Operation Flashpoint 2: Dragon Rising
Geplaatst: 19 feb 2009, 16:49
Operation Flashpoint 2: Dragon Rising
Operation Flashpoint 2: Dragon Rising (OFP 2) is the official sequel to the award winning computer game Operation Flashpoint: Cold War Crisis. The game is to be released on July 1st 2009. This date has been confirmed by Codemasters
De effecten zijn enorm goed, nieuwe baanbrekende graphics. Realisme, en alles kan kapot! 220 vierkante kilometer! Het duurt 4.5 uur om van de ene naar de andere kant te lopen... 2 uur in een jeep of 20 minuten in het snelste vliegtuig...
Gameplay
On Style
* Game is styled to a more mature, war informed audience. - 0.21 to 0.27
* The developers aimed to make a down to earth, gritty, "reportage", "War through the lenses feel" to the game. - 0:28 to 0:40
On Authenticity
This is shown on a slide behind the Clive Lindop in the leaked E3 video as he speaks from 0:41 to 0:43. Points Marked with a // are comments and not in actuality on the slide or Spoken. > are paraphrased or directly quoted sentences based on spoken word of Clive Lindop
On The Island
* > The Island is named Skira Island
* 220 km² of terrain
* Wide range of terrain types:
o Swamps
o Grasslands
o Forests
o Rocky Mountains
* Crumbling soviet era architecture
From here on in there are no slides
* This Island is Located North of Japan - 0:43 to 0:45
* This Island is part of a chain of islands called the Scarlet Islands. - 0:45 to 0:47
* This Island has a turbulent history of being liberated, First owned by China, taken by Japan and liberated by Russia in World War Two, and now is prized as the largest oil reserve in the world - 0:40 to 1:10
* According to PlayStation: The Official MagazineThe "island...measures over 30,000 square miles."[1] Chief Game Designer Lee Brimmicome-Wood adds, "Skira is a huge island. That said, at its narrowest it's only a few miles across. While there may be a lot of terrain, the lay of the land naturally funnels the armies towards each other. Natural valleys, villages, bridges, and lakes force strategic confrontation, between forces..."
Destruction
* Buildings have a multi-stage multi-sectioned approach to demolition.
* There are damageable world objects.
o Some have multiple damage states.
* Damage done to world objects and buildings is persistent.
o This pervasion of persistent objects extends throughout the mission and campaign.
o This is done to instill a sense of attrition that extreme firepower has. There are animations for mounting weapons, leaping over walls, kicking in doors, etc.
[ Gameplay
* Firing sequences from lifting the object up, to placing it on your shoulder to turning it on and arming to fire is all faithfully simulated.
* Reloading is as well faithfully simulated.
Weaponry
* All weaponry requiring an interface (Example Javelin) will have one. Highly detailed and functional.
* According to game developer any weapon that would need to be assembled in real life would also need to be carried and assembled on game before use.
* Weapons can be attached with scopes and grenade launchers among other things that are not known at this time. Weapon permitting - IE: A Javelin cannot be given a scope.
* Game Informer reports that over "70 real life weapons are included in the game, all supported by a realistic ballistic system. This simulates surface penetration based on material and armor values. You can even select different ammo types depending on whether [sic] you prefer knockdown power or armor piercing traits, for example. Players can carry two large weapons, a pistol, and a knife. If one of these happens to be a Javelin missile launcher, you'll have to save that one shot until it matters. Just like in real life, remaining enemies will follow the smoke trail back to your position, so be sure to hightail it out of there after firing."
Vehicles
* There are 50 vehicles
o // One would presume 20 a side with 10 being civilian, rebel or neutral units.
* There are air, naval and land units all faithfully simulated.
o Vehicles react to terrain with varying levels of performance.
o Strengths and weaknesses of vehicles are apparent and a strategy element in Operation Flashpoint 2.
o The following elements are supported:
o Crew positions
+ All Weapon systems
+ Detailed simulation and deployment of firing sequences
+ All weapon specific cockpit components, HUDs and interfaces
Effects
* When firing the game utilizes a multistage animation feature that over a series of milliseconds provides a progressive animation that leads to realistic effects.
Multiplayer Gameplay
PC version will feature:
* 32 player (16 vs 16) in addition to the 256 NPC squad members (8 per squad per player)
* 8 player co-op in addition to NPC squad members
* 4 player Campaign + single mission co-op
Console(Xbox360+PS3)version will feature:
* 16 player (8 vs 8) in addition to NPC squad members
* 4 player co-op in addition to NPC squad members
* 2 player Campaign + single mission co-op
1. Please note: aside from the number of players in multiplayer the content of this game will be the same across platforms.
Plot
In a recent issue of PC gamer, the plot was very roughly outlined as the following. A few years in the future, all the worlds super powers are critically short of oil. Russia begins to survey the island and find that it contains vast untapped oil reserves, (interestingly, this is true and had been discovered in mid 2008). Once China gets wind of the oil, they quickly annex the island, although it is a Russian territory. The Russians ask NATO for assistance and the United States willingly lend a hand. This leads to a US lead invasion of the island at the western end of the island close to the islands main airfield. What follows is the US push inland, which occurs over a total of 6 days.
