Leg-End
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Its worth buying on PC £17.99, but I would never pay £30+ for it on a console.
Its worth buying on PC £17.99, but I would never pay £30+ for it on a console.
Theres a helicopter during the first mission. On the beach near one of the secondary objectives. Cant remember which one, might've been on the western side of the map as your heading north to the other end of the island.
Thats the one. First time flying it i went straight into the water and died haha.
Call of Duty and its ilk are fairground-ride approximations of modern warfare. Their designers carefully arrange buildings, beams of sunlight and terrain to turn the head and draw the eye as you move along the rails. Explosions blast and enemies pop up as you pass through invisible triggers, only to be reset by the SFX team as soon as you're done, ready for the next tourist to gawp at.
These games are often exhilarating and absolutely deserve their place front-and-centre of mainstream gaming for their visceral, immediate thrills. But they are, nevertheless, a Disneyland rendering of contemporary combat. The primary emotion you feel travelling through the mechanical string of set-pieces is one of puff-chested power, rarely fear.
It would be senseless to imply that Operation Flashpoint, console gaming's only military sim series, is anything like real war. But the emotions the game elicits are undoubtedly more nuanced and realistic than those of its corridor-shooter cousins. There are still the invisible trigger points that cause enemies to burst out of buildings on cue. But in this world, ammo is scarce, bullets drop height the longer they are asked to fly, and there's no precision-engineered path through these wide-open desert spaces to bustle you mindlessly along to your next objective.
When your gruff-voiced Staff Sergeant barks down the headset to call in mortar fire on the farmhouse two clicks north – where a clutch of insurgents are holed up with AK47s and ideological issues with your uniform – you're more likely to scan the horizon with a keen sense of stress and panic. Which one of these identical huts that punctuate the landscape is the target again? Pick the wrong building and not only will you draw the fierce blue ire of your staff sergeant, but your Alpha squad companions could be blown all the way from Tajikistan to CNN.
The US Army caught a lot of flak for friendly fire in the Iraq war. But it's surprisingly hard to tell friendly from enemy when squinting through the noonday sun. And if you're playing Operation Flashpoint: Red River on 'hardcore', with the HUD rubbed out, no respawns or checkpoints, and nothing but your eyes and radios to count on for information, Red River introduces a sense of white-hot tension that is actually very rare in video games.
Likewise, when one of your squad mates screams "Sniper, 200 metres East" as a bullet wheezes unseen past your helmet, your immediate reaction is to dive behind a nearby wall, not to scan the rooftops in search of a vainglorious headshot. If you take a bullet, in this game your head will lunge violently to one side, incapacitating you for a few seconds before you can steady your aim again.
You'll also start bleeding out, a drain of strength that can only be stemmed by ducking into safety to apply bandages before mending your wounds, a two-stage healing process that takes you out of the fight for a full 15 seconds. In game terms, these are weighty punishments for a lack of due care and attention, and they make Infinity Ward's vision-clouding strawberry jam filter seem faintly ridiculous.
So realism is built into the Red River's code, but now – far more than in its predecessor Dragon Rising – it's written into its script too. It's clear Codemasters has feasted on a diet of contemporary war TV and cinema in arranging what turns out to be one of the strongest battle stories in gaming. There are echoes of HBO and David Simon's Generation Kill in the reams of dialogue that couch each fire team encounter here, while providing cover for an explosive ordnance disposal team attempting to disarm an IED in a car is lifted straight from The Hurt Locker. Missions are introduced by exquisitely produced motion-comic cut-scenes, but it's in-game where story and interaction meld with rare effectiveness.
It's a game of long, meandering walk and talks, not least since you play as a four-man infantry unit whose job is often to run ahead of Humvee convoys clearing roads. The constant radio chatter and banter back and forth between fireteams and the steadying voice of the staff sergeant have a keen authenticity.
Although you are constantly receiving orders and directions, this is still a game with wide-open play options. As well as controlling your own character, you can direct the other members of your fireteam, composed of a Rifleman, Auto-Rifleman, Grenadier and Scout.
Holding down the right bumper brings up a radial menu with a host of options, allowing to you order your team to suppress targets, clear buildings or even provide overwatch support all within a couple of simple clicks. The d-pad allows you to select individual members of your fireteam or you can give a group command. It's simple and, once you've got to grips with the system, effective, and you come to feel a sense of responsibility and affection for your three compatriots that builds quickly through the campaign.
Part of the reason for this is that each mission is long and arduous, some taking up to an hour to complete. 60 minutes of concentrated effort and tension brings men together, even if they are virtual soldier men. So when you dive into the campaign with three real friends, playing co-operatively online, the result is mesmerising.
