Operation Flashpoint 2 Review

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MurderousToaster

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[HEADING=1]Operation Flashpoint 2: Dragon Rising Review[/HEADING]
By MurderousToaster

This review is based on the Xbox 360 Version of the game
Right. Earlier this week my grandmother (the kind soul she is) bought me this game for my Ecks-
Bawks (Despite me not asking her to, she still bought it for me since I didn't have any money on
my person at the time). It wasn't too expensive, £22.98 (Not sure whether it was pre-owned or
not, mind you), as there was a sale on. I had been wanting OFP2 since I'd had the decision of it
or Dragon Age: Origins the week before (I chose Dragon Age, obviously. I don't have two copies of
the game) and personally it was a game I had been looking forward to for a long time for the
reasons that it's the only ?realistic'-styled shooter for us console tards. It had received a lot
of hate from Bohemia Interactive's crowd pre-release (ARMA II PWNZ DIS SHAT LOLZ!1!!1oNe!!1!!) due
to its' close relation to the ArmA series. It was a game I'd been a bit ?hyped' about , which is
quite rare for me,so it's fair to say that I was looking forward to Codemaster's shooter.
Let's start the review then, enough rambling on about shit excrement nobody cares about.
[HEADING=2]Gameplay[/HEADING]
I decided to do this first, because, it quite clearly being a game, the way the game is played is
quite important to its overall levels of success in the universe of shooting lots of people in the
face.

This being the kind of game where you, using a firearm, insert several projectiles into the
unsuspecting bodies of enemies, the gunplay is important. Dragon Rising uses your average
crosshair to Aiming Down Sight system. The crosshair tends to be less accurate than looking down
your weapon's scope, and your crosshair's size fluctuates as you switch between the three
positions of standing, crouching and prone. Firing also makes your reticle expand exponentially,
thus encouraging the budding young soldier to stop hipfiring like an idiot and look down the scope
provided.


Given that Codemaster's game is based around being realistic, let's get down to the health system.

In a rather CoD-like move, there's two modes - "Normal" and "Hardcore". Normal provides regular

health, a reticle, ammo counter and all the other Heads Up Display acoutrements you'd expect from

a modern shooter. Hardcore removes these and lowers your health a bit (I think) and provides for a

n alltogether more intense battlefield experience. If you take a round, you start bleeding, which

can be stopped using your Field Treatment Kit or something along those lines. However, the wound

(displayed on the little man at the top right of your screen) does not go away until a Medic-class

ally treats the wound. These wounds can have various effects (E.G, a leg wound prevents you from

sprinting, a wound to the face -note FACE, not brain. If you take a bullet to the brain, you die

instantly- will make your aiming worse etcetera etcetera).

The missions are usually intense and tactical, although they can be frustrating (being blown up by

a gunship repeatedly whilst possessing no anti-air capability is NOT good game design,

Codemasters) and co-op makes the experience even better. The great thing about the missions is

that you can tackle them from any angle you please, which adds a new level of strategic planning

to the game.

By far, the worst thing about playing solo is the friendly AI. In a game relying so heavily on

squad-based combat, you'd expect the AI to be clever. You'd expect wrong. The AI is utterly

retarded, barely ever doing what its told, barely ever hitting anywhere near an enemy and for

some reason there's a glitch whereby if you tell your medic to heal a wounded teammate, the

wounded man will continually walk away from the medic. This is immensely frustrating at

times when a man is wounded and you need to get him some help, but they just refuse to let the

medic help them. This wouldn't be a problem if you got to be a medic, but as far as I'm aware

there's no option. As another AI-related note, you need to hold their hands like babies in order

to get them to function. Medics only heal themselves by default (they make no attempt to do

anything else medic-wise unless you tell them to) and unless you tell them to get to cover they

will very often stand out and get shot to pieces.

[HEADING=2]Visuals[/HEADING]
If you've taken an interest in this game, you'll probably have heard of the hugeness of Skira

Island, the island where the game is set. These figures are pretty impressive, which makes it

quite irritating that all of the missions are set within very specific areas, so you never get the feel that

Skira is this sprawling island landscape instead of isolated mission areas.

