Operation Flashpoint: Dragon Rising Review
Red mist, purple heart.
Version tested: PC
The Eurogamer Black Hawk that carried Sergeant Parkin into Skira didn't come straight home. It crossed the densely-forested console/PC border and dropped off another eager soldier-simmer before returning to base. I was that simmer and this is what I learnt from my time in-country.
The first emotion Dragon Rising stirred in me? Disappointment. Launching into the 11-mission campaign fresh from a bout of ArmA II, the flat lighting, washed-out sepia tones and low-res terrain textures of the Skiran landscape had me checking I hadn't minimised the graphics settings by mistake. Later outings in sunnier/moonier conditions show off the vast seamless battlespace far better, but still, it's hard to shake the feeling that Codemasters has lost the beauty contest to Bohemia Interactive.
If we're going to be petty and keep score, the British devs equalise with their elegant radial-menu based GUI. A control system that allows you to order squad-mates about, altering everything from their stances to their rules of engagement to the sides they part their hair, is never going to be idiot-proof, but Dragon Rising's logically-layered menus, accessed through the oh-so-convenient WSAD keys, come mighty close.
Picking victors starts getting complicated when you venture into core areas like infantry combat. The newcomer might not let you lean - a ludicrous omission - and may, when a shooter is close to cover, occasionally block outgoing lead for no apparent reason, but there's no denying the plausibility of its atmospheric, adrenalin-steeped skirmishes. Mud and blood lens-spatter are extremely well-used as are the ZZZIPs, PHWIPS, KRAKS and F*CK!s that pepper the spontaneous soundtrack. Most importantly, the ballistic modelling has an air of grim authority to it.
Do slugs penetrate wooden fences and shack walls? Sadly, I think not. Do projectiles projected over long distances obey gravity? Most definitely. That trademark Operation Flashpoint experience, sniping a faraway foe by aiming several metres over his head, is certainly feasible in the sequel. That other trademark Operation Flashpoint experience - dropping like a sack of spuds after taking a single bullet to a vital organ - also re-appears.

We PC aesthetes expect better than this.
Such sudden demises could be maddening. The fact they aren't says a lot about OFDR's extremely well-judged lethality levels. You'd have to be remarkably unlucky or remarkably stupid to get insta-killed on a regular basis, but the threat of it gives every ballsy advance and nervous house-clearing a palpable piquancy. Most wounds will finish you only if you fail to treat them before the bleed-out timer runs down. If you're incapacitated, aid must be administered by a human or CPU-controlled team-mate. Some of the tensest moments in the game come when you're laying in a pool of blood waiting for a medic to respond to your plaintive cries.
The PLA also play their part in keeping the gunplay credible. Like all the best artificial adversaries, you're never quite sure how they will react to danger. Some hit the dirt and start crawling when the angry lead bees arrive, others dash for cover, hurl smoke grenades, dart behind trees, or commence aggressive flanking manoeuvres. Just about the only behaviour they don't appear to have mastered is surrendering. Oh, that and post-mortem persistence.
After the lack of leaning, one of this game's most exasperating flaws is the way corpses disappear. There you are ready to scavenge a nice Chinese QBZ95M assault rifle or 67-II LMG to replace your ammo-less M16A4 (weapon models and animations are beautiful throughout) when all of a sudden the body you're jogging towards disappears into thin air. It doesn't happen every time and most battlespaces are liberally scattered with weapon crates, but it's not the sort of nonsense you expect from a serious squaddy sim.
And talking of things I really didn't expect to see in Dragon Rising, it's probably time to mention the game's creaky peer-to-peer multiplayer. For a title that supports 32-player mayhem and has potentially massive clan appeal, the current absence of dedicated server code is downright baffling [tell that to Infinity Ward - Ed]. I've just fled from a worst-case session in which opening doors, switching weapons, and operating vehicles was nigh-on impossible thanks to lag. Without a server support patch, some anti-hack protection, and, ideally, the ability to join games already in progress, the future for multiplay looks bleak, which is a shame because there's definitely promise there.
Co-op allows you to take-on the campaign in the company of up to three mates, Annihilation is a no-nonsense team mode in which two sides grapple over a strategic location like a bridge or village, and Infiltration - arguably the most interesting form of off-the-shelf MP - casts one small group of combatants as spec-ops attackers, the rest as defending grunts.
Whatever the mode, your role and load-out depend on the squad slot you grab before the action commences. Fancy eviscerating tanks and reducing houses to smoking ruins with a single trigger squeeze? Go AT gunner. Want to feel the love of your fellow team-members radiating from your screen? Go medic. I think the most fun I've had is playing a defensive engineer in Infiltration mode. Step 1: Grab a buggy at the spawn point and race down to the objective. Step 2: Scamper around sowing land mines in likely avenues of approach. Step 3: Take up overwatch position and await satisfying crump of unexpectedly airborne spec-ops foes.