It's the kind of playpen designed to create personal memories: the time one of your friends took a miracle shot on a helicopter pilot and brought the bird down, or when you managed to retreat from the Chinese PLA against overwhelming odds without anyone losing a life. Some of these memories are scripted, but they often feel like your own. Find three competent friends to play through the game with and you will have one of the best shooter experiences currently available. No question.
The overarching design of the game has been tightened up since Dragon Rising, too. Now you earn experience points for making kills and completing objectives, levelling up your class of choice and, in doing so, gaining points that can be allocated to improve stamina, reload rates or the ability to pick out targets. Each mission is graded Bronze, Silver or Gold, with more class points won the better the medal.
Once the campaign is spent, a series of Fireteam Engagement missions are available to play through across four different types, asking you to defend fixed positions, rescue downed pilots, protect convoys or sweep an area to eliminate enemy forces, in a series of scored challenges complete with leaderboards.
It's not quite all good news. Animations are jumpy, with enemies occasionally shifting three paces to the right, or flicking between crouching and standing positions without grace. Lines of dialogue sometimes repeat, breaking the sense of authenticity that the game works so hard to create.
The vehicle sections aren't Codemasters' best work, and the engine in general, while excellent at huge draw distances, veers between beautiful and scrappy. This lack of polish only slightly detracts from the experience but while there is much less of the roughness that defined Red River's predecessor, it is noticeable nonetheless.
The game is also going to disappoint PC military sim veterans expecting a rival to ArmA II. This is more tactical shooter than true military sim, and the lack of a mission editor or CTI mode, together with the relatively prescribed mission orders, will no doubt grate.
While the AI is certainly improved from Dragon Rising, you'll still need to pay close attention not to direct teammates into dangerous situations as they'll follow orders without question and often pay the ultimate price for it. The removal of tight time limits removes much of the irritation of the first game but even so, players approaching Red River as a tactical shooter couched in an engaging story will get the most from it.
At its best, Red River surpasses Ubisoft's original Ghost Recons for squad-based tactical play. But it's the presentation of the story – not the broad-canvas story, but the story of four marines and their staff sergeant – that marks it out as something new. We still may be some way from the bite and nuance of Generation Kill, but in communicating the camaraderie, banter, fear and glory of modern warfare in the Middle East, nothing can touch this.
It's just NOT Operation Flashpoint though.
Sure, the name is there, but that's all. Codies are still riding coat-tails and are trying to re-create the original Bohemia Interactive Studios game of 10 years ago and are, based on the last abomination, failing hard.
The original was truly an open world, play as you please, military simulation with massive replayability value, astronomical modding potential and support and a Game Of The Year winning single player campaign.
If a developer could come up with a shooter that delivered an experience even fairly similar to BIS's game then I'd be shoving my cash down their throat.
Unfortunately, I'd be willing to bet my gran that this will just be another un-finished, linear FPS with shiny visuals, clunky controls, terrible AI and a paper-thin plot.
I'll definitely be trying before buying.
Might try this, first one bored the shit out of me. I came from MOH:AA online, the original CoD's, BF1942 and the Unreal Tournament series so lots of action, I remember the first one being a case of running around online for 10 minutes not seeing anyone and then being sniped and having to start again 5 miles away.
Aaaahhhhh!! Mission 5 is frustratingly awesome!
I have got back to defending the last defensive line, was stuck on the first one a bit, kept getting shot in the head, everytime I was told to fall back to the next line I was relieved a bit I must admit. I have been told this one could become even more frustrating yet! Love unleashing bullets on the waves of PLA though
Aaaahhhhh!! Mission 5 is frustratingly awesome!
I have got back to defending the last defensive line, was stuck on the first one a bit, kept getting shot in the head, everytime I was told to fall back to the next line I was relieved a bit I must admit. I have been told this one could become even more frustrating yet! Love unleashing bullets on the waves of PLA though
I was slightly underwhelmed with the first few missions but this one really impressed me. So much so that I immediately replayed it because i got such a buzz the first time round.
What class and setup you guys using? I only realised you could change your (and your squad-mates') class after three missions playing rifleman. Since then though I've been using the M14DMR. It's such an awesome weapon! It was perfect for the aforementioned skirmish.
The upgraded sniper, thermal scope, silencer. My team mates, one has a heavy MG but I roll in stealth so I have him on hold fire orders unless I need suppressive fire, the rest have silenced assault rifles and silenced pistols.
That's my kind of setup. I never thought about giving my squad supressors actually. I may be able to get a bit more action instead of organising medical attention every 30 seconds like that....cheers.
We'll have to get a squad together for a few games once Sony get their arses into gear. I tried out one of the 'Last Stand' engagements last night but they are difficult with an AI squad. Those should be good with 4 players and comms. Just bring plenty of med-packs if Solius joins....
Edit:- What do you mean by "The upgraded sniper"? Do you unlock another rifle or do you just mean the original M14DMR with mods?
i feel inspired to play this all day today, no need to ask why...