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Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeSáb Ago 29, 2009 8:15 pm

Operation Flashpoint: Dragon Rising Operation_Flashpoint_Dragon_Rising_History

While the reality is this game will most likely get crushed by the MW 2
onslaught (even though they are going to end up being completely
different takes on a shooter) I tend to like every game to get their
day in the sunlight and succeed or fail on its own merits. The problem
in this case of course is complicated by the fact that Codemasters is
using the name of the respected title developed by Bohemia which now
makes the also respected Arma series. Rather than judge it as compared
to any of the games mentioned above I'll try to judge it when it comes
out based on whether its good or not on its own virtues and with what
its trying to do. With that preamble out of the way here are some
excerpts from the IGN piece along with some screenshots and trailer
videos.


Release Date: Oct 6, 2009
Platforms: Xbox 360, Microsoft Windows, PlayStation 3

Videos:
YouTube Playlist
Original Debut Trailer
Fear and Anticipation Trailer
Armory Trailer
In Game Footage
Interview Video
Hardcore Mode Promo Video
E3 Game Play Video
Vehicle Video
Sound Video
360 Hardcore Mission Walkthrough Part 1
360 Hardcore Mission Walkthrough Part 2

From the IGN Preview




Quote:



If
you're getting to the party late, Operation Flashpoint is a hardcore
military first-person shooter. It's rooted in realism, from the
performance of the various vehicles on the battlefield, to the tactical
cohesion of your squads, to the completely unforgiving combat model
that can end your dreams of glory with a stray shot to the head. Though
there are definite mission objectives, this is a largely unscripted
game that puts the player down in the middle of a raging battle and
leaves them to succeed or fail based on their own choices.









Quote:



You
can try to play it in traditional run-and-gun style, but you won't get
very far. To survive on this battlefield, you'll have to play it much
more like you'd play Brothers in Arms. Here you'll have to fix your
enemy with a genuine threat, using suppressive fire to keep his head
down while you or other members of the squad move around to assault
them from the flank. It's a simple concept but it plays out in a
variety of ways. We've had our flanking element come under fire and had
to lay low while our suppressing element moved in on a new flank. We've
had the enemy decide to move to a new defensive position that covered
the positions of our whole squad, forcing us to retreat and make a new
approach.








Quote:



All
that sounds fun enough but what's got us really excited is the
opportunity for full four-player cooperative play through the entire
campaign. Having the chance to take on the challenge with three other
human players is definitely one of the big selling points here, but
even if you're not up to the task of taking on the missions themselves,
the game will offer a variety of other multiplayer modes. The Xbox 360
version will be limited to eight players, either in two competing
squads of four players each, or two squads of four players each playing
cooperatively against six AI squads of PLA soldiers. The PC will open
things up a bit with the possibility of 32 player battles.








Quote:



The
game seems to work particularly well with the game pad, but it doesn't
seem as if they've had to compromise the controls at all. It just takes
a bit of time to figure out where the most useful commands are. Luckily
the first level is a bit of a tutorial and it walks you through the
basic controls as you move from encounter to encounter.





http://xbox360.ign.com/articles/101/1012637p1.html



Operation Flashpoint: Dragon Rising Msdi5l
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sidsidsid

sidsidsid



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeSáb Ago 29, 2009 8:17 pm

Here are some recently uploaded (earlier today) walkthrough dev videos
of a spec-ops mission and also a USMC infantry mission. This build of
the game is quite recent.

All footage taken is from X360.

Spec-Ops Mission (pt1) https://www.youtube.com/watch?v=QBxPGRBOxJA
Spec-Ops Mission (pt2) https://www.youtube.com/watch?v=XRD1F5w-dB4

USMC Infantry Mission (pt1) https://www.youtube.com/watch?v=wSd3H...eature=channel
USMC Infantry Mission (pt2) https://www.youtube.com/watch?v=Cr-pVhRAUT4


Actually, great news:
http://community.codemasters.com/for...39&postcount=4



Quote:



3 Game Modes (Annihilation, Infiltration and of course, Co op.)
hand-picked key locations on the island that were good choke points
4v4 HUMAN players - consoles (with ai, 16v16 = 32 players)
16v16 HUMAN players - PC's (with ai, 32v32 = 64 players)








Quote:






INTERVIEWER:Can we expect any competitive multiplayer?

TIM:There is, there's two game modes: There's Annihilation, which is...
we hand-picked key locations on the island that were good choke points
– don't want to give too much away – but you get in to some pretty
intense fire-fights. Then there's another game mode which is very cool,
we're very proud of, called infiltration. This is a deliberately
unbalanced game mode, so it's ten United States Marine Corps spec-ops
guys who have night vision, thermal scopes, the tools of the trade,
against twenty-two PLA troops who don't have quite as good weapons, who
are defending something.