No fixed-wing flying machines, sadly.
Bizarrely, without multiplay or editor experimentation, you won't get to experience many of the best vehicles in the game. The Codies transport department has done a splendid job of building a fleet of helos, jeeps and armoured vehicles only to be shafted by the folk responsible for the campaign. Apart from the odd Humvee or jeep ride, the story segment is completely devoid of vehicular thrills. I waited patiently for the mission that would put me in an Abrams tank or missile-spitting Cobra attack helicopter, or encourage me to half-inch a civilian car, bus or tractor. It never came.
The ridiculous thing about this self-enforced driving ban is vehicles are one of Dragon Rising's best-executed features. They are certainly friendlier and more convincing than their ArmA II equivalents. Being underpinned by Havok physics probably has a hand in that. You certainly notice the middleware when you're sliding around Skira in a Joint Ops-style dune buggy, or attempting to land a helo on uneven ground.
Outside of proper flight sims, chopper flight models tend to be either soggy or silly. Here they're neither. Within minutes of clambering into a Seahawk for the first time I was darting around in much the same happy way I do in FSX. I wonder if the flat roofs of sangers and sheds are landable? Oh, lovely, they are. I wonder if I can activate auto-hover, then switch to a door-mounted minigun or scamper off and explore on foot? Ah, splendid, I can. Does it matter if wander too close to the tail rotor while exiting? Ouch! Yes it does. The default keyboard control scheme and handling feel so natural I still haven't bothered to plug in a joystick.
A few more wheeled or winged interludes would have added spangle to what is a consistently enjoyable but rather imagination-bereft campaign. There's no real plot to speak of. Once the initial load screens have supplied their speedy potted history of Skira - a history that ends with oil-hungry China invading and a Russia/US alliance responding - it's bog-standard military ops all the way. Seize this hamlet, destroy those SAM sites, infiltrate this oil storage depot... it's a testament to the game's visceral, unpredictable combat that familiar tasks like these never feel tiresome.
Will I want to replay the story segment? Yes, I'm sure I will. Various unachieved secondary objectives and unexplored tactical approaches will see to that. When I do restart, I'll certainly be activating 'hardcore' mode. At the default difficulty level all spotted threats are marked on a strip-compass which does undermine immersion after a while.
A small disincentive to revisit the campaign is the nasty checkpoint save system. Auto-save points are scarce and sometimes poorly positioned. One of the more exasperating scenarios involves nailing a couple of heavily-defended AAA vehicles before friendly helos arrive. After about six attempts, I succeeded only to be sniped by a distant marksman while strolling out to greet the landing Seahawks. Not a problem, I thought. The game is bound to have surreptitiously saved my progress immediately after the AFV's brewed-up. Oh, the naivety.

Very clever. Now get back in.
It may well be possible - I haven't got round to checking - to add extra save checkpoints to default missions using the bundled editor. My cursory fumblings suggest a powerful tool with a few hopefully-patchable teething troubles. Without consulting the help file, I managed to set up a simple infantry skirmish, and build the sort of firing range that should have been provided by the devs themselves. Things started to go awry when I attempted to stress-test the engine by fabricating a massive pitched battle involving hundreds of individual units and much of Skira's surface area. On jabbing the 'test scenario' button, I found myself staring at a grey, irretrievably frozen screen. Hmmm.
As you'll have gathered by now, Operation Flashpoint: Dragon Rising is a bit of a curate's egg. The core combat is frequently fabulous - gritty in ways that most modern shooters can't match. Disillusion starts creeping in when you consider the barely adequate multiplayer tech, the surprise-free vehicle-shunning campaign, and the graphical mediocrity. Anyone with a taste for realistic military entertainment will find plenty to enjoy here, but its hard to shake the feeling that Operation Flashpoint hasn't got the brave, superbly equipped sequel it truly deserved.
7 / 10
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Comments (48) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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...going back to read the article
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Risen is also the same for PC so why bother.
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"accessed through the oh-so-convenient WSAD keys"
I found it not at all convenient in any way. For one thing the radial menu is toggled, so once it's up it only goes away by pressing the assigned key again. A small thing, but it bugs me. More irritating is the way that you cannot do anything with the menus - be it giving orders or swapping weapons - without standing still, partly because the menu navigation is also mapped to your movement keys. I've never been in the army, but I'm fairly certain that a soldier would be capable of both running and giving orders.
Multiplayer is an absolute joke right now. I've only managed to stay online for about 10 minutes before the host has been disconnected or quit, which drops you back into the game menu with a message that you've lost the connection. There are about 15-20 servers running at any time, which is laughable compared to the number of games available on ArmA.
