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OpFlash 2 (Satis - Get ready to shit yourself) 
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Minor Diety
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Post OpFlash 2 (Satis - Get ready to shit yourself)
http://www.gamersyde.com/stream_7737_en.html

I'm saving up for new PC ... right effing now!


Sat Jul 12, 2008 3:36 pm
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Felix Rex
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haha...right on. I can only assume that this was not filmed with the in-game engine. If it was....omg.... but yea, looks good. Let's hope it lives up to its predecessor.

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Sun Jul 13, 2008 10:27 am
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It's sure everybody will need a huge hardware upgrade to get this rendered in real time.

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Sun Jul 13, 2008 12:56 pm
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Satis wrote:
haha...right on. I can only assume that this was not filmed with the in-game engine. If it was....omg.... but yea, looks good. Let's hope it lives up to its predecessor.


It looks that way doesn't it. But there are screenshots with the same level of detail. It would be a bit weird to publish screenshots of non-ingame stuff, so fingers crossed it will really will be that sexy.


Sun Jul 13, 2008 2:40 pm
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Felix Rex
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That'd be cool with me. And yea, I'd definitely need a GPU upgrade. I'm already planning on a CPU upgrade, so why not? Maybe another gig of RAM too. :roll:

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Mon Jul 14, 2008 12:28 pm
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HAving never played OP, what's so cool about it? What makes it better than all the other tactical team FPS games out there?

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Fri Jul 18, 2008 7:54 am
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Felix Rex
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A few things.

1. It's pretty damn real. Once bullet will take you out.
2. No running and shooting. If you shoot while walking/running you're not gonna hit anything. You need to go prone, aim through the (realistic) sights and fire single rounds or short, controlled bursts.
3. It's wide open. You can go anywhere on the island at any time. Though the missions typically constrain your location, it's about as open as possible.
4. You can drive and fly anything...boats, helicopters, tanks, cars, jeeps, APCs, anything.
5. Easy map editor... there's really no map editor, actually. The maps are static. But you can add stuff to them...like people and buildings and machine gun nests, etc etc, and then script everything. It's not too hard, either. I built some insane fights just for the hell of it.

I think that covers the basics. :twisted: Basically it's just insanely realistic while still being fun.

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Fri Jul 18, 2008 3:32 pm
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I'll pretty much reiterate what Satis said.

Satis wrote:
1. It's pretty damn real. Once bullet will take you out.

Yes. If you're lucky, or have the game set to retard mode, you will only be crippled. Result being you can only crawl, or your aiming will be badly fucked. If you're hit, you're a liability to your entire squad, and i'm talking offline playing.

Satis wrote:
2. No running and shooting. If you shoot while walking/running you're not gonna hit anything. You need to go prone, aim through the (realistic) sights and fire single rounds or short, controlled bursts.

Absolutely. Running and shooting will do shit all. The quickest way to engage a target at more than 50m (commonplace distance is anything between 100-500m) is to immediately hit RMB for gunsights and snap off 1 round. You can shoot while on the move, of without gunsights, but you wont hit anything.

Satis wrote:
3. It's wide open. You can go anywhere on the island at any time. Though the missions typically constrain your location, it's about as open as possible.

It's as wide open as Oblivion. You can wander away from the mission, but there's no point to do so.

Satis wrote:
4. You can drive and fly anything...boats, helicopters, tanks, cars, jeeps, APCs, anything.

It's surprising how privileged you feel when your NCO orders you to truck the squad to grid ref X.

Satis wrote:
5. Easy map editor... there's really no map editor, actually. The maps are static. But you can add stuff to them...like people and buildings and machine gun nests, etc etc, and then script everything. It's not too hard, either. I built some insane fights just for the hell of it.

The map editor is a real gem, and i'm typically somone who hates that kind of stuff. I spent probably total 20 hours messing around with the map editor.


