Operation flashpoint computer game




















One slight negative would have to be the huge amount of keystrokes you have to remember. Once you become a squad leader you then have to also issue orders, so combine that with the radio keys and the movement and firing keys and there is a whole lot to remember. The other negative has to do with how the story was scripted. OFP is very rigid in regards to how the story unfolds; you must go from point A to point B and then C.

I tried unsuccessfully four times to play online at Gamespy, but my latency was way too high for most people to tolerate me in the game room. I suspect OFP might even be better just because the sheer size of the maps will make for some great firefights. The attention to detail in Operation Flashpoint is wonderful. The actual characters in the game are nicely done. E backpacks are included on the player models, really giving you the feel of being an Army grunt.

All of the weapons in the game were modeled very well. The M looks like an M, as do the grenades, machine guns, sniper rifles and last but not least the RPGs.

As mentioned above, there are tons of vehicles in the game that you can drive or operate and this is where OFP sets itself apart from every other game. Every vehicle is done with great attention to detail -- gauges move up and down, steering wheels move back and forth, windshields crack and break. Each map in the game seems so vast and huge.

You will really get the feeling of being out in the middle of nowhere surrounded by heavy forest with the occasion dirt road. And all of this is done in beautiful first or third person view. I have one word for you about the audio.

I was really blown away by the audio in Operation Flashpoint. Never before has the audio helped immerse me in a game like the audio has in OFP.

While on patrol you will hear radio chatter from other units and, if things start going bad, you can hear the desperation in their voices. We really didn't know anything about gaming as a business. We were naive, driven by pure enthusiasm. We felt we were in no position to pick and choose, plus we believed in anything Western or American, so we considered the contract a real success and it truly helped us to keep going with the development. When it became clear that Interactive Magic was in serious financial trouble, we had to decide what to do.

By forming Bohemia Interactive as a company, it gave us the impetus to carry on. We managed to acquire extra funding and increase the team. Poseidon then changed its name to Flashpoint and the game became much more ambitious. Bohemia's problems weren't over, though. In the process of Interactive Magic's liquidation, all of its unreleased licences fell to rising French publisher Ubisoft. Despite the fact that Flashpoint was starting to take shape, Ubi released Bohemia from its contract, an act that would prove to be very short-sighted.

According to a PR spokesperson at the time, the game was dropped because its military themes were at odds with the company's family image, its biggest property at the time being Rayman.

Ironic then that today. Ubisoft's most valuable franchises include Rainbow Six and Splinter Cell. It just didn't work out for us, remembers Marek. Maybe it was more interested in its later acquisition of Red Storm I guess we'll never find out. Despite the lack of publisher support, the newly created Bohemia Interactive Studio forged quietly ahead with its ambitious plans. Here at PC, we were incredulous that no publisher seemed interested in the game, and we badgered Bohemia to allow us to run a preview.

Understandably, the team was cautious of external interests, and made us wait until the game was ready to be unveiled properly. When it was, via a new website and a trailer showing extensive gameplay footage, interest in the game just exploded.

At the beginning of , we'd been looking for a publisher for quite a long time, remembers Marek. And after reading the article in PC, Codemasters invited us over to its offices in Warwick. Marek continues: The company seemed a bit more interested in the game as a game, rather than just a commercial property.

It also had the feel of a familyrun type of business - so in the end, we decided that its offer was the best and signed a deal. Even then, Bohemia's problems weren't completely over. There were numerous technical difficulties internally, many of which stemmed from the extended development time and the perhaps over-ambitious blueprint. Our graphics engine was originally created before any real 3D acceleration was possible, recalls the Bohemia founder.

DirectX 2. Later on, we could have opted for an off-the-shelf engine like Quake or Unreal , but none of them could deliver what we needed. Even if they had, we didn't have the money to license them, so it was never an option anyway. Even so, development moved rapidly once Codemasters was on board. Interest in the game continued to grow, causing even more revisions to the game design.

Codies decided that without stable multiplayer facilities, the game would risk stalling in the rabid US market, and this meant Bohemia's headaches multiplied even further. This title is also know as Red Hammer. Operation Flashpoint is a combat simulator released in by Codemasters, the game has been praised for its accurate portrayal of combat scenarios, and has been used in virtual training by the United States Marine Corps.

This edit will also create new pages on Giant Bomb for:. All 2, Steam Purchasers 1, Other All Languages 2, Your Languages 1, Customize. Date Range. To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar. Show graph. Brought to you by Steam Labs. Filter reviews by the user's playtime when the review was written:.

No minimum to No maximum. Off-topic Review Activity. When enabled, off-topic review activity will be filtered out. This defaults to your Review Score Setting. Read more about it in the blog post. Excluding Off-topic Review Activity.

Loading reviews There are no more reviews that match the filters set above. Review Filters. Enter up to characters to add a description to your widget:. Create widget.



0コメント

  • 1000 / 1000