"Risen is also the same for PC so why bother."
Because criticisms aimed at the console port do not apply to the PC version.
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Time will tell....
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Thanks for doing it though. FWIW I think its a lot more detailed than the console review, so thats a good thing.
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However, I have to ask: was this really more important than getting around to reviewing Kingdom Hearts 358/2 days(God, it's almost as ridiculous to type as it is to say)? You know, the next installment of a popular franchise? From one of the biggest publishers in gaming? Released on arguably the most successful console of this generation?
I know how whiny that sounds, but EG is my favourite videogame website so seeing them make such a spectacular error of judgement on a game I was really looking forward to is somewhat frustrating.
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What CM need to do is take the straightjacket of the PC version. The editor unit limitaions, disappearing bodies, no modding capability and so on, hamper and undermine the experience. What this game *has* is POTENTIAL, but if CM does not empower the PC user then it will all go to waste. (although saying this, I'm not sure of the EGO engines capabilities)
If CM can also improve the cqb ai, then a game which allows freedom of movement across a large map utilising vehiclles, battles of small to meduim sizes and this could easily push on into (and surpass) the territory of the original Ghost Recon.
I'll keep an eye on this game and see what happens in terms of patches and modding tools but CM really need to let the PC version of the leash and by doing so, more people will buy the game when they see the possibilities via Youtube. However, considering the game shipped with no cd-key protection, I'm wondering if they haven't just cast the PC version to the wind.
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Guitar shredding on the battlefield... |_|,
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"vehicles are one of Dragon Rising's best-executed features"
haha that has to be a joke, no? vehicle handling is one of the top complaints on the forum, with "features" such as tanks not driving over any kind of rocks, humvees flying miles into the air when they hit anything, all land vehicles driving as if they are on ice, incredibly twitchy handling...
oh, and you mention the keyboard-driving is so good you didn't bother with a joystick - well you'll be surprised to hear there isn't even any joystick support in the game...
and the "elegant radial-menu based GUI", do you mean the one that forces you to stand on the spot while you take vital seconds to navigate it? literally you cannot give orders on the move.
you must have been playing a different game from me if the only bug you picked up on was disappearing bodies, because i've written 200+ bugs on their forum (among 60 pages of other folks' bugs) to which codies have yet to respond.
the game can be fun however, but it was a bit of a joke releasing it in its current state.
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Good show, Eurogamer. Good show.
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To me it deserves 5/6 not more, I thought it was total crap and absolutly not a milsim.
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Co-op is great fun with mates, but its a poor substitute for ARMA2's epic battles (although to be fair - OpFlashDR does work straight out the box..)
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Agree that it's buggy and annoying sometimes. Still bloody good fun despite its quirks. Like your lovely old gramps who's violently racist and occasionally wets himself - but you love him anyway. The vehicle handling - Humvees specifically - is indeed toilet. Opposite lock only it appears, and combined with grass that has the frictional properties of wet glass...
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I think they should have kept it in development for a few more months, stuck in a few
vehicle levels, fixed the major bugs like the save point system not kicking in all the time,
disappearing bodies, soldiers not doing anything when you shoot them and your retard
team AI. God why do they keep walking in front of me when i'm shooting!
"Check your fire" - CHECK YOUR BRAIN! stuppa AI.
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Ok, the game. I've had it since launch and it pails in comparison to Arma II, both in realism and in visuals. Having said that I find the game play much more forgiving here, sure you can be insta-killed but it's a much more arcadey experience than Arma. 7/10, 'bout right. Maybe a six.
Oh, I dont give a shite about multiplayer cos I'm antisocial and violent.
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The default key binds are probably the most wrong-headed I've seen on any PC game. Bringing up the artillery menu means reaching across to right shift, while the zoom view thingy is mapped to the End key. Nowhere near either hand. Just what you need in the middle of a fire fight. It's like it was designed by someone used to playing Flight Sim X, or by a console gamer wanting to spite PC users.
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To me this game was one full of promise. Unfortunately CM have failed to deliver. The only brightside regarding Flashpoint is that it only cost me 28 quid on shopto.net, and Game are giving me a £25 quid trade in for it against Borderlands.
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To put this into context - a lot of people whined that the console version only got 2 pages.
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Im not convinced that the Codies will support OFP2 after xmas.
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This game seems like a hybrid of GR with Battlefield to me. Without the utterly shite AI of GRAW.
In fact I think the AI in OPDR is phenomenal. Seen very, very few bugs. Awesome, tense, firefights. Not a mil sim but a sweet compromise.They do a lot right with this title - for those of us without second lives to dedicate to convoluted, un wieldy, buggy sims.
I can understand the bitch about multi - though coop is sweet. Hope they sort it.
But the attitude of pc gamers to many new titles is shocking -FC2 was treated the same & it was a classic.
