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Reader Comments (14)

Posted: Feb 18th 2010 7:20PM hey buddy said

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I like this game. Realistic graphics and (relatively) realistic health damage. It's got a different pace from say, Modern Warfare 2, a bit more like Ghost Recon Advanced Warfighter I would say, but more believable mission scenarios and better quality. Slower pace, larger, more open areas of play. Scoped weapons come into play more.

I played some of the co-op campaign with friends, but then Borderlands arrived, and before I knew it, Modern Warfare 2 hit, and Flashpoint got put on the back burner. Actually more like it got put in the freezer.

I'll probably revisit it soon, as soon as all this flurry of excellent games dies down.

Posted: Feb 18th 2010 7:30PM schwal said

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Once you got used to the strategy it was pretty good. there is one exception that caused me to stop playing. any mission that involves using a vehicle is damn near unplayable. when they are controlled by AI not in your squad, they do pretty well. if you have to use them, the handle like crap, are ridiculously easy to get killed in, and offer no firepower advantage (at least as far as i got).

Also the enemies can appear to be floating in the air if they are on a ridge more than 400 meters away. Most of the gameplay involves getting just close enough to see the enemy, then plinking away at them. This can be really fun when hitting a fixed position, taking out MG gunners who can't hit you at that range, and getting advancing infantry before the get close enough to return fire.

The artillery/air support is ridiculously cool to use, taking out an objective you can barely see with howitzer strikes so that you don't have to engage a large group of enemies is awesome.

The gameplay falls apart when you have to take buildings or defend them. there is rarely enough cover in the places you can see the enemy, and clearing room by room is very slow.

Some objectives are a 2km foot journey with ambushes along the way where if you die, you have to start over. this can get very annoying very fast.

In short when the game works it's fun, but it doesn't work often enough.

Posted: Feb 18th 2010 7:34PM Tapejara said

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I hated the AI in this game. I rememebr on one mission I told my men to follow me but instead they continued to shoot at the enemy. Even though I was running they felt it was best to take the time to shoot some guys along the way. Because of that I lost two guys. But, like you said, when it works it's fun. Too bad I never got to finish it, damn you YLOD!
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Posted: Feb 18th 2010 7:41PM (Unverified) said

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@poodude

You'd have to have had adjusted their spread, set them to return fire only or fire on your mark or hold fire and then had them follow you. Again as I said in my post the reason for the squads being as confusing/clunky/poorly implemented was because of a confused and fickle market Codemasters was attempting to please hah. They should have stuck strong to their main plan/goal after the milestone stage of development and never allowed themselves to be swayed by the various feedback, questions, and doubt by the community/media. It really hit the final product hard.
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Posted: Feb 18th 2010 7:45PM Tapejara said

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@ Silicon

Ahh, thanks for the tip, I'll deffinately try that when I go through it again. Thing is, I was so confused by some of the different options and formations that I just stuck to the basics. I really wish they would have offered a tutorial for some of the gameplay elements because all the words were so foriegn to me.
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Posted: Feb 18th 2010 8:08PM (Unverified) said

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@poodude

Yes! I agree, but that is just part of the budget and having to make big changes so far into development. It is their fault for sure, but the community didn't help that. The squad system is very very deep and frustrating because so and it doesn't help that there is NO tutorial at all. They just drop you in the game and say HAVE FUN! I was confused/overwhelmed at first and I had previous experience with an earlier build. One could argue the AI is terrible and most would probably think it a stretch to say it was designed or limited that way because it allowed for such heavy player control. The AI reacts to enemies perfectly, but without issuing the correct command and the correct strings of commands it can be extremely frustrating to get them to do exactly what you want. For example on mission three it is damn near impossible to defend that village if you don't know ahead of time exactly how to approach the mission (i.e. placing one man on the gun turret and on supporting his flank) or how to get a squad mate to stop their current command or gunfight to adjust your strategy and mount that F*$(#ing gun turret once you realize it would be extremely helpful in keeping you alive to perform more specific actions. Also the user is required to issue healing/reviving commands for the medic squad mate because of the implied command structure. In a real battle a medic isn't allowed to run off and help someone during a firefight unless instructed by their superior or squad leader so the ai squadmate will not be a traditional video game medic without your specific instruction.

