Operation Flashpoint: Dragon Rising Preview
Mao than meets the eye.
"I love war movies and I love the bits when people die in war movies," says Sion Lenton, executive producer of Operation Flashpoint: Dragon Rising, with a disturbing glint in his eye. More specifically, Lenton's talking about the lengths he went to in order to ensure this updated version doesn't skimp on the horrors of war. "Catastrophic damage" is how he describes the injury model in this long-awaited sequel to the 2001 cult PC hit, which left many FPS addicts weak-kneed with its brutal realism, and his dedication to detail extends to letting the animation team film him writhing on the office floor in mock agony for visual reference.
There's little doubt that the Flashpoint boys take their war very seriously. We're gathered in the meeting-cum-demo room at Codemasters' rural headquarters, and arranged menacingly on the table is a veritable arsenal of life-sized weaponry. They're mostly replicas and airguns but, much like the game currently being polished off in deepest Warwickshire, they look and feel like the real thing. The game itself - due for PC, PS3 and Xbox 360 - is now in the final few months of refinement and testing, and far from exhausted the team are like eager puppies, excited and happy to show off their virtual theatre of war to a new audience.
For this belated follow-up, the action shifts from the Cold War setting of the original to a new and timely tale based around the fight for natural resources on Skira, an island near the "arse end of Russia". It's a real place, although its real name is Kiska, and its 36km length lies nestled in the Aleutian island chain, the subject of numerous invasions and conquests over the past six centuries. The Russians, Chinese and Japanese have all claimed the territory at some point, and with one of the last untapped reserves of gas and oil lurking beneath its crust, it's the perfect place for an all new flashpoint crisis.

For the purposes of the game, the global economic crisis forces the Chinese to adopt a more aggressively expansionist worldview, which brings them to Skira and into battle with Russian forces there. Players take the role of a US Marine Corps unit intervening in the conflict. As with all things Flashpoint, few liberties have been taken with the facts: the Marine unit in question is the one actually stationed in Okinawa which would respond to such a situation, the boats that deliver you to the island are the exact same boats that would be used, and even the tiny digitised screws and bolts on the Javelin missile launchers are in the right place.
"The word 'sim' is used a lot," admits Lenton, tackling the daunting hardcore reputation that Operation Flashpoint has built up over the last eight years, thanks to its unforgiving approach to military combat. All these years later, it's still a title that comes up when the old PC vs. console debate rears its tatty head, an example of the sort of deep, challenging gameplay that the woolly-minded joypad addicts are supposedly unable to grasp. This could be something of a problem, given that this sequel is being developed for PC and consoles simultaneously.

"One of my personal bugbears is the belief that PC gaming and console gaming have IQ requirements that are different," insists Clive Lindop, the game's senior designer, AI specialist and a veteran of the original Flashpoint community. "It's simply not true. Originally, the quick-command system was developed to allow console players to be able to give the same complex orders as the PC players." This system, which uses a three-tier HUD selection process to issue context sensitive orders quickly and efficiently, is at the heart of the cross-platform development.
Lindop continues. "We very rapidly learned we could give PC players the quick-command system and allow the console players to use the complex command system, and they both work. One's for use when someone's trying to put a bullet in your face, and the other's for when you've got time to sit there and plan. Real soldiers in combat don't have time to fiddle with complex interfaces. You make decisions instantly because if you don't, you die."
"You almost get combos. For example, regroup is right, down, right," explains Lenton, demonstrating the simple directional inputs used to cycle through a surprising array of tactical options. No command, he assures us, will require more than three button-presses to find and implement. "You have these muscle-memory actions you can use. The idea behind this is that if you've got a conflict which is two or three hundred metres away, you want to be able to tell the guy with the heavy machine gun to lay down suppressing fire, tell this guy to move around that way, that guy to move around this way. You're coming down the middle and eventually you flank these guys."
