Quote: From Helios, Community Manager on the Codemasters Forums "Keep your eyes peeled to IGN this evening at approximately 7pm UK time...For an IGN exclusive OFP: DR video update"
"Flashpoint is as close to war as you'd want to get. It's a game that will make you feel the fear of going to battle".
So begins our introduction to the first proper hands-on with Operation Flashpoint: Dragon Rising, the long-awaited follow-up to one of the most realistic first-person shooters ever released.
It's certainly a bold statement – is it really possible to feel proper fear when playing a videogame? – but one that should help assuage fan concern following the Flashpoint series' move from Bohemia to Codemasters' internal studio.
Having already been given a flavour of the game last month, the focus for this hands-on was to show off how Dragon Rising is different from other squad-based shooters and how Codemasters has spent the last four years developing an engine and artificial intelligence that promises to change the way we play military games.
"Up until now, there's been no such thing as artificial intelligence in games, it's just a series of scripts", boldly proclaims Clive Lindop, lead AI and game designer.
"As a developer you set soldier X to react when something triggers Y, causing target A to pop out from cover and so on." The problem with this system, he suggests, is that - over time - players learn the rule sets of the game and can predict how the enemy will react.
"In Operation Flashpoint: Dragon Rising there really is an artificial intelligence – it's not HAL and it doesn't learn, but it does make for an experience unlike anything you'd played before." Another bold statement, but one Lindop is keen to demonstrate by loading up one of the simpler missions in the game.
Playing through a couple of times, he demonstrates how the player really is part of a living world that's forever changing depending on the choices they make.
Beginning on the brow of a hill with the sun setting slowly over the horizon, our initial objective was to seize control of two enemy control points, the first of which was located at the bottom of the valley directly in front of us.
Before moving off, Lindop explained that any kind of 'traditional' videogame approach to the scenario would result in certain death. Obviously, Dragon Rising is no Gears of War and is even far more strategic than other team-based shooters like Ghost Recon, so a frontal assault on an enemy position would result in a quick, bloody death.
Instead you need to think like you're in the military: the enemy reacts to sight and sound so you'll have to move silently and slowly using cover where possible – rattle off a shot and everyone within earshot will be alerted, intensifying their patrols and sweeping the vast island in teams until they pin down your location.
For the purposes of this demonstration, however, we keep our machine guns on safety for the time being and edge further down the hill towards first goal, a small encampment with three enemy soldiers in open view.
Gaining an advantage over your enemy before bullets start flying is just as important as staying on your toes in the middle of a fire-fight so, silently, we order our three team members to spread out and surround the base but hold off firing until they receive the green light.
At this point it's worth highlighting that Codemasters has simplified the command system to work quickly and efficiently on both PC keyboards and console controllers, with the D-pad and aiming reticule working together to issue context-sensitive orders.
For example, highlight an area of open ground and you're presented with the option to move or lay down suppressing fire; pinpoint a sandbag wall and using the same command will make your teammates duck for cover.
That's not to say they're stupid though - your comrades will only carry out orders if the risk is within reason.
Order them out of cover and into a fire-fight and they'll flatly refuse, but they're not so artificially smart they they'll never get caught out by an enemy that's just as clever as they are.
Staying camouflaged is key to your survival.
Back to the battle and our first encounter is a perfect example of how clever the enemy really is. Having reached a suitable attacking position, the order to open fire is given and, moments later, the three enemy troops fall to the ground in a hail of short, controlled gunfire bursts.
However, with the silence broken, we're warned it's only a matter of time before nearby patrols close in to investigate. As we quickly find out, you have to move fast and watch your back in order to survive in Dragon Rising.
The jog down to the encampment is a short and uneventful one but that doesn't stop us from keeping an eye on the horizon, just in case.
What we didn't expect, however, was an attack from a different angle entirely. You see, when you riddle an enemy with bullets in Call of Duty they'll slump to the floor dead but, in Dragon Rising, it's not just the number of times you hit them that counts, it's also where you hit them. Only a critical hit will make them stay down and a bullet in the gut or limb, while seriously affecting how they operate or even incapacitating them, won't take them out of action completely.
That's something we found out for ourselves when, entering the first enemy camp, we ducked behind a sandbag wall only to be confronted by the bloodied face of any enemy aiming an AK-47 at the team-mate standing next to us.