VIDEOS
Operation Flashpoint 2 - Cinematic Trailer (HD) - http://www.youtube.com/watch?v=YofVL4UyEM0
Operation Flashpoint 2 - Gameplay (off screen) - http://www.youtube.com/watch?v=VdjBqBH_GaM
Operation Flashpoint 2 - E3 Presentation - http://www.youtube.com/watch?v=p-odAncq8bI
Operation Flashpoint 2: Dragon Rising (OFP 2) is the official sequel to the award winning computer game Operation Flashpoint: Cold War Crisis. The game is to be released on July 1st 2009. This date has been confirmed by Codemasters
De effecten zijn enorm goed, nieuwe baanbrekende graphics. Realisme, en alles kan kapot! 220 vierkante kilometer! Het duurt 4.5 uur om van de ene naar de andere kant te lopen... 2 uur in een jeep of 20 minuten in het snelste vliegtuig...
Gameplay
On Style
* Game is styled to a more mature, war informed audience. - 0.21 to 0.27
* The developers aimed to make a down to earth, gritty, "reportage", "War through the lenses feel" to the game. - 0:28 to 0:40
On Authenticity
This is shown on a slide behind the Clive Lindop in the leaked E3 video as he speaks from 0:41 to 0:43. Points Marked with a // are comments and not in actuality on the slide or Spoken. > are paraphrased or directly quoted sentences based on spoken word of Clive Lindop
On The Island
* > The Island is named Skira Island
* 220 km² of terrain
* Wide range of terrain types:
o Swamps
o Grasslands
o Forests
o Rocky Mountains
* Crumbling soviet era architecture
From here on in there are no slides
* This Island is Located North of Japan - 0:43 to 0:45
* This Island is part of a chain of islands called the Scarlet Islands. - 0:45 to 0:47
* This Island has a turbulent history of being liberated, First owned by China, taken by Japan and liberated by Russia in World War Two, and now is prized as the largest oil reserve in the world - 0:40 to 1:10
* According to PlayStation: The Official MagazineThe "island...measures over 30,000 square miles."[1] Chief Game Designer Lee Brimmicome-Wood adds, "Skira is a huge island. That said, at its narrowest it's only a few miles across. While there may be a lot of terrain, the lay of the land naturally funnels the armies towards each other. Natural valleys, villages, bridges, and lakes force strategic confrontation, between forces..."
Destruction
* Buildings have a multi-stage multi-sectioned approach to demolition.
* There are damageable world objects.
o Some have multiple damage states.
* Damage done to world objects and buildings is persistent.
o This pervasion of persistent objects extends throughout the mission and campaign.
o This is done to instill a sense of attrition that extreme firepower has. There are animations for mounting weapons, leaping over walls, kicking in doors, etc.
[ Gameplay
* Firing sequences from lifting the object up, to placing it on your shoulder to turning it on and arming to fire is all faithfully simulated.
* Reloading is as well faithfully simulated.
Weaponry
* All weaponry requiring an interface (Example Javelin) will have one. Highly detailed and functional.
* According to game developer any weapon that would need to be assembled in real life would also need to be carried and assembled on game before use.
* Weapons can be attached with scopes and grenade launchers among other things that are not known at this time. Weapon permitting - IE: A Javelin cannot be given a scope.
* Game Informer reports that over "70 real life weapons are included in the game, all supported by a realistic ballistic system. This simulates surface penetration based on material and armor values. You can even select different ammo types depending on whether [sic] you prefer knockdown power or armor piercing traits, for example. Players can carry two large weapons, a pistol, and a knife. If one of these happens to be a Javelin missile launcher, you'll have to save that one shot until it matters. Just like in real life, remaining enemies will follow the smoke trail back to your position, so be sure to hightail it out of there after firing."
Vehicles
* There are 50 vehicles
o // One would presume 20 a side with 10 being civilian, rebel or neutral units.
* There are air, naval and land units all faithfully simulated.
o Vehicles react to terrain with varying levels of performance.
o Strengths and weaknesses of vehicles are apparent and a strategy element in Operation Flashpoint 2.
o The following elements are supported:
o Crew positions
+ All Weapon systems
+ Detailed simulation and deployment of firing sequences
+ All weapon specific cockpit components, HUDs and interfaces
Effects
* When firing the game utilizes a multistage animation feature that over a series of milliseconds provides a progressive animation that leads to realistic effects.
Multiplayer Gameplay
PC version will feature:
* 32 player (16 vs 16) in addition to the 256 NPC squad members (8 per squad per player)
* 8 player co-op in addition to NPC squad members
* 4 player Campaign + single mission co-op
Console(Xbox360+PS3)version will feature:
* 16 player (8 vs 8) in addition to NPC squad members
* 4 player co-op in addition to NPC squad members
* 2 player Campaign + single mission co-op
1. Please note: aside from the number of players in multiplayer the content of this game will be the same across platforms.
Plot
In a recent issue of PC gamer, the plot was very roughly outlined as the following. A few years in the future, all the worlds super powers are critically short of oil. Russia begins to survey the island and find that it contains vast untapped oil reserves, (interestingly, this is true and had been discovered in mid 2008). Once China gets wind of the oil, they quickly annex the island, although it is a Russian territory. The Russians ask NATO for assistance and the United States willingly lend a hand. This leads to a US lead invasion of the island at the western end of the island close to the islands main airfield. What follows is the US push inland, which occurs over a total of 6 days.
VIDEOS
Operation Flashpoint 2 - Cinematic Trailer (HD) - http://www.youtube.com/watch?v=YofVL4UyEM0
Operation Flashpoint 2 - Gameplay (off screen) - http://www.youtube.com/watch?v=VdjBqBH_GaM
Operation Flashpoint 2 - E3 Presentation - http://www.youtube.com/watch?v=p-odAncq8bI