls were just too fiddly and gave up from there. mind you it cost me £6 off fleabay so no real disaster

    i thought colin mcrae dirt was excellent, although certain vehicles/events were obviously included to try and get some US sales
  • krudster #12 3 years ago

    Overlord is one of the most enjoyable games I've played all year. GRID and DIRT were ace. I've no idea which games you've been playing tbh.
  • Spooke #13 3 years ago

    I agree that Grid was ace until you realised that there was no split screen and the multiplayer was stupidly limited. I love Touring Cars and there were two different cars and about 5 tracks to play online. No DTM was the icing on the stupid cake. It's spread too thinly and they have abandoned the people that got them to where they are.
  • Dermoth #14 3 years ago

    Realism, yawn. Authentic uniforms? Wow.

    OFP is one of my favourite games of all time, and it managed that despite looking like a dog's breakfast. So now Codies are touting the sequel almost exclusively on the back of graphics and stuff. Your soldiers get muddy!

    They're going to fuck it up.
  • sneetch #15 3 years ago

    Looks awesome, loved the first one if this one can deliver the coop goodness then I'm in.

    Oh, and Overlord was great.
  • Helios_CM #16 3 years ago

    If you are after in-game screens of the game, you can find some on our Codemasters OFP2 Flickr Page:

    [link url=http://www.flickr.com/photos/codemasters/sets/72 157600093649017/
    ]http://ww w.flickr.com/photos/codemasters...[/link]

    There is also an OFP2 page on Facebook that is kept very up to date with all the latest news and images:

    http://ww w.new.facebook.com/pages/Operat...
  • NKSR #17 3 years ago

    35km draw distance! :o

    cant see the 360 pulling that off
  • haowan #18 3 years ago

    "in-game screens of the game"

    don't make me fucking laugh you bloody corporate shill
  • Darren #19 3 years ago

    Sounds like a very ambitious and realistic game but one better suited to the PC. Thus if I buy the game (I loved the original) then I'll definitely buy it for that platform rather than buy a cutdown version because that's what the console versions sound like they'll be. This is the kind of game that works better on a PC IMO. I plan on buying a new quad-core SLI graphics PC with 4 GB of memory later on in the year or early next as I usually do when the consoles start to show their age and PC games start leaving them behind, if not in terms of gameplay then certainly technically/visually.
  • Bongo #20 3 years ago

    "and a fully tricked-out Mk16 with a CVLA aim laser"
    Tricked out? What is this, Fast & The Furious?
    Additionally, how can you be shown a pre-Alpha build and this has a Spring 2009 release date?
    Welcome to a delay.
  • RustyBullet #21 3 years ago

    They had this on Player on UKGold last Sunday and i have to say i think its looking bloody good.
    Screen shots dont do it any justice in motion it looked sweet.
  • bioreit #22 3 years ago

    "PC owners with Quad Core processors and 4GB of memory will particularly benefit from the extra detail"

    Gawd bless that investment I made last year. Now, just to get a decent graphics card and I'm away! Although I'll probably get it on console to be fair...
  • FrankCannon #23 3 years ago

    Hope you can steal tractors.
  • rudedudejude #24 3 years ago

    Spooke +1 Jillion

    CM consistently fail to deliver on their promises, not got great hopes for this unfortunately, will dust the priginal out and play thought it all! There's enough expansions! & Resistance rules.
  • coastal #25 3 years ago

    I agree with MetaFish. Arma2 looks beautiful.

    I'd rather put my cash Bohemia's way than Codies.
  • magicpanda #26 3 years ago

    One to watch but not get hopes up about.

    The original is a fine game, only second to Stalker in terms of immersion and atmosphere.
  • jaywalker3010 Verified Mastering Manager, Square Enix #27 3 years ago

    @haowan

    and you wonder why you dont get many people making official comments when you happily berate someone who tries to give the slightest bit of information. As for calling him a `Shill` surely the `_CM` at the end of his name kinda gives it away where he works,not to mention his profile showing he's posted almost exclusively on CM products

    If these are NOT screenshots then they have just opened themselves up to a seriously large world of PR pain, but if they ARE then you've just made yourself look a complete tool :)
    Edited by 2 at 18/09/08 @ 13:16
  • Bitkari #28 3 years ago

  • Ryuken #29 3 years ago

    "The well-documented souring of relations between original developer Bohemia Interactive and Codies certainly didn't help"

    Indulge us perhaps because in every OFP2 or ArmA(2) article it's explained not at all or very vague.