That booklet could be a bit more informative on these issues.
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Posted: Feb 18th 2010 7:36PM (Unverified) said

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I loved the game and didn't find much at fault outside of clear rushed final stages of development. QA department takes the blunt of dev time cuts and cost cuts after the title is certified by the 3rd party (Nintendo, MS, Sony) which believe it or not is a good bit of time before the game is finished with development. I just didn't see the major complaints about damage and hit detection in my experience with the title that the media had. I think part of it was clearly fabricated by the target audience being split by Bohemia being overlooked by Codemasters to handle the title (which was the right choice, the team at Bohemia is well... less than admirable). A lot of it was do to the difficulty level anticipated by gamers being higher than they wanted and passing it off as poor gameplay. The shooting mechanics were incredible I thought, even with online latency they didn't skimp on bullet drops, wind, distance, etc (which may have become an issue inadvertently). I think it's also partially the gaming communities fault it came out the way it did. Codemasters realized their hardcore fanbase had split and become dedicated Bohemia/ARMA fans and they had to compete in the same niche market. They also realized they had a bigger market if they dumbed it down to reach some of the more casual/mainstream shooter fans. But clearly towards the end of the development they were bitten in the ass by the community at the many trade shows like E3 with their demos displaying game tech and accessibility for casual gamers. Everyone assumed and commented negatively that OFP had lost it's authenticity (that they were already fighting because Bohemia wasn't developing it) and had to immediately go back and rework major changes in the Beta 1 or 2 stage of development and delay the title, which strained them financially and lead to the obvious QA cuts which didn't cover all the new bugs arising from altered legacy code. In any case this is sad news, my only disappointment with this title is there aren't enough people playing it. I can hardly find a moment where I can get 3 other friends in the campaign with me to play through some missions.

Game development isn't as cut and dry as one would like the think. The game shouldn't have been treated as harshly as it was, but it was a series of unfortunate events indeed. I still love it for what it is, found it technically impressive and am looking for a sequel that rectifies many of their missteps and evolves the series to the next level.

Posted: Feb 18th 2010 7:42PM (Unverified) said

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Bah, sorry for the wall of text. My mind is jumping between several tasks.
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Posted: Feb 18th 2010 9:26PM kentuckyfried said

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Thanks for all this exhaustive input. Most people just want to rip this game a new one without giving it any credit for the things it did do well.
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Posted: Feb 18th 2010 9:16PM Tac Error said

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Compared to ArmA II and the original Operation Flashpoint, DR received a minimum of post-release support. It doesn't even have proper modding tools!

Posted: Feb 18th 2010 9:23PM kentuckyfried said

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It's supposed to be good like A02; you need to have a live partner b/c the bot AI is dumb as bricks.

I picked it up, but haven't got around to it.

Just 2 DLC packs seems awfully little.

Posted: Feb 18th 2010 9:31PM (Unverified) said

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where is the 2nd DLC anyways?

Posted: Feb 18th 2010 10:12PM Steven4 said

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This was a great game and I enjoyed it for a while, but the lack of content, the bad online components, the bad graphics, and the lack of support for the PS3 version was just pathetic for $60 - and then they expect us to pay for DLC. So I sold it last week.

I remember around December the 2nd DLC and update released for the Xbox and PC; It's February and it still hasn't released for the PS3.

ArmA II is better in virtually every aspect.

Posted: Feb 19th 2010 10:32AM MRL3G3ND said

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the support for this was a joke..they could have told us this months ago. Instead they kept people hoping and wishing for patches and new content...

It's a slap in the face how they ask people to keep posting...everything we ever asked for and gave feedback on they just ignored. They removed the mission editor so they could make money off of DLC...then they quit making DLC

a sad sad joke

whats even sadder is that this is the only non hollywood modern shooter available to consoles right now...theres a huge gap in what used to be a lucrative genre and we're forced to play kiddie games.

bring on Arma 2 and I'll never buy another game

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