And this was done deliberately because we felt this was something you
don't see in many games, and we wanted to do something a bit more
tactical and flashpoint – y'know, it's very much the flashpoint
flavour. As I say, we're not just leaving the game and that's it, we
are planning DLC, we are currently considering additional game modes,
but I'm not going to say any more than that. We've got some very cool
other ideas in the works at the moment.

INTERVIEWER:So that's 32 players over Xbox Live and PSN?

TIM:No, it's eight players over Live and PSN, however it's not just
four on each side and that's it because that would be not very fun at
all, obviously. We spent a lot of time, a lot of money developing the
advanced AI that you use in the single player, and we're using that AI
in the multiplayer as well, so it means that each player could be a
fire team leader with several guys below us, and there'd be other fire
teams. So you get massive fights still despite not having quite as many
players as the PC game. But on the PC, yeah, you do have 32 players.



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sidsidsid

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Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeSáb Ago 29, 2009 8:17 pm

Not drumming up an OFPDR vs ARMA2 thing, but if anyone interested in
Ghost Recon/milsim type games (for the PC...), you'd do well to give
ArmA 2 a shot. Buggy but brilliant.

Thread: http://www.neogaf.com/forum/showthread.php?t=365610

Some vids (these are all user created missions, I believe):
Blizzard battle (using weather mod)
A10 Attack
Sunset Ambush

And the famous one:
1700 AI battle

Might satiate your appetite until we hear more about OFPDR.


Citação :
I've been catching up on all the info out for this game in this thread
and on the game's official forums (specifically for the console
version) which I'll be getting at launch and I gotta say im pretty
blown away by how much potential replayability this game will have.

The campaign (singleplayer & coop) looks nuts. The open-world
island is huge, in one of the videos one of the devs mentioned that it
takes approx 9 hours to walk from one side to the other and 15 minutes
to fly there in one of the choppers. Thats way freaking bigger than I
expected! Combine this with a real-time day/night cycle and they fact
you can also enter buildings and imagine the different possibilities
for each mission.

Then you have 4 different ways to play online

1- coop campaign (4 players)

2- 16 vs 16 versus (4 humans vs 4 humans each with 3 a.i. squadmates),
this is something different at least for console players. I would have
liked 16 vs 16 all humans was possible too but I'll take what I can get

3- 4 vs 4 versus (humans), small scale competitive can be pretty intense

4- 10 man coop annihilation mode (10 humans vs 16 cpus,
attack&defend style), this is the game mode that I just found out
about. Im a big fan of coop firefights in the Ghost Recon series and
Terrorist Hunts in Rainbow Six and this sounds like it might fill that
void for me.

The new videos posted in this thread by Helios for the Beach Assault
and Spec Ops Night Mission are sick, make sure you check them out if
you haven't they really do the game justice.

check out these new walkthrough vids on hardcore on xbox... looking pretty sweet!

https://www.youtube.com/watch?v=QBxPG...eature=related


https://www.youtube.com/watch?v=wSd3HdM0drA
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sidsidsid

sidsidsid



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeSáb Ago 29, 2009 8:18 pm

New Video on Cooperative Play

http://www.gametrailers.com/video/ex...ashpoint/55143
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dani47

dani47



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeDom Ago 30, 2009 8:18 am

fixe !!!!
vai sair tambem pra xbox Razz
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Back2PC!

Back2PC!



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeDom Ago 30, 2009 8:37 am

conforme já disse aqui, vai seguramente ter a minha compra!
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skullman

skullman



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeTer Set 08, 2009 3:25 pm

a minha tambem este e garantido pois e um grande jogo e e ultra realista
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Kip_r34

Kip_r34



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeQua Set 09, 2009 11:35 am

Sempre tive esta duvida: qual é melhor? ArmA II ou Flashpoint?
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sidsidsid

sidsidsid



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeSex Set 18, 2009 7:21 pm

Operation Flashpoint: Dragon Rising, is a game that acts as a pseudo-sequel to the original Operation Flashpoint back
from 2001. While the studios are different, and the team behind it has
a slightly different focus, the overall goal remains the same, to make
the most realistic FPS on the market. I had a chance to check out the
multiplayer component of the game earlier this week, and get some real
hands-on time.

Is this game for everyone? Probably not, but that's not necessarily a bad thing. Much like there are franchises like Gran Turismo contrasted by Mario Kart, something like Halo is
going to need a solid, realistic contrast. That's pretty much the
direction Codemasters has taken with this game. Of course, it's a
little hard to explain in an introductory paragraph, so you might want
to follow the jump to understand what I mean.