When we finally get to sit down and see the latest PC build, the wisdom of this two-pronged control scheme becomes clear. The quick-command menu is great for reacting to the battlefield on the fly, the available options changing to reflect whatever you're looking at. For the moments when you have the luxury of more time to plan ahead, such as the start of a mission, you can call up the map screen, set waypoints and order your squad in a much more strategic manner, all in real time.

Your squad is remarkably self-sufficient, thanks to a high-level AI model which, the team insists, is able to take the most basic orders and interpret them in a naturalistic and efficient manner. Dragon Rising's gameworld is a dynamic, fluid place where every soldier, both allied and enemy, is governed by a complex "playbook" of tactical options for every eventuality. All drawn from actual military training manuals, it means the player isn't the odd one out in the field when it comes to appraising the situation.
"Now the AI is a lot smarter, they're constantly telling you things," Lindop explains. "What they can see, how they're feeling." This constant feedback from your allies is used to minimise the amount of game clutter, and to compensate for the general lack of HUD distractions. "One of the things I'm especially proud of is that they use very fluid real-world tactics, and do it of their own volition. They'll reassess which tactics they're using on a moment by moment basis, so they don't commit wholly to an attack. They can change at any moment."

One of the group playing discovers the implications of this all too clearly, as his bold plan to drive erratically at the enemy, shooting wildly, doesn't go down very well with his AI team. "F**k this s**t!" shouts one, before retreating and leaving our hapless player to deal with the aftermath of his rash actions alone. Lindop reckons that far from making the game harder, this level of self-sufficiency will actually make it easier for novices to get their heads around the harsh realities of war. "It's not a steep learning curve. The guys with you know what they're doing, so you don't have to micro-manage them. You've actually got space to figure things out for yourself."
This flexibility is key to the new Flashpoint experience. The game is sandbox in nature, and gives players the freedom to tackle each of the campaign missions in whatever way the see fit, using whichever of the 60+ weapons and numerous vehicles they can get their hands on. "Every time you play a mission, it's different," claims Lenton, and what we see backs him up. Although we're viewing the same small skirmish over and over - assaulting a small Chinese squad bunkered down in a village - each attempt unfolds in completely different ways. "The AI uses different ways of attacking you, you use different ways of attacking them, they'll take a different route, use different cover," says Lenton, as the enemies on-screen do exactly that. He laughs. "One of the best things about demoing this game is that you've got no idea how it's going to turn out."
While realism is paramount, Lenton is keen that people will be able to enjoy their time in his "really fun toybox". The design and details may be stringently true to life, but vehicles are simple to control - even the helicopters, the controls for which have been based on painstaking "research" playing with RC 'copters in the fields around the Codemasters offices. "You want to be able to get in and drive anything, and for it to be fun," Lenton says. "The handling is pick-up-and-play, we're not going for flight sim level of difficulty."
There's no doubt that it's an impressive undertaking. After he's spent some time scampering around this corner of the island, Lenton calls up the map and zooms out so we can see the scale of the place. The area he'd been playing in covers maybe one square centimetre in the lower-right-hand corner. It's vast, and full of procedurally generated elements to boot. Smoke and dust lingers rather than fading away. Missions have had to be carefully designed so they don't rely on any one character or location which could accidentally be destroyed by the NPC forces on either side before the player even reaches them. Every building can be entered or destroyed, although the ruined shells collapse into predetermined patterns rather than blowing to smithereens. The reason for this, understandably, is that it allows the AI to find cover in the debris rather than having to work out where a million splinters are lying.

Another area which has been considerably developed since the original game is multiplayer. "The big, big focus of Flashpoint is online, multiplayer co-op," Lenton reckons. "Your fire team is you and three other guys, and it seems obvious to me that they should be your mates. I'm really building this as a co-op experience, that's the core thing we're doing. Every campaign mission is playable as co-op. If you play it single-player, it's co-op with three AI players. It's that balanced, and every mission is built around that concept."