A split-second later and a hole has been blown in his stomach and he slumps to the ground, blood soaking his combat fatigues. There's no time to take in Flashpoint's special effects though and we finish the job we started earlier by methodically taking care of the enemy patrol by firing slugs in their now-motionless corpses.
When a man goes down, you're presented with a choice – do you waste time patching him up (they won't magically come back to life at the end of a mission like other games) or move on.
Our guy is pretty seriously hurt and within minutes he'll bleed to death, and while we're positioned near enough to administer medication, the shouts from reinforcements closing in is enough to stir our troops into action and move out...
Only we've left it too long and, the second we pop our heads out from behind the sandbags, we're shot at. In a flash, the enemy spreads out further, pinning the entire squad down.
Simply hitting an enemy isn't always enough to ensure they stay down.
Moments like this occur all the time in Flashpoint and you only have a split-second to decide the best course of action. With shouts and gunfire coming from the front and right we decide to push left to a tree-line 30 yards away.
Scrabbling on our stomachs to avoid stray shots, the three remaining soldiers in our squad make a dash for the trees as the enemy closes in from behind.
But, just as it looks like our strategy has worked, the bushes ahead are lit up with muzzle flash. Sensing trouble, the squad of enemy reinforcements split into three groups to flush us out, setting up a trap we walked right into. A hail of gunfire later and it's all over.
Anyone familiar with the first Flashpoint games will no doubt be pleased that our somewhat brutal first skirmish proves Codemasters hasn't dumbed down the series for the console generation, nor has it stripped away any of the realism to make it accessible to the masses.
What Codemasters has done is streamlined the experience, not just for Xbox 360 and PS3 but also for PC, making a more polished product that has a more natural (but still challenging) learning curve while retaining all of the hallmarks that made the original games so popular.
As mentioned above, Codemasters is attempting to recreate the fear of fighting on a real battlefield, one where a single bullet literally does mean the difference between life and death.
At the heart of this level of realism is AI that really does make for a different game every time you play – something we witnessed when we attempted the same level a second time.
To test the intelligence of the enemy we adopted a similar approach to the mission as before, albeit moving more cautiously and swinging further to the side of the first enemy camp to improve our angle of attack.
The initial encounter played out more smoothly, having learned from our mistakes and ensured each enemy is KIAed before moving on. We then pushed quickly onto the next objective, splitting the team so two men branched left into the tree-line and two to the right, led by us, up a steep hill.
Within seconds, the team to the left were reporting sightings of the enemy – the same group that brought us down before – but because we'd attacked from a different angle their approach was also different.
Still using trees and foliage for cover, they moved toward the first base as one group but were slower off the mark this time round, enabling us to get to the dense tree-line first and pin them down in relatively open ground.
Taking the bull by the horns, we moved the second team further around to the side and, switching to single shot for greater accuracy, made light work of the reinforcements. Only we hadn't taken out all of the enemy patrols, just a couple and more were closing in our position fast.
A poorly timed reload could leave you open to attack unless you're in cover.
The battle for the first camp obviously alerted an initial batch of enemy soldiers but a second unit from further up the coast had also been called in. No sooner had we dealt with the conflict in front than our team mates were calling in sightings from behind.
A quick glance to the rear revealed a patrol of three enemies who'd swept down toward the first encampment but then changed course following noise from the second skirmish. While they hadn't spotted us – thankfully US night-vision has greater range than the enemy's and our camouflage proved extremely effective in the low-light conditions – but it wouldn't be long before we were spotted.
Turning and aiming silently, the solider on point hit the dirt with the first bullet, causing the remaining two to drop to the ground and open fire.
A lucky shot took out another enemy but the tide turned when one of our team mates took a slug, his condition monitor on the HUD switching to red to depict his status.
As shots were fired, the shouts of more enemies could be heard in the distance, demonstrating that while your path across Dragon Rising's vast island is split into missions, your actions will cause different reactions which impact on how a mission pans out.
Make a racket while moving across the battlefield and you'll attract the attention of the enemy more so than moving quietly.