    Hopefully they can get this right, more players wouldn't have hurt though. This setting and maybe even the realistic gameplay for an MMOFPS must be insta-win.
  • haowan #30 3 years ago

    @jaywalker yeah fine, shill was the wrong word. sue me. these renders have been published as "target renders" in many places including a PC Gamer (IIRC) article about ofp2. also codies are extremely famous for bullshotting.
  • jaywalker3010 Verified Mastering Manager, Square Enix #31 3 years ago

    @haowan

    Then happily flame away if ya proven right :)
    Edited by 1 at 18/09/08 @ 13:41
  • hiddenranbir #32 3 years ago

  • Helios_CM #33 3 years ago

    @ haowan

    The majority of the images used in the article are target renders that were generated using in-game assets. Since then actual current in-game screens have been released, and the latest images uploaded to our Flickr channel http://www. flickr.com/photos/codemasters/ are in-game shots of the game in its present state.

    As for me being a corporate shill, I'm a Codemasters employee and am the community liaison officer for action titles.
    Edited by 2 at 18/09/08 @ 13:41
  • FWB #34 3 years ago

    Even if this is just a slightly updated version of OFP1 it's still going to be brilliant.
  • PearOfAnguish #35 3 years ago

    Helios, show us some pics with the UI visible then, might find it easier to believe they are in-game shots.

  • groovychainsaw #36 3 years ago

    Helios, going by the label on your flickr pictures, some are renders and some are in-game. The in-game ones look plausible and not too bullshotted to be fair (look at the ones at the end of the set), they look pretty good, and not a million miles off the target renders (as you would hope!).
  • Helios_CM #37 3 years ago

    Thats correct, the Flickr picture set contains both target renders and also the current in-game screenshots, it's pretty much a collection of all the officially released OFP2 images to date. I never claimed that all the images in the Flickr picture set were in-game, just that some in-game shots could be found on there :)

  • HolyJebus #38 3 years ago

    I too am massively looking forward to this game, but definitely am weary, especially of the release date. I suspect either a delay or lots of bugs, I'm hoping for a delay. I also hope the majority of the game is outside as with the original.

    I'm guessing these in-game shots on flickr are from the PC version? I really do wish companies would stop with the target renders though, it only sets up everyone for disappointment.

    Still, fingers crossed for this baby.
  • AbyssUK #39 3 years ago

    Helios_CM - Can you tell us which of them are in game shots ? Just to confirm ?

    Edit: Wait I get it the latest ones, these are in game with no touching up of any sort ?
    Edited by 1 at 18/09/08 @ 14:43
  • Helios_CM #40 3 years ago

    @ AbyssUK

    The screenshots are taken from the build of the game that was recently shown off at the Leipzig Game Conference and haven't been touched up in any way.
  • MattyD #41 3 years ago

    It's interesting that the developer kept mentioning 'magic' bullets. Does that mean Op Flashpoint 2 will have realistic ballistic modelling? I'd love that myself but most people will be all WTF! when their bullets don't hit exactly where they aim even at long ranges.
  • AbyssUK #42 3 years ago

    Thank you Helios_CM, am sure you can understand my scepticism the screen shots are beautiful.
    I hope it plays as good as it looks :)

    No chance of any in game HD movies soon?

    /me pushes luck
  • Helios_CM #43 3 years ago

    @ Discostu

    Can we take that as a compliment then? :)

    @ AbyssUK

    If you look around the internet you can find some video footage taken using a camcorder of the OFP2 presentation at Leipzig that shows some moving in-game footage in the background. As for HD ingame movies, these aren't available yet, but I'm sure that some will be released in future.
    Edited by 1 at 18/09/08 @ 16:43
  • haowan #44 3 years ago

    Put up three screenshots taken a few seconds apart and it might go some way to proving these are real. Until then CM are guilty until proven innocent owing to track record.
  • gmmonkey #45 3 years ago

    The actual in game gfx look outstanding. I loved the first game. It was really hard the game, but awesome. Should have a new computer by then.
  • sneetch #46 3 years ago

    @haowan
    "Put up three screenshots taken a few seconds apart and it might go some way to proving these are real. Until then CM are guilty until proven innocent owing to track record."

    They don't need to prove anything. They say they're real you can either accept their word or continue calling them liars. If you don't then, in fairness, you're the one who needs to provide evidence.
  • Escape #47 3 years ago

    A few worries:

    The 35k draw-distance will use heavy LoD reductions. Does this mean the range of projectiles is limited? That's more than a bit rubbish, if so. I think it's definitely a PC game - Darren and groovychainsaw are right.

