Operation Flashpoint Dragon Rising PC Review - www.impulsegamer.com -
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Gameplay |
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7.1 |
Graphics |
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8.0 |
Sound |
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8.5 |
Value |
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7.1 |
Developer:
Codemasters
Review Date: October 2009
Reviewer: Edwin Millheim
Classification: M15+ |
7.1 |
Operation Flashpoint Dragon Rising
Grab your ILBE, because your going In Country Marine! The radio
traffic came in for the new AO, and it's Lima Charlie. Operation
Flashpoint: Dragon Rising is one hell of a tactical simulator with
real world USMC tactics in mind. It's an open world and mission have
several objectives or mission points that can be handled in any
order the player deems fit. At this time there is good and bad
points to the game, though for the blistering experience Operation
Flashpoint Dragon Rising brings the player, the good points outweigh
the bad points. Any bugs that made it past the final testing will be
squashed with any updates or patches I am sure.
Features:
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Freedom of Play – Operation
Flashpoint 2 will give players
the freedom to handle military
crisis situations on their
initiative. Unscripted missions
will task players with real
objectives, such as laying down
covering fire, covering a
friendly unit’s retreat or
conducting short-range recon
patrol. Armed with cutting edge
military hardware, players will
need to balance brute force with
intelligent use of tactics. Once
players have completed the
campaign, a Mission Editor
enables gamers to create their
own single player and
multiplayer missions.
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The
most realistic modern military
conflict game – Operation
Flashpoint 2 features
unparalleled levels of realism
and variety of military forces,
equipment, weapons and tactics.
Fully loaded weapons and
individual ammunition types will
be simulated with detailed
ballistic physics, based upon
individually-crafted mechanics.
Players will command and control
a wide variety of
multi-component, multi-weapon
vehicles, including tanks,
infantry fighting vehicles, APCs,
attack and utility helicopters.
The character damage system
authentically depicts the
terrible wounds and injury from
modern weapons to communicate
the reality of combat.
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Platoon-Based Combat - As an
epic campaign weaves the
narrative, players will fight as
infantry soldiers in battle,
drive tanks in armored assaults,
pilot helicopters in air
strikes, and infiltrate the
enemy in covert special
operations utilizing a wide
variety of realistic military
weapons from knives and rifles
to machine guns, grenade
launchers and laser designators
for air strikes. In whichever
role the player chooses, they
will experience the fierce and
brutal reality of warfare and
the shock and awe of
contemporary firepower unleashed
on the arresting scale of modern
combat.
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Redefines the Size of Battle -
Immense play areas of more than
135 square miles give players a
multitude of tactical decisions
on how to best accomplish
missions. Densely packed with
environment detail and objects,
valleys, mountains, coastlines,
towns, villages and industrial
complexes all combine to deliver
a rich and challenging tactical
environment. The world is
persistent, so that buildings
destroyed in one campaign
mission will be destroyed in the
next.
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Stylised Cinematography -
Operation Flashpoint 2 will
model the environment, objects
and people in realistic detail,
but its visual styling will
embrace documentary techniques.
The camera work through
cut-scenes will be heavily
influenced by television war
reports that are often shot
under extreme circumstances
delivering a unique look with
incorrect exposure, severe
camera shake and loss of focus.
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With this return to
the ground breaking and much anticipated title, (And I really hate
using much anticipated in any review, though in this case it is
correct) players take on the role of trying to defuse a military
Flashpoint between global powers that could well spark a massive
war. In the game U.S Marines and Special Forces operatives are
dispatched to take back the oil-rich Russian Island of Skira from an
invading force of the People's Liberation Army of China.
Now the stage is set, let me just get out of the way some of the
things that take away from the game, some of the things that we can
only hope will be changed or tweaked in any patches. Word from
Codemasters is pretty positive as a PC and Console patch is in the
works. There are some heavy connectivity issues with the online game
aspect that many players have reported, these are close to
resolution. Which by the time you read this my well be fully
addressed... Tweaks to the AI are also something that may be
addressed. It's great to have big maps, but sometimes when you have
to walk miles and miles to get to the next objective with nothing
going on any place else, it can get a bit tedious. For right now,
many message boards are alight with not so happy players dealing
with the multiplayer issues, and the AI which can be a bit on the
stupid side, I mean really should a commander have to tell someone
to take cover and not walk into the beaten zone and get themselves
killed?