[HEADING=3]A screenshot from the 'stealth' mission where you get a thermal sight [/HEADING]
The texture quality, on the whole, is pretty average. There's nothing all too special and

sometimes textures can seem stretched, but on a whole it's an allright-looking game. You won't be

wowed by anything other than the scale, but the visual quality does an OK job of keeping you in

the game world.

When you hit an enemy in Normal mode, you get a hitmarker, but regardless of Normal or Hardcore

you're rewarded with a very distinct splash of blood. It's nothing Gears of War worthy, but

it lets you know your shot found its' mark fairly effectively.

[HEADING=2]Multiplayer[/HEADING]
Now, Operation Flashpoint's Multiplayer is a strange beast indeed. There are a total of eight

players, four on each team in the regular Annihilation mode. There are four squads. But, each and

every squad is filled out with AI regardless of human input. So that's 32 total 'people' running

around the field. Yet, humans get the choice to join another human's squad, so this results in the

godawful AI being left to their own devices (Given that a lot of the time people will rush to the

'Sniper' squad). When in control of a squad, the AI will do nothing less than (out of combat) ape

the nearest player's actions. In combat they have their own unique AI patterns etc., but outside

they merely follow you.


There are aircraft in multiplayer, but it's basically just helicopters. I do not understand why

Codemasters included helicopters but decided to not include any form of anti-air class in

multiplayer. There are AA weapons which I've got my hands on in Singleplayer, but they're nowhere

to be seen in the Multiplayer modes.

Also, the weapon choice isn't very varied, but it's varied enough to keep you interested in the

gun you're using.

One major issue I've found is that damage can be very, very glitchy. I once shot no less than ten

sniper rounds into a car turret gunner and he didn't go down. This may have been connection-based,

but it was certainly very annoying.

I don't know precisely why they made it 8-player instead of going the whole 32-player hog (Which

would have been far more intense and fun), but it's still pretty enjoyable to start waging

pseudorealistic warfare on enemies online.

[HEADING=2]Verdict[/HEADING]

A fun, if flawed, game. It can be glitchy at times, but the overall experience is worth it. If

there's a next OFP game, I hope it's given more time in the cooker to work out bugs and fine-tune

everything about it, as I believe its' competitor, ArmA II, probably tops it a bit.

[HEADING=3]Final Verdict: Buy, or at least rent.[/HEADING]
 

Kamaitachi

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Dec 17, 2009
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I knew some cod fanboy who hates this game, because its "too hard" the same cod fanboy who is always bitching about how cod is the "most realistic game evar!"

*facepalm*

anyway, nice review, although I expected some long rant about how CoD was better ( I hate CoD fanboys so much -.- )
 

Pielikey

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Very nice review, it was organised well and to the point.

After seeing the demo for the game, it's a bit too brown for me.
I might pick it up offa' Steam when I get bored of the Bad Company 2 beta.
 

MurderousToaster

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denseWorm said:
xBox version sounds very different indeed - especially your mention of 'health'; in the PC version you have no 'health', dmg depends on what part of your body is shot... though you can 'bleed out' if you don't patch your wounds, yeah~

I reviewed the PC version of the game and took alot more away from it...

The AI issues you speak of apply on the PC too - maybe not to so great an extent. I think that problem about injured people walking away from someone trying to heal them can be fixed by you giving your squad orders to stay in one position, instead of trying to do it while the squad is on "follow me" mode.

That said, judging by the graphics quality of the screen shots and the huge number of short comings you've spotted in the game the xBox port sounds pretty crappy. I woudln't be surprised.

And anyways many people say this game should have been PC exclusive~

If you want to read my PC review, it's here.
When I was saying "Health" I was referring to the system of damage. There's no health bar, so to speak. I think it's the same as on the PC version.
 

Pimppeter2

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Dec 31, 2008
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Good Work, but I don't really agree with your view.

Though you should have gone into more depth, and the spacing was a little bit odd.
 

MurderousToaster

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Pimppeter2 said:
Good Work, but I don't really agree with your view.

Though you should have gone into more depth, and the spacing was a little bit odd.
I really have no clue what happened to the line spacing. When I made it, it wasn't like that, but when I posted, it was.