As our time with the game comes to an end, Lindop is keen that fan fondness for the first game is kept in perspective, explaining that the more sophisticated design tools available in 2009 mean that the experience will be even more immersive. "When you were out in the open, there were really only two states - you were either in cover or not," he says of the first Flashpoint. "The actual polygon density of the terrain was pretty low, so you couldn't just lie down and be in cover. The fidelity of our terrain mesh is much, much higher. There are smooth folds in the ground, dry riverbeds, places where, when you're caught out in the open, there's no such thing as genuinely flat ground. You can get down low and use very small variations in the ground to try and give you that extra of cover. We want something that's more about the experience of being in combat. What's it like when a .50-calibre round passes by your head?"
You'll be able to find out when Operation Flashpoint: Dragon Rising launches later this year.
Operation Flashpoint: Dragon Rising is due out for PC, PS3 and Xbox 360 in the summer.
Clarification (23/02/09): In response to feedback, we have clarified Clive Lindop's position and confirmed he was not part of the original Operation Flashpoint development team. We've updated the article and regret the error.
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Comments (59) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I have my eye on this sequel, although I hope the PC version isn't too dumbed down because of the consoles in the same way that F.E.A.R. 2 was for example (no leaning, poor resolution support, no quick save, etc.).
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Should hopefully be one of the best FPS this year.
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1st game was great but so are rose tinted glasses!
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Keep it up
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sounds tasty. like a do-nut. ummmmm
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1st game was great but so are rose tinted glasses!
Er, it's not like faster-paced action games have been an invention of 2001 onwards and replaced a different genre in some sort of natural progression.
I am really not sure what your point is.
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I'm sorry, but I just don't find the idea of Americans swanning around the world getting involved in shit that doesn't concern them believable. A bridge too far, methinks.
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Umm say what now?
http://ww w.flashpoint1985.com/team/team....
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The reason for this is the massive amount of cash that the Americans spend on new toys for their military coupled with the intended audience. Usually the first mods that start coming out for these games are re-skins and the like by modders making troops from their country of origin, so I guess not everyone wants to "oo-rah" their way around the world wearing stars and stripes undercrackers....
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Armed Assault and the original Op Flash were created by Bohemia Interactive, Op Flash 2 is a Codemaster's internal team.
"Is it better?"
Bit early to say really
It's going to be different, that's for certain. For example, the preview states that vehicles won't have simulation difficulty, while anyone who has played ArmA knows that learning how to handle aircraft and tanks takes a lot of work because they are very complex. I'm sure it'll cause accusations of dumbing down for consoles, but if you're concerned OpFlash 2 is dumbed down then go play ArmA.
Really looking forward to both this and ArmA 2, they're going to fulfil different needs. This is going to be a slightly shallower, more accessible Op Flash, while ArmA 2 will retain the insane scale, complexity and flexibility of the original. It's nice to have the choice.
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hope this is good as the tension from the first game was truly like no other shooter available... for consoles at least. you did get that feeling of vulnerability and scale like no other game. yes the vehicle controls were a bitch and i never could fly a helicopter with any finesse.
fingers crossed.
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because those kind of conflicts are very different to what everyone really wants; some good old nationstate on nationstate action.
there are enough messy little insurgencies in the real world thanks.
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Quote from Page 1.
"As with all things Flashpoint, few liberties have been taken with the facts: the Marine unit in question is the one actually stationed in Okinawa which would respond to such a situation"
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the first one is one of my all time favourites
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QTF. I'm really looking forward to this, and applaud the devs for their progressive multiplatform stance.
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I really hope you are being sarcastic.
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Im keeping tabs on both ARMA2 & OpFlash 2 - so cheers for the news!
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Hehe. I got it
/polishes irono-filter.
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I think it might be a good thing in this case. I always wanted a game that combines the comparatively simple controls of a game like, say, CoD, with the scale and freedom of something like O:FP.
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4 -way split-screen would be awesome. I'd probably never be able to get my friends out of my house...
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Yup I'm anticipating this for the same reason. And there will always be ArmA for when you want to act like a real soldier.
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I just hope it's not dumbed down in some way to allow for the console gamers since so many games that are developed with both sets of hardware in mind almost always end up feeling silly for those of us playing them on the PC.
