
Codemasters’ soldier sim sequel, Operation Flashpoint: Dragon Rising, hit the shelves this week in the US, and is out tomorrow in Europe. But is this open-world shooter as tight and tough as we’d hoped, or is it all bravado? Here’s wot I think.
The internal development teams at Codemasters are having a better year than their external counterparts. Dirt 2 is all handsome, youthful and dashing, and Operation Flashpoint is gritty, manly, even painterly. The soldier sequel is set on a grim island north of Japan, in 2010, and has been moderately impressive in its displays of military flourish. The fiction weaves history with current affairs to create a hotspot where Americans make conventional war on Chinese occupiers. The technology takes a branch of Codies’ in-house engine and does things with it that make pyres of smoke rise moodily across the horizon. (It’s been a good year for that.) Dragon Rising is helicopters and howitzer barrages and rocket attacks, all delivered in an open world level that would make most other first-person developers blush. Codies’ tech – variants of which run both this and Dirt 2 – has a right to puff out its chest, salute, and feel proud as the Codemasters’ flag is raised: it’s really getting somewhere, especially on PC. It’s good lookin’.
Indeed, it’s the technical solidity of Dragon Rising that first impresses itself on you during play. It feels well-made and smooth, at least on my middle-to-high end PC. It’s not exactly glistening with processes and shader-magic – this is no showpiece, Mr Crytek – but it does feel like a minor accomplishment of practicality and realism. The lighting is washed out and yet crisp and precise. The effects are understated, and yet routinely evocative of what a nerd imagines is probably real war. The smack and splatter of bullet impacts aren’t just well-rendered with camera grime, they’re also sold to you by the thunderous audio. Ever actually stood next to a big piece of army hardware as it fires high-calibre rounds? No? Well, it seems clear that Codies audio team have done, because the guns go bang in a most satisfying manner.

The game world itself features one enormous landscape – splendid terrain upon which to make war, or to stop and gaze out across the see, wistfully wondering. It’s a shame there’s no button for picking the flowers. Few games manage a backdrop as hi-fidelity as this, and the realisation that you can go off the rails and charge across a beautifully realised island on which there really is a war unfolding is an interesting one. Interesting because you seldom see any reason to do so in the single player game. You genuinely can just follow the waypoints from one to the next to complete the mission. The level design is such is that there’s almost always appropriate cover along the line of the waypoints, and if you utilise that cover sensibly you’ll always be able to take down the enemies that lay ahead of you. The only real challenge, I found, was in having enough ammo.
Of course the difficulty levels allow you strip some of that HUD scaffolding out, and you’ll probably want to, because the game becomes rather easy by default. Enemies don’t seem particularly inventive in their attacks, and occasionally fail to address your presence at all, opting instead to carry out their dash for cover or their prescribed attacks on other units. The pervasive tracer fire means that as long as you’ve got some cover nearby you can pretty much always identify where the enemies are, and can cut them down before they become anything like a significant threat. (Despite that fact that – hnngh – you can’t lean.)

What is possibly Operation Flashpoint’s most accomplished piece of game design is the radial command system for your fireteam – for you are not alone – which you use to instruct your sidekicks into action. They are, for the most part, not particularly bright. They’ll sometimes not respond to an enemy, or forget an order and just stand about aimlessly, or even over-zealously pursue an order so that they chase someone up the side of a hill when you’d said “defend this shed”. But with some careful manipulation you can get them to lay down suppressing fire for you to flank, or even flank while you lay down suppressing fire. Useful routines on the battlefield, and they make for some Dragon Rising’s most entertaining play. Possibly the most useful routine, however, is being able to patch people up: the medic is a walking hospital, able to mend gunshot wounds with a wave of his arms. Invaluable, as you might expect, especially when it’s you who is bleeding to death in the long grass.
Even with these absent-minded androids shambling across the island of Skiira behind you, the single player campaign is a brief excursion. Never too much of a challenge, and rather lacking in punch. It certainly shows off the Ego engine – there are some beautiful moments of charging through smoke to assault enemy positions, and the gun-action is entirely satisfactory – but it doesn’t do much to show off the game design talents of the Codemasters team. It’s /distinctly/ unimaginative. The characters are characterless, and the world without humour or invention. Not a single mission made me think, or take a notes for a review I’d later write.