Naturally there are limitations – you won't be surrounded by tanks and attack helicopters if you mess up on the first mission – but you really are forced to think through every move and, in turn, work to counter what you think the enemy's reaction will be.
From the hour-long mission we played through, we certainly witnessed a glimpse of how Dragon Rising will offer a realistic military experience – and it really is a military experience rather than a standard shooter, so much so Codemasters that drafted in the expertise of real-life marines to test out the tactics the enemies use, the equipment found on the battlefield and, of course, to bring the horrors of the battlefield to life.
Is it enough to instill fear in anyone who plays it? Maybe not, but it's certainly one of the grittiest, most realistic shooters ever to hit PC, let alone console.
another FPS .. ill def be passing im about FPS'ed out bring me dirt 2 please
Uh why do you keep posting that?
Actually its a military simulation game, seen from the first person perspective.
With the sceanario editor I guess you could create a dirt like game... by placing some civi vehicles close to the player and create baricades and stuff.
Also Op please help keep the first page updated, it helps when lots of information are uninterrupted by posts. info gathering becomes either for the end user.
It'd be nice if they made it more realistic and gave their cammies dirt.
Other than that, it looks beautiful.
Don't give the OPFP community anything else to complain about, those guys are timing the reload speeds, complaining about the e3 demo that the trooper dropped his magazine instead of putting it in his pouch and properly storing it, upon the proper amount of c4 needed to destroy a small portable radar, and if the radar dish should have been disabled based on where the c4 charge was placed oh and if fuel barrels explode or not.
Don't give the OPFP community anything else to complain about, those guys are timing the reload speeds, complaining about the e3 demo that the trooper dropped his magazine instead of putting it in his pouch and properly storing it, upon the proper amount of c4 needed to destroy a small portable radar, and if the radar dish should have been disabled based on where the c4 charge was placed oh and if fuel barrels explode or not.
Looks like its shaping up nicely.
I can't wait to kick butt.
I wouldn't time the reload speed because it is what it is.
With dropping the magazine, I'd like to know the individual whom is in a fire fight that would actually place the magazine back into their pouch compared to dropping it to the ground and grabbing a new one.
I also could care less how much C4 an individual would use to blow something up. As long as it gets the job done, who cares?
I was just commenting on reality how their cammies would be worn/dirty before they would even start combat.
I wouldn't time the reload speed because it is what it is.
With dropping the magazine, I'd like to know the individual whom is in a fire fight that would actually place the magazine back into their pouch compared to dropping it to the ground and grabbing a new one.
I also could care less how much C4 an individual would use to blow something up. As long as it gets the job done, who cares?
I was just commenting on reality how their cammies would be worn/dirty before they would even start combat.
Cheers, I was just commenting on the OPFP community every time code masters releases video or pictures they take out there magnifying glasses out...
Its kinda funny I meant that to be funny, im sorry if I didn't condone that out as I well as I had hoped I had.
btw cheers Marine Mike.
And btw I agree with you.
Quote:
Originally Posted by cvm
This game does look awesome! Have they confirmed how many players are supported by co-op?
Im not sure but ill look into it, there is a difference between Multiplayer Co op and Multiplayer, Co-op is where everyone is playing the main campaign together, while multiplayer is well multiplayer..
After many questions from the OPFP community and almost onslaught Sion Lenton, Executive Producer, responds with the following,
Originally Posted by Sion Lenton, Executive Producer of Operation Flashpoint: Dragon Rising
First of all, Kudos to the Dev Team for a lot of hard work putting this build together, the reaction from the show floor was consistently positive and the queues were long.
I guess its one thing to play a game and be immersed in it and another thing to watch a recording off the screen of some “dumb COD player” (that would be me thank you very much!) playing this level for the benefit of the many press who came to see it.
Please remember we are now in an intense period of balancing and polish.
As you all correctly surmised this is a modified version of the intro/tutorial level running on XB360. The thinking behind this was to make something users could pick up and play, we generally had only 10 minutes to demo the game and so needed something more compact. It is not representative of the main campaign missions which are much longer and more atmospheric/tense/dramatically paced
This mission also has a number of secondary objectives which (if they choose to) the player can attempt, you hear them called out at the beginning
The demo is absolutely definitely on Assisted (Easy) mode
We were next to the Lego Rock band stall, nuff said! After day 2 it did begin to grate a little, however by day 3 we’d lost our marbles and were happily dancing and singing along
These videos do not do our game justice; they are filmed from cameras pointed at a wall-mounted screen, positioned above the screen we were playing on, so the angle wasn;t great. Our game looks beautiful!