Wed Aug 20, 2008 1:04 pm
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http://www.youtube.com/watch?v=J17xiUH4 ... E8&index=4

Image

http://uk.gamespot.com/pc/action/operat ... -interview

http://uk.gamespot.com/pc/action/operat ... g=;title;2

- Amphibious vehicles confirmed
- Tactically aware AI system
- Shot of the Game Menu
- Full character personalisation
- over 400Gb of data, used for research - weapons, tactics etc
- Vehicles, weapons do become worn and dirty when used
- 220 sqKm without Sea (4 hours walk, 20 mins in a fast vehicle)
- Full geological features, valleys, rivers etc
- Live video of destruction shown
- Persistence of Damage effects
- Dynamic night / day / weather cycle - video shown
- Full vehicle embarking animations
- Full weapon animations + reloads
- Player must learn how to use a weapon based on manuals
- 50 Vehicles - Land air, sea
- AI - Commander based - AI wathed you and moves their units like a commander
- Releasedate : Spring 2009
- Multiplayer - accessibility -
- Crossplatoform - simplifying interfaces? enforced codemasters to use innovation in controllability
the PC versions have not been dumbed down and neither have the console platforms
- Multiplayer game types - definite - Coop and DM + 2 more modes
- PLA classified information - apparent the PLA have been making themselves worthy of defeating the americans.
- Armies have different balancing attributes such as soldier age, experience, training
- uses a dynamic loading system , where the island is shown with out excessive system load


Wed Aug 20, 2008 1:06 pm
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Isn't ArmA II the real (ie spiritual, developed by the same team) sequel to the original OP?

They both look kinda hot, so I don't care either way really :P


http://www.bistudio.com/ofp-elite/opera ... -2_en.html

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Fri Jan 30, 2009 3:55 am
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I remember there was a really crappy 'sequel' to Op Flashpoint released a few years ago. Was it Armed Assault? I can't remember. I know it sucked so bad I never got it. :P

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Fri Jan 30, 2009 6:18 am
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Operation Flashpoint 2 preview

http://www.eurogamer.net/articles/opera ... ng-preview

Quote:
First and foremost, the scale of the game needs to be expressed. Dragon Rising presents a 135 square mile island, with an engine offering a draw distance of up to 35km. This isn't an exaggeration - we've seen it with our own eyes as a Cobra helicopter rises above the hills to reveal the extraordinary vista. The new engine is designed to allow a great deal of stuff on screen at any one time, which is essential for one of the game's most distinctive features: shooting people from miles away.


Quote:
Codemasters' aim for the game is to create a balance between the ultra-realism for which the original was famous, and creating an evocative simulation of being involved in a war. This extends from intricately accurate physics, right down to different bullet calibres making different sounds as they pass your ear, penetrating objects to appropriate depths. A column of smoke after a missile is dropped on a building gradually drifts away as the breeze carries it, while the resulting concrete dust billows and spreads below. Get caught in it and you'll have trouble breathing, and maybe even collapse.


Quote:
This is not to say it's going to be anything other than brutal. While there are difficulty settings, these aren't going to change how the AI treats you, or give you improved health. You're still a fleshy human even if you ask it to be easy. Instead you'll get more technical support. Easy will offer you a compass that shows you sighted enemies as red marks, and on-screen info gives you useful advantage. Put the difficulty up to its highest and you're not even going to get a crosshair.


Quote:
Co-op changes how the game is approached. In the single-player campaign you play as one character, and leave the sniping, etc., to the AI experts in your team. Enter co-op and you can play anyone you choose. In fact, if you're finding a particular section of the single-player game too difficult to pass, you can switch into co-op mode, get a few friends to help you out, and then drop back into offline mode and carry on.


Quote:
"Why? Because the purpose of the game is to show what combat experience is like. The truth is, in combat you don't bunny-hop, you don't run at the enemy blazing away, you don't hide behind rocks and feel better. You get a bullet in the face and you bleed to death. If you hit the spacebar you'll dive to the floor, because what's the most important thing you can do? It's not jump, it's get your face in the dirt as rapidly as possible. When you're carrying 170lb of gear several miles, the last thing you'll fancy doing is star jumps while somebody's shooting at you."



Sounds like the wet dream of every tactical team-based realism shooter fan. :P

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Thu Apr 16, 2009 9:37 am
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I really liked the last sentence of the last quote. Brilliant.

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Thu Apr 16, 2009 9:57 am
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haha, yea. Nice to see someone opting for the realistic combat simulator over the arcade shooter. There's a place for both, but the first is far too common. Looking forward to this.

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Thu Apr 16, 2009 3:50 pm
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Arma II review, focusing on its huge scope

http://www.eurogamer.net/articles/arma-ii-hands-on

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Sun May 31, 2009 7:10 pm
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