However, it doesn’t seem like it’s the single player game that is intended to be the meat of this soldier game. It could well be seen as just another extended intro ahead of the multiplayer game. This gives you both co-op and competitive multiplayer. I’ve had a crack and the co-op and rather enjoyed it. I expect the incredibly solid engine will deliver a good team-based versus game too. Like any game with chums and guns, the fun is immediately multiplied so that you end up having stupid larks in a place where serious war is happening. The accessibility and non-brokenness of Dragon Rising are a massive boon here too, obviously, because it’s not hugely demanding of your PC spec, and is well optimised enough not to seem like it’ll be flexible as to its platform. I have, at least, seen it running on a number of PCs now, and not seen any significant problems. Going into one of the missions against AI with your friends is fun. Especially when you’re supposed to be stealthy, and you’re the one that raises the alarm…
There’s a mission editor bundled with the package too. I’ve had a bit of play with it and was sadly baffled by the process: I spent ages fiddling with a vast stand up fight between American and Chinese forces, hoping to be able to chalk up yet another score for being able to make your own ludicrous missions in a shooter, but I was vexed. That said, you almost /have/ to spend some time in this editor to really get a sense of Dragon Rising, and to take in the scope of that island. I fully expect some enormous player generated missions to be created using this – there’s certainly immense scope for creating PC-flooring mega-battles across Skiira, the likes of which Codies wouldn’t have dared to include in their own campaign.

And so to the concluding paragraphs. I’ve come this far without mentioning Arma 2, but it’s impossible to continue without doing so. These two soldier games are diametrically opposed. Arma 2 has all the ambition, character, and versatility, while Dragon Rising has all the production values, accessibility and neat design. Codemaster’s design decisions all make sense: their radial command menu is great, the missions are all comprehensible and readily executed, and they tie a soldier shooter package up with a quality assured bow. It all makes for a tidy experience, but it’s just not very interesting. For example, there’s minimal vehicular action. By the end of Arma 2 you’re commanding – even building – an entire army, but Dragon Rising barely gets beyond small arms action. Sure, there’s a helicopter bit in the single player campaign, irregular support fire, and the odd jeep ride, but Arma 2 is all the helicopters and tanks I will ever want to see in one gaming life. Imagine my disappointment when I ran up to a tractor in Dragon Rising and realised it could not be driven. This is not the promised land.
I realised early on that the “Operation Flashpoint” part of Dragon Rising really isn’t anything more than a convenient handle that Codemasters happened to have around. This is a game that is, spiritually and genetically, far more a successor to the Delta Force games than it is to the original Operation Flashpoint. I was having flashbacks to Delta Force 2 during my time with Dragon Rising, and remembered just how much I enjoyed that ancient manshoot at the time. These days, however, it seems barren. The actual Delta Force games have long ago wandered off into the no-man’s land of awfulness, and Dragon Rising seems like a good approximation of where they might have been if they had remained a contender.
Far from being the calamitous failure that some Arma 2 fans would have liked this game to be, Dragon Rising actually just a mild disappointment, but a disappointment that leads in an entirely different direction to that of Bohemia’s project. In fact, it’s almost a lesson in why Codemasters and Bohemia Interactive should never have parted ways in the first place. Each game has something the other one needs, and they’re both flawed without it.
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Well Play have failed to get it to me for release, irony of that is reading the back fo the box in teh supermarket today which given it was £22 there I could’ve bought had I not already own a copy currently languishing in a pile in a royal mail depot. Still, there’s always beer.
Klassic: Sorry no, I’m merely an imposter.
Mort: Play failed me too. Or Royal Mail or whatever. 3 -5 days delivery? On a pre-release and no option to hurry it along for an extra couple of quid. Seem to recall Far Cry 2 which I preordered got to me on the day.
Yup. Beer is my answer too.
well said there mr. Rossignol. not much to add
Indeed, I loved the single player of that game O.o
Several more games of coop later, there seem to be quite a few crash issues, and that makes the long missions with no rejoining while they’re in progress as well as lack of restarting from checkpoints, VERY frustrating at the moment.
I’ve also noticed that I almost always run out of ammo for the cool american weapons, and end up trading my guns to something sniper-ish and chinese. A few more outfitting options really wouldn’t have hurt, nor would making bodies more obvious if you’re intended to spend the game scavenging ammo.
Can enemies magically see through vegetation? Yes.
Do enemies take too many hits to die? Yes.
Rubbish game. Unplayable.
I’ve had no problems at all with AI seeing through vegetation, and one or two shots to the body is (in my experience) sufficient to at least put an enemy down, if not kill them outright.
I’m having a lot of fun with the title so far (both single-player and co-op), and from the little messing around I’ve done with the editor, I think this is going to last me a good long while.
It's funny you don't see Americna soldiers in TV walking around with AK-47s they took from dead Taliban, uh yah because they get re supplied in the field!
You only take AK’s in game as the enemy aren’t packing the same rounds as you, right? Well ditto real life except these are real soldiers with rules. You’d look a right cock wielding a rusty AK because you because you ran out of rounds for your m4. However if the Taliban were stuffing their pockets with 5.56…
erm yeh, basically gameplay > real life.