The ‘Russian’ fireteam leader is supposed to be Hispanic! I don’t like his voice either, we are re-recording him!
Artillery will make a noise as it falls thru the air (if you’re close enough)
Alex Vestin’s estimates to run the island do not take into account recovery times from sprinting
Sprinting and jogging animations have been addressed; focal point is now more static whilst still retaining the ‘handheld’ impact of footfalls
We are still optimising particle effects, smoke grenades and smoke mortars already last much longer (minutes instead of seconds) this would have been easily observed if I had set one off
Time of day/lighting/colouration/balancing etc. Call it what you will is under constant review
Reload animations; not final speed
I enjoy the occasional banana, but I’m more of an apple man
Darth Eclipse, I recall meeting your dad, he must have been the guy who ‘Had to play this game and report back’
Artillery times were faster for the demo
Bottom right of the map = Time of Day
Everyone has exploding red barrels, and I mean ‘everyone’. (I checked )
Last comment on the barrels, they are not one shot explosions, often in the demo I would need to fire a couple of bursts to get it to explode
There is definitely distanced based sound delay, im surprised you didn’t notice it! (must have been the Jackson 5)
Weapon sway is in, but wasn’t in E3 build
The build did not lag, I refer you the filming methods
The guns sound like the real thing, I’ve compared both, trust me. The sound in OF: DR is fantastic, youtube does not do our awesome audio dept justice. The recent sound team updates give you a glimpse at the amazing work they are doing on the game
Muzzle flash differs for every weapon
The command radial is 3 layers deep, you only see a fraction of it in the video and it is context sensitive
If you want to know what hardcore really looks like, look out for an upcoming video dedicated to the hardcore mode
The USMC turned up and enjoyed seeing the game in action and so did the Army (obviously they thought they should have their own game as well )
My personal highlight of E3? Watching half a dozen infinity ward devs queuing to play OF: DR
I hope this info is of use to you, we most certainly do read and discuss the forums (when we have time) please bear that in mind next time your about to press submit I’d like to thank you all for your comments. We try to take as much on board as we can however we are approaching the end of development so time and resource is very precious.
It seems the reaction on the whole has been very positive and this is a real shot in the arm for the whole dev team.
Oh, one more thing, I’ve just been informed we have been nominated for best PC shooter of E3.
Sweet!
Quote:
Originally Posted by continued Q/A
[Q/A]
Q:One very core principle of OFP was that you had to stop in order to be able to shoot on target. This is why shooting from prone stance gave an advantage.
Strafe shooting and shooting on the run are attributes of arcade games.
Helios could you please feed this back to Sion Lenton. From the video (judging by the crosshairs) you can accurately shoot on the run. Could they please change it so that shots are accurate only whilst slowly walking or standing still? All OFP fans would support this.
A: We have 3 speeds; Walk, Jog & Sprint. Sprint requires a button press. You cannot fire while you are sprinting, you can fire while you are walking, jogging or sidestepping but you have greatly reduced accuracy. There is also a dispersion mechanic at work as well, bullets do not simply ray-cast to the centre of the crosshair.
Q: What about the AI (i think in the video featuring you) seemed rather easy to kill especially the enemy sitting behind the sand bags that had direct LOS of you.
Also I would like to see sand bags that are only 1 row thick not be bullet proof which is how they appeared in an E3 presentation. I think it takes 3 rows to sufficiently stop a round.
A: I've already addressed in the below thread that the AI is still being worked on:
- AI
- Bullet hit damage to player
- Number of hits enemy soldiers can take before dying
- Recoil on the weapons
- Camera shake when sprinting
These aspects of the game are still WIP, and work is being done over the summer to refine and balance these.
Last edited by dk3dknight; 06-18-2009 at 04:15 PM.
After concerns were raised by numerous members of the community that the USMC troops had incorrectly coloured Modular Tactical Vest's, the development team have amended the colour to brown to reflect what is currently in use by the USMC.