So much Bitchin about this being a port on the forums- yet Fallout 3 still got GOTY (& it was over rated crap). We have to accept CROSSPLATFORM development if we want any games to play at all. Then give devs constructive feed back - not pathetic tempertantrums.
The editor alone means so much can be done with this title.
I think it pathetic when so many jump on the bitch & complain bandwagon ( check Codies forum) on titles that do stand on their own merits. They are helping to kill our passtime along with the pirates. Grow the F#!K UP!!
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When those titles are plainly buggy and feature questionable decisions the bitching is deserved.
And of course it is only PC gamers that complain, you'd never see a console owner having a good old moan. They're far too dignified.
"So much Bitchin about this being a port on the forums"
Don't be silly. The problems come from bad ports, not the mere existence of ports themselves. Didn't see much complaining about Arkham Asylum, did you.
"FC2 was treated the same & it was a classic."
"yet Fallout 3 still got GOTY (& it was over rated crap)"
Ah I see what we did wrong now. Rather than forming our own opinions of games (which are clearly wrong!) we should have asked TheGuvernor here for the official stance. So - Fallout 3 crap, FC2 brilliant. Got it?
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This is my opinion, your perfectly entitled to yours.
I pay for my games, have played my share of good ports & bad ones.
My point is simple - pc gaming is in serious trouble for a number of reasons. The negative attitude of many gamers is, in my opinion, part of the problem.
In my experience OPDR is stable & has few bugs. Mulit is an issue. but why are devs going to bother fixing it for us when the attitudes displyed, including personal attacks - such as dreging up dev's CV's to lambast, are so clearly out of line?
I also find it hypocritical when one port with sub par graphics , bugs & crap animations is universally acclaimed when another gets slammed for the same resaon.
Oh, yeah, & FC2 received, on average, very good review scores, including form EG. I guess i just find RPG's boring but brought in to the hype around FO3. And it was hype.
Peace out.
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You can try. The game doesn't detect mine.
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a lot of people (including me) are complaining because we were lied to about the game and the content.
It actually says "(dedicated host server recommended for optimum performance)" on the back of the box, but when you actually buy it... no dedicated servers.
I'm not too bothered because I'm lucky enough that £18 isn't much money, but if I was skint, I'd be pretty pissed.
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I assume you're talking about Fallout and Dragon Rising. Both games are criticised for similar things, but that doesn't mean they both should get similar ratings or that people should be more lenient on one of them. Games are reviewed on their individual merits, not by comparing them to other unrelated titles which may have similar problems.
"FC2 received, on average, very good review scores, including form EG."
That's nice. So did Fallout. What's it got to do with anything?
"I guess i just find RPG's boring but brought in to the hype around FO3. And it was hype. "
If you don't like RPGs then it's not surprising you didn't FO3 as it's, er, an RPG. That doesn't mean the game was overrated. Maybe don't buy RPGs in the future?
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Hollowroom, yeah the server fiasco is a problem. I didn't read the back of my box, but hey that is false advertising for sure.
However, I feel strongly that so much extreme negativity, bitching, complaining & trolling is having a negative effect on pc gaming.
If pc gamers expect to be taken seriously then they have to demonstrate some maturity. or just stop buying/playing.
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I.E.,"I guess i just find RPG's boring but brought in to the hype around FO3," - I take ownership of my mistake.
However, you seem keen to still stir it up.
And completely miss the main point of my argument.
You are boring.
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To voice my concern about negativity from pc gamers damaging our collective geeky passion, etc, etc.
Please stop being such a fruit.
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I fully appreciate the many issues die hard OF players have & can see their disapointment. I played the original & expansions. But I am still enjoying this sequal (even if it's in name only).
Posts like this from official forums don't help:
"go eat my **** i paid for this ****en game and thanks to you stupid ****er you have now said no to dedicated servers and you have no anitcheat probably. so thanks C O C K SUCKERS CRUDMASTERS"
Pear, your right, games will still be made 'cos there's money in them.
However, rather than using my decent rig to run console games it would be better to have good dialogue with developers to improve the games with true pc heritage.
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I may get this, eventually, but, well, is anyone else here like me in that the fact one has to play as an American *yet afuckinggain* pisses them off and constitutes a serious obstacle to actually fostering enthusiasm for the game? Why can't the PLA be guarding the island against an expansionist US invasion force? It's just as likely.
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"There's no real plot to speak of."
Sort of like real warfare, then?
@ YourMessageHere
"Why can't the PLA be guarding the island against an expansionist US invasion force?"
Get thee to the editor. Surely.
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I suggest you give this one a miss
Just check the official game forums for more information - http://co mmunity.codemasters.com/forum/f...
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5 people on it last night
5 people!!!!!