“I’m having a lot of fun with the title”
Obvious plant is obvious
Interesting reasoning. I like a game you don’t, so I must be a plant. It’s obviously impossible for me to have an opinion that differs from your own. Is trolling really that much fun?
I want to know how the fuck anyone beat the mission where you have to ‘rescue’ the downed pilots. Every-time I try to get the remaining one to run to the objective, he will just peel off and, with an MP5, attack an APC. I’ve put the ROE on do not engage, told him to ‘move fast’ to the objective, run behind him literally SHOVING him, run ahead of him, etc, and no matter what he won’t head towards it. It’s like he gets stuck whenever he’s shot at.
Dunno. I just got done taking another stab at it, and am failing badly. I lost the rest of my fireteam at the second engagement (the crossroads or whatever), and ended up trucking along by myself through the rest. When I hit the village, I got severely owned by the assload of troops and APC that rolled in.
My squad-leading skills are obviously leaving something to be desired right now.
I think it’s fair to say that the AI right now are as dumb as a pile of bricks. As Jim mentioned, they are usually content to completely ignore not-so-friendly gunfire and has a habit of running across vast, open spaces even after realizing that I’m trying to kill them. There really is a problem when the AI in a shooter can be outsmarted by a unit AI in a RTS (Men of War).
On to more minor things: the first-person animation and the camera manipulation, particularly during stance changes are…. rather poor, actually. Secondly, the interface (i.e. weapon/ammo changes, etc.) is a little on the clunky and unresponsive side. Thankfully, this is a slower pace shooter, so it isn’t too big of a deal.
Most glaringly, however, I think my AI teammates might have violated an article (possibly several) in the Geneva convention by shooting two downed Chinese soldiers in the face. Several times.
Guess I’ll have to go wait for those patches, then… As it is, The current version of ArmA2 is a fair bit more enjoyable than OF2.
Railick says: October 9, 2009 at 7:34 pm
“It’s funny you don’t see Americna soldiers in TV walking around with AK-47s they took from dead Taliban, uh yah because they get re supplied in the field!”
Well they won’t show it on TV but it does happen, in vietnam, US soldiers would often ditch their M16’s for the Veit-Cong AK-47, as at the time they were more reliable than the M16’s.
As stated in Army Training, taking and using an enemies firearm is an accepted tatic but one that should only be used if necessary.
I gotta say, the graphics are very average. Some of the textures are ridiculously low resolution for a PC game. And 2d grass & foilage is so 2005.
“Going into one of the missions against AI with your friends is fun. Especially when you’re supposed to be stealthy, and you’re the one that raises the alarm…”
Played coop all day today, and this happened to me with spectacular consequences.
“There’s a mission editor bundled with the package too. I’ve had a bit of play with it and was sadly baffled by the process”
This is strange, it’s been one of the easiest editors I’ve ever used, nice and simple to use.
Been a weird releases this, probably due to it’s predecessor expectations were high, reviews are mixed, there are people committing sepuku on the CM forums, and then there’s the arma2 factor. But I think CM have done a good job here, it’s a good solid tac shooter and for once I’m genuinely chuffed. Today has been a blast.
Well its an interesting game, slightly broken at the moment but very fun.
The ‘broken’ parts i encountered were purely AI related, i had an enemy solider standing point blank with his AK in my face and he couldn’t fire, when he did he aimed right over my head.
Had another example where my team had just destoryed a comms antenna and we were pulling out to get to the chopper (GET DOWN!!), told the team to follow me, we legged it to the chopper, mounted up and found that Pvt.Spakker was stuck by the objective, a friendly gunshot to the leg didn’t help but a a headshot later and the mission was over.
I’ve been a while since i’ve played a game where the enemy felt real, basically not an aim bot or a dribbling excuse for a combatant. After getting pinned down in long grass by 2 machine gun placements i felt my heart rate going up and thats when i knew this game really has something.
Hopefully Codemasters will get the AI patch sorted soon as they’ve promised and when they do i think we are looking at a few sturdy fun game on a powerful engine, the true meat will come from the community though IMO
the other grips i have have already been listed, the weird dirt hitting your face when in a building, totally covered from the outside and the annoying de-spawning bodies!
Was out of ammo yesterday and decided to loop round to a squad i’d killed a few mins previously, as i got out my vehicle and walked over to the solider he just disappeared, right in front of my eyes, that kinda broke the illusion for me
You can’t make epic battles in the editor, as Codemasters saw fit to make a 64 entity limit. Which is rubbish. ARMA 2 1800 people battles FTW!
great reviu i like flashpoint but allways when something i feel is missing i think about arma2 gotto play it more