We have decided to keep the USMC Spec Ops MTV's as green, to provide some distinction between them and regular USMC troops.
See below for a full rundown of the final USMC & PLA Camo Patterns and body armour.
__________________
Ian 'Helios' Webster Community Manager
Enjoy
Last edited by dk3dknight; 06-18-2009 at 04:09 PM.
Reason: Did a caliblue (no link to content)
As some of you may have noticed, the speech for the OFP E3 demo wasn’t the best ever. As with many things it was still not final quality. You’ll also be pleased to know that there is no hint of Russian, Mexican or any other wildly guessed at accent apparent. Please find attached sample for your approval. ;o)
Tom Hill-Clarke is our final actor for the part of the Spec Ops team leader. The more Flashpoint Trivia savvy of you may note that he is also the only actor to have appeared in all iterations of Flashpoint to date. Though admittedly as much through serendipity as actual planning.
Tom Hill-Clarke in action!
So what goes in to speech? Firstly, naturally it’s the script. In games this is always a notoriously difficult thing to do as mission design and other factors can change the dialogue on an almost daily basis. This is the main reason we try and leave the final dialogue as much to the last minute as possible. That said there are large sections of script we know will remain fairly constant, such as the command and report section. That’s all the elements that deal with things like. ‘Tank, 200 meters’ and ‘Requesting Fire Mission’ and so on.
So the next step for us is making sure it’s as accurate as possible. For this we rely on the USMC Public Affairs Office who kindly looked over our script and checked that the correct terminology and military grammar is used. As much as possible we try and be accurate down to the smallest detail. Turns out Marines are very specific about how they pronounce Papa and Quebec, let alone things like CAS and FARP. We also rely on ex marines and currently serving personnel to give us a less sanitised ‘how it’s said in the field’ take on things.
Ben (left) and John (right) hard at work!
After that it’s just a case of casting the actors and getting them recorded. Sounds simple? Well, let’s just say that after 3 weeks in LA I still didn’t have a tan and the airport tried to charge me a luggage excess for the bags under my eyes. In the end though I hope you will find the results authentic and believable and naturally we’d love to hear your feedback on how the speech could sound more immersive in the game.
We have Marines, Mission specific character voices and a team of Mandarin speaking PLA troops and localised versions for France, Germany, Italy Spain Japan and Russia.
__________________
Ian 'Helios' Webster Community Manager
John from the soundteam has taken the time to answer a few of the points raised by the forum Some great answers below!
lozz08
<" You’ll also be pleased to know that there is no hint of Russian, Mexican or any other wildly guessed at accent apparent." Racist much? >
Not at all, this was just in response to a lot of feedback from E3 where the accent of the Spec Ops guy was guessed at being Russian, French, Hispanic (correct guess) and so on. All of which was leading to speculation of ‘Is he really Spetsnaz?’ So to cut down on the confusion in the final mix we made him very firmly American. I have no issue with Mexicans or Russians, and even speak a very limited amount of Russian. ;o)
VictoryBlitz
<looks great my only suggestion for speech in this game is make the voices less robotic and disjointed sounding also when telling your men where to move leave out the part where the team leader says the grid numbers from the topographical map as this sounds so very robotic and in the middle of action would not be said. correct me if im wrong though>
The robotic voice is something difficult to minimise when using a concatenated system. There is simply not enough room on the disk to have every possible combination of order and target etc recorded. Not to mention the time it would take to get on disk in the studio. For example if we record Tank, Jeep and Truck, then record 100M through to 1KM in 100 m increments we record 13 lines. If we record “Truck, 200M. Truck 300M” and so on we would have 30 lines to do the same task. As it is each marine has around 1500 lines. If they were all magnified in this way it would be through the roof. However what we do have is everything recorded in tension states. So for example in stealth you whisper, in combat you use a loud projected voice and so on. Which we hope will make the speech much more in keeping with the tactical situation.
The mission update and briefing speech has been changed from the E3 build to have no concatenation at all in it so that it will sound far more natural and real.
As for the grid co-ordinates, we have where possible tried to make it as close to USMC comms procedure as we can, however, this is also a game, and for the sake of game play a co-ordinates system helps the player have a better grasp of what is going on in the game world.
