This article contains information about an unreleased video game, and may change substantially as more information becomes available. Please do not add speculation to this article, and remember to cite a published source for details.
Operation Flashpoint 2: Dragon Rising (OFP 2) is the official sequel to the award winning computer game Operation Flashpoint: Cold War Crisis. According to the games developing team Codemasters, the game is scheduled to be released in spring of 2009 (this release date was confirmed as "immovable" after several release date changes).
The Following information was gathered from a leakedE3 developer walk through video created by gametrailers.com. It stars Lead AI Designer and Senior Designer - Clive Lindop It has since been taken down but now can be found on YouTube. The Number Markers to the left of the link indicate the time in the video when the information is spoken. This is done for verification reasons.
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 leakedE3 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
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
General
The Research and Design team was sent to the island to collect photos and document the island - 1:10 to 1:36
// The Video shows a higher density forest with more ground clutter (bushes, logs, low grass, rocks) 1:36 to 1:50
Nothing on the island has been created by mission designers or level designers. All places are real places on the island.
This is done to ensure free flowing (non funnelled) tactics and strategy; As well to allow the player to feel more in depth knowing these places exist.
Destruction
Buildings have a multi-stage multi-sectioned approach to demolition.
They're damageable world objects.
Some have multiple damage states.
Damage done to world objects and buildings is persistent.
This pervasion of persistent objects extends throughout the mission and campaign.
This is done to instill a sense of attrition that extreme firepower has.
Soldiers
In Operation Flashpoint 2: Dragon Rising there is a great push to do as many unique looking characters as possible.
This is done to support a level of attachment to your AI friends.
As well it aids in easier command due to facial recognition.
There is a great emphasis placed on the personality of units.
Animation / Motion
Motion Capture was done with special forces personel.
The Level of unique motions placed within the game is much higher than that of Operation Flashpoint.
There are motions for mounting vehicles and even leaping over small walls.
You can interact with many world objects - Example Doors: you can kick them in.
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 whother [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."[1]
Vehicles
There are 50 vehicles
// One would presume 20 a side with 10 being civilian, rebel or neutral units.
There are air, naval and land units all faithfully simulated.
Vehicles react to terrain with varying levels of performance.
Strengths and weaknesses of vehicles are apparent and a strategy element in Operation Flashpoint 2.
The following elements are supported:
Crew positions
All Weapon systems
Detailed simulation and deployment of firing sequences
All weapon specific cockpit components, HUDs and interfaces
Passenger positions
Vehicles are extremely up to date to the current war in Afghanistan.
Details include ad-hoc modifications to vehicles now used, but outside original specifications.
Interiors of Vehicles are detailed as possible with the resource allotted to this feature.
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
Please note: aside from the number of players in multiplayer the content of this game will be the same across platforms.