The real question is, will these be superior to ArmA 2? I have a feeling it could be a debate that lasts long after they are both released.
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So some of them are real...?
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Comment deleted because I confused a couple of games.
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That said, if the blandness means the game runs smooth and they've concentrated on the mechanics and kept the depth of the original, this is a definite purchase.
As others have said, the key will be whether to get it on Xbox for the Co-Op or on PC for the better game/mouse controls.
Oh, and up against Armed Assault 2? Well Armed Assault was the most bugged unprofessional unoptimised piece of software I've ever had the misfortune to own, whatever gem they hoped to create was well and truly buried, unless the personel has changed I don't imagine they'll be able to do anything better.
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I don't think it's going to be a lot like the original at all. It will be streamlined for consoles and it will not be as tough or complex, largely because that wouldn't sell to the mainstream. They're not going to get the CoD4 crowd interested if it requires you to understand military tactics and spend hours learning to fly a helicopter.
Anyone who enjoyed the original should pick up Armed Assault.
"The real question is, will these be superior to ArmA 2?"
Don't think it willl matter, I suspect they're both going to be very different from each other.
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]http://ww w.flashpoint1985.com/cgi-bin/ik...[/link]
Clive Lindop was never involved in the development of Operation Flashpoint (the first one, not this second one that carries the same name) in any way as far as I can tell. I think it's a very legitimate question to ask Eurogamer and Codemasters what work he did in the original Flashpoint team. And what of his work is in the game he apparently created?
He was never part of the Bohemia Interactive team, his name never, ever came to my attention during the whole period that we developed Operation Flashpoint: Cold War Crisis (with myself as the project lead) and from what I gather he only joined Codemasters in October 2005, after we completed our last project with Codemasters; Operation Flashpoint: Elite for Xbox, despite the fact he lists himself as “Art Director” for Operation Flashpoint: Cold War Crisis on his Linkedin profile.
I believe it is very sad that Codemasters are not satisfied simply with owning the Operation Flashpoint name, but are also trying to copy everything that made it good and replicate it (how creative is that?) but they are also trying to behave like they really are the people behind the development of the original classic Operation Flashpoint Cold War Crisis.
I really like competition, so Operation Flashpoint 2 (or whatever it’s called today) is good additional motivation for us to make a better game, but this type of attitude is completely unacceptable to me.
I would like to repeat some facts: we worked on the first Operation Flashpoint for a very long time (since 1997), we signed the deal with Codemasters in August 2000 and the game launched in June 2001. I believe that speaks for itself. To anyone interested in learning more about the road to Flashpoint, I definitely suggest our post mortem over at Gamasutra.
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I for one, will be looking forward to this title and as for Arma 2...outdated PS2 title?
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As for the anti ArmA2 trolling, weak.
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'We'? Who is 'We'? Do you work for eurogamer?
I've been following both games and of late lost interest in Arma 2 as it looks outdated compare to most FPS titles that I have seen and played and its my personal opinion that the graphics in Arma 2 just dont stack up. If you dont like that view, you know where you can go.
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I am really having a hard time seeing a significant technical difference between ArmA 2 and O:FP2. Both games look rather similar which, considering the heritage and the scale they're going for, is hardly surprising.
OFP 2 gallery
ArmA 2 gallery
Care to elaborate, Grimrita?
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Uh...no. ArmA 2 looks good, especially considering it's a complex military sim with a huge map and accurate recreations of military vehicles. What little has been shown of OpFlash 2 looks pretty similar to ArmA, and most of the images we've seen now appear to be early target renders.
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Uuh.. wut?
English is not my first language, but I have extensive knowledge of the internet pornos.. so I'm confused.
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Also, Eurogamer staff please correct the article, as Placebo have posted several times now the word from Marek Spanel himself, this guy Clive whatever had nothing to do with the first OPF game.
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Let's not forget that Bohemia Interactive did a number of combat sims for the US Army.
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roll on the summer for dragon rising and i look forward to hearing a release date for arma2