Now onward, the game once these issues are fixed, is a total win all
around. Very well handled in many aspects. The front end menus and
music is pretty smooth and pleasing to look at, mission information
can be viewed either with just bare bones info, or a little more
detailed information. Well done for the designers and writers of the
script. In game menus where you call in support, or the quick
command radial interface takes a bit of getting used to. Some
players have complained about it being a bit awkward to
use...especially in the middle of a fire fight. Though with more
use, the system does seem to grow on you. The command system give
the player that feel of command, though it feels a bit on the
micromanaged side, it does thrust the burden of command on the
player.
Graphics for the game are pretty good. Not everything is as super
detailed as one may look for...though the graphics really do look
good. Lighting effects and draw distance are consistent and look
great considering the huge amounts of distance that are in the game.
No jaggies or shimmer tearing was detected until using sniper
scopes. Some parts of buildings would show the ever so slight
tearing shimmer. This is by no way, enough to not appreciate the
explosions and the dust these kick up, nor the red mist that
spritzes the air on a smoke checked target. All the eye candy looks
good.
Sounds, oh my the sounds, from the music which is very atmospheric,
to the sounds of boots crunching on the different surfaces, or the
hair raising sound of a bullet snapping past you, on the the sound
of the breach clacking when firing a weapon. It's all hear and
engineered masterfully for maximum effect. It's not always the heavy
sounds, or even the ambient sound, but sometimes the sound of
silence that really messes with you. It's all here to compliment and
drive the visuals. Voice acting here also is a long way better than
a certain earlier release of another war game which shall go
unmentioned. Here you believe that these characters are experiencing
this, you believe the radio calls...you actually look forward to the
interaction. The sites and sounds of the game combine to bring about
an impressive immersion of an experience.
The weapons and damage go hand and had of course, and there is
enough hardware here to keep just about anyone happy. While the
ballistic reactions and bullet drop seem to be well simulated, I do
question one thing in particular. Firing the heavy Sniper Rifle from
a standing position and managing to hit anything... not so sure
about this being realistic. The Barrett, depending on it's barrel
length weighs in at a hefty 29 to 30 pounds. Though muzzle kick does
jump convincingly when it's fired. For long shots and using the
sniper rifles especially requires an aim slightly above a target
since I have not seen any way to dial in and make adjustments to the
weapons site.
More on weapons and damage, getting hit you can bleed out if not
attended to. This is indicated by a damage indicator showing that
your bleeding. If no medical aid is rendered, that's all she wrote.
Damage is indicated (When you have the HUD up) by a little human
representation showing color coded areas of the body where the
player has taken damage. Or with the HUD off, just by a slight haze
of throbbing red around the corners of the screen. With the HUD,
there is also a Red circle that represents bleeding. This circle
turns from red to white slowly as the player bleeds out.
Difficulty in the game is not so much on how much harder the enemy
comes at you or how skilled they are, the difficulty changes are
more in visual ques on the HUD. So at higher difficulty there will
be no aiming ques or anything like that. I find playing at the
highest difficulty with most of the HUD turned off makes for a
challenging and rewarding game. The game can be intense when the
fire fights happen, knowing that bullets don't tone down there
damage. Getting hit causes damage and death can happen, even from
one shot. A shot to the head will ruin anyone's day. This in itself
causes for more tactical thought and managing combat resources to be
a must. Just running and gunning can get you only so far. Using your
team for flanking and suppressive fire maneuvers is but a couple of
skills the player must utilize.
The usable vehicles in the game can take some getting used to. While
driving a vehicle there does not seem to be any free look ability.
The view is cemented directly ahead. Even with this handicap I did
manage in one mission to take out two enemy soldiers by ramming
through their improvised road block. (they had just come out of a
truck with their buddies and...well you get the idea.) But what a
thrilling mission experience this was.
This massive game is an impressive tactical experience. Worth the
small headaches it may cause till some patching takes place. Casual
gamers may be more frustrated than the dedicated gamers, and more so
if those dedicated gamers are looking for a game where you take
massive damage and still go on...if that's your idea of a
challenging experience in a game...don't even enlist here. Now if
you want to have to really work for the rewards of victory and
manage your team and get everyone out alive...then Operation
Flashpoint Dragon Rising, is for you.
Giving the player several main mission and side mission goals to
accomplice. The greatest part being you can tackle the mission
objectives in any order. The approach can be stealthy and then bring
down the pain, or come in load and announced creating an even more
difficult mission.
Out of the box, with some of the bugs hindering some player
experience, Operation Flashpoint Dragon Rising needs a bit more TLC
from the developers, till then we are in a hurry up and wait
situation.
Operation Flashpoint Dragon Rising is out for the PC, Xbox 360 or
PS3.
This review was for the PC version, tested on our Games review Rig,
an Alienware Area 51 Quad core system.
Have fun, play games
Edwin Millheim
Impulse Gamer
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