Hir3ling
<Just remember to add the proper effect for Sabre's dialog so that it simulates what peoples voices sound like over comms, and yall have a winner. Cause if the guy on the other end sounds that clear and crisp, it's not gonna create the right atmosphere.>
Yes, indeed we have thought of this one, and on a more complex level. Having used unit level comms I can say that some of it is very clear, and you’re so close to the rest of your fire team that the signal is very strong and interference free. So we’ve taken a different approach.
If you are close to the person speaking, then you hear their voice in world. As you move further away this cross fades to your comms earpiece. Command traffic which is being transmitted from much further away has an additional layer of filtering and static. This way you can quickly distinguish between traffic from nearby, and command element, or other Fireteams that are not in the immediate area.
<p.s. Optional static & roger bleeps would be nice too....>
Not only is this included, but it uses a dynamic system that creates squelch and scratch noises that play over the back, so no two radio comms will have the exact same background static and glitching. There is no Roger bleep, but there is key on key off sound.
God^Cent
< What of loud ambient noise being transferred over COMS as you or others talk? (ie a very nearby explosion or whizzing bullets passing by?)
Also when using co-op will the same filtering effect still apply when talking to each other? Thanks guys!
Edit: AND If I'm wearing my headset can I only hear the AI commands over the radio through the earpiece on my set(Xbox) and near by troopers threw my surround speakers?
Basically what I mean by this is to treat any radio chatter(AI or player/s) as what would in this case be voice chat over xbox live only being heard on the earpiece on the xbox live head set.
Edit 2: Hmm Voice recognition? Imagine being able to navigate the command wheel without the need to stop firing. >
All awesome ideas. Sadly in the cruel world of dev time and technological limitations you sometimes have to make the tough choice. Voice recognition would be a great one to have. The ambient noise coming over comms is a great idea too. Sadly it’s technically very difficult as you have to find a way of working out which bits of the game are making noise at the position of the radio transmitter then re mix them down into a mono file to then filter and mix in with the Radio receivers comms. Very cool idea though.
We ditched the idea of processing player comms as on 360 and PS3 the quality of audio already sounds like a cheap AM radio and it didn’t seem like a good time investment to do this just for PC. We figured you’d rather we spend the time making something else, like distant gunshots that sound authentic.
I like the idea of your comms coming through the headset and real world sounds being on your 5.1 setup. And it is something we looked into, but it turned out to be very resource heavy to do this and difficult to support on PC. It was one of those calls where we had to say no based on the immersive gain of having it in game against the time and effort used up in making it work.
Great ideas though.
lozz08
<lol man I was joking hence the grin. I should make that more obvious.>
Yeah I know, but I have to give the safe answer being all official and whatnot. ;o) Not to mention it also gave me another excuse to make it clear that the much criticised voice from the E3 build is now gone the way of the Dodo. Just like now, where I’m doing it again ‘THERE IS NO WEIRD SOUNDING MEXICAN GUY ANY MORE!” subtle enough? lol
Adjutant
< Question to John from the sound team.
Did you think of adding a "trick" effect so that when someone is under fire and sends a radio transmission, the gunfire shots will also be heard by the ones who receive it.
In OFP, gunfire and explosions would be carried on by scripted radio transmissions. This was very atmospheric.
Please do tell me if the question is not clear.>
It’s very clear. . Our decision was basically this. It would be a cool feature to have, but if it was a ‘trick’ rather than a true representation of what was going on then it wouldn’t be authentic enough for what we wanted. Often you can see in the distance a fire fight between the people you’re talking to and their opposition. If you hear multiple shots on the radio, but you can see clearly only a few shots being fired. Or you can see their being engaged by a sniper, but on the radio you hear an M240 blasting away it would be too much of a disparity. So I guess that one will have to wait till we can find a way of doing it right.
Cheers
Last edited by dk3dknight; 06-18-2009 at 04:18 PM.
Reason: Did 2 caliblue's (no link to content)
Dk3d always on top
Great contribution for this thread , sadly he's the only one
Whoa whoa whoa ... I totally mark for this game for what I've seen so far and have quite a few posts in this thread ... dont know if they are very contributing tho
But yeah ... my boy DK coming through!
Op Flash may just be the SLEEPER of the year when it comes to military shooters!