    This talk of filmic effects. I don't want any shaky-shaky iron sight aiming, with that daft peripheral haze. Yes, eyes do take on tunnel vision with rifles, but we can also choose to quickly check directions; the game can't tell if I try to glance at the surroundings. (Unless people buy TrackIR. Which is too much to ask for an avoidable problem. No funny in-game filters, okay?!)

    Two-player co-op on consoles is a huge disappointment. I'd really hoped for four-player support.

    Spooke: I agree with you on Codemasters' form. ToCA 2 and McRae 2 represent their peak; especially ToCA.

    Kristan: Do you not believe that OFP 2 appeals primarily to fans of simulation? If you accept that we're a bit fanatical, it shouldn't surprise you to hear our disdain for the likes of GRID and DiRT.

    MattyD: The original features elevation and wind. Sniper rounds really dip once they're past half a km.

    Edit: I meant to draw a comparison between LoD and old Westerns. Most of John Wayne's frontier backgrounds were clearly non-interactive. Can anyone confirm that all visible objects are coded into the active world?
    Edited by 1 at 18/09/08 @ 21:05
  • krudster #48 3 years ago

    I'm all for games providing an authentic experience if it also makes it more fun. I happen to think Codies went in the right direction with CM and TOCA - a sweet spot between the two. If you want a pure simulation, that's fine, but they simply don't sell enough to justify their existence. I've played and reviewed pretty much every CMR and TOCA game ever, and can honestly say the recent ones are the right up there with the best driving games on the market, both technically and in terms of providing a fun challenge. I accept that they're not for everyone, but to say Codies as a publisher is on the skids is a very odd statement to come out with. But hey, this is the internet.
  • wafty #49 3 years ago

  • GitSomE_UK #50 3 years ago

    Quad Core! 4GB!!!

    /Wallet dies
  • abject_rage #51 3 years ago

    "People don't fire to kill in combat."

    Er, right. I believe they do otherwise it's all a bit pointless, isn't it?
    ;-)

    But I take his point. Laying down covering fire can be useful to overwhelm and ease your own movement....
  • Placebo #52 3 years ago

    "The well-documented souring of relations between original developer Bohemia Interactive and Codies certainly didn't help"

    Indulge us perhaps because in every OFP2 or ArmA(2) article it's explained not at all or very vague.


    Yes I'd like to hear more about that as well ;)
  • secombe #53 3 years ago

    An article about Operation Flashpoint that almost exclusively rambles on about graphics. Missing the point...no? If Codies go all GRID with this and take a well loved semi-sim and turn it into a lowest common denominator shoot-fest I will be gutted.

    OFP is still pretty unique to this day, a slight graphical update and a shed load more missions would make most of those 1,000,000 original purchasers very happy, I imagine.
  • jankster #54 3 years ago

    32 player in multiplayer no good for us at 21 cw we need atleast 64 32v32 hopefully be able to mod this game looks cool though
  • zakrocz #55 3 years ago

    DIRT & GRID are excellent and each well deserving of passing one million sales :D Along with the 8 Ball DLC due out this year and the upcoming console patch it's online longevity looks healthy.

    OFP1 was one of my first ever games i bought when i got my first gaming rig and it was incredible as has been said many times here. The best missions were those where you were just one of the squad and for me the game started to fail as an experience when you got promoted and then had to start arsing about issuing orders. I hope they make some concessions to realism when it comes to operating the Tanks as they were a total pain in the ass to operate.

    My online experiences wasn't so good; rather ghostly as lag, a lack of players, virtually non-existant environmental audio and gigantic maps made it a very lonely experience, though when it worked it was awesome but then along came MOH AA & BF1942 and i never went back to ofp's multiplayer...

    Realism is great and all, but if it's at the cost of FUN then realism isn't so great after all

    Edit: Someone above posted "CMR2 was the peak of the series", then the poster of that comment should love the arcadey feel of GRID!!!
    Edited by 1 at 01/10/08 @ 10:49
  • CLOSEALDO #56 3 years ago

    Any news on release dates???......need something to look forward to.
  • haowan #57 3 years ago

    just wanted to say:

    lol
  • merkdot #58 3 years ago

    I would like to share in your lolz

    also: fuck Codemasters and Atari
  • merkdot #59 3 years ago

    absolutely pathetic
  • haowan #60 3 years ago