Operation Flashpoint: Dragon Rising (Xbox 360, PS3, PC)
Developer: Codemasters
Publisher: Codemasters
To be released: October 6, 2009

Plain and simple, Operation Flashpoint: Dragon Rising
is all about realism. From the way that guns poop off shots, bazookas
rocket out shells, all the way to the reloading animation (5-7 seconds
*gasp*), everything was designed with real military men in mind. Sion
Lenton, the Executive Producer of Operation Flashpoint, even
mentioned that “people who have served can play this game a lot better
than gamers,” which, if true, is a real testament to realism of Operation Flashpoint: Dragon Rising.

But it's not just guns that are real. When you call in strikes, or
launch a particularly nasty rocket shell, dust and smoke really do get
in the way, and the last thing you want to do is run right into it. The
health system, instead of relying on health packs or regenerative
health, you use field dressing. The character's body is broken up into
components, and when you get shot, you'll start bleeding, and from
there you have to get to a safe spot to patch yourself up. I'll
be real here, it doesn't take much to die in this game, so I didn't
spend too much time healing up (instead, dying), but this component is
really cool all the same. Even the running speed is a natural human
trot, never that full throttle sprint you'll see in other FPS. What
Codemasters seems to have here is a slower, more thoughtful FPS. You're
always going to be on the look out for cover, and even then, you know
that you're only one shot away from being dead.Operation Flashpoint: Dragon Rising Ofdr_pvp_sept_06-620x

Graphically, I was at once disappointed and impressed. First, I'll be
blunt, the level they initially showed off is a full chromatic spectrum
of brown. I hate brown games. Thankfully, from what the PC builds
showed off, and what these screenshots attest to is that this isn't a
completely brown game. And considering the “realism” factor, I suppose
Codemasters can get away with it. However, the graphical difference
between the PC and the console versions was more than a little
noticeable. Expect some jagged trees and grass with the console
versions. Draw distances for both versions, however, were stunning,
something really worth appreciating.Gameplay-wise, it seems that
since the game is designed with a slower pace in mind. You won't be
sprinting across a field, nor will you be bunny hopping all over the
place. Man cannons will not be in this game. As well, the controls are
fairly complex, but after a few minutes, I was able to figure things
out no problem. Plot-wise, we are dealing with a fictionalized island
off of Japan, and the conflicts dealing with that. While the plot of
Americans dealing with Russians and Chinese over a Japanese island
doesn't seem terribly interesting, at least to me, I can tell that the
dev team worked hard to make a fully realized island of Skira.
Considering
this is a multiplayer event, I should mention the modes. Mostly what I
played was the co-op campaign. We have the options of playing different
character types, from generic solider to a medic type. I played a
sniping solider engineer/sniper, which proved pretty satisfying. The
three of us worked together following the compass to certain points,
blowing crap up, and shooting dudes. There were some buggy issues in
the build (body animations, missing enemies), but working together with
a squad was fun. A solid 4-player squad across the 11 missions looks
promising. This squad component is really important, as the different
multiplayer modes, especially on the consoles, require the use of bots.Operation Flashpoint: Dragon Rising Ofdr_pvp_sept_08-620x

There are two main versus modes, other than the co-op. There is some
major differences between the PC and the console versions, which I'll
mention here. First, there is Annihilation, where you must defeat the
opposing team. On the consoles, it can only go up to 4v4, with each
player playing one and ordering a squad of three. The PC version can
handle a solid 32-person, 16v16 player matches. Infiltration is more of
a sneaking mode, where one team holds a defensive position, and the
other must take over. This too, follows the rules of 16v16 on PC, 4v4
on consoles.

What I came away with is that Operation Flashpoint: Dragon Rising
is certainly not a game for everyone. It's slower paced, much more
realistic, and you kind of have to think before making an action. Some
people won't get it. However, for those that do, Operation Flashpoint: Dragon Rising holds promise, and with promised DLC of more multiplayer modes, this should get even better post launch.


















LAUNCH GALLERY (6 IMAGES)




Operation Flashpoint: Dragon Rising Ofdr_pvp_sept_02-120x










Operation Flashpoint: Dragon Rising Ofdr_pvp_sept_03-120x










Operation Flashpoint: Dragon Rising Ofdr_pvp_sept_06-120x










Operation Flashpoint: Dragon Rising Ofdr_pvp_sept_08-120x










Operation Flashpoint: Dragon Rising Ofdr_pvp_sept_10-120x










Operation Flashpoint: Dragon Rising Ofdr_pvp_sept_12-120x








http://www.destructoid.com/preview-operation-flashpoint-dragon-rising-149104.phtml#ext
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Jeremias25

Jeremias25



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeSáb Set 19, 2009 7:03 am

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sidsidsid

sidsidsid



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeDom Set 20, 2009 8:01 pm

Will
the EOTech redicule be realisitc, such as seeing the redicule move as
you move, as opposed to CoD4, which has an ugly oversized picture of
the ridicule.

Pics:
Operation Flashpoint: Dragon Rising Eotech_view_2






You mean reticule, aka in fps's (cross hair). But what's funny is
reticule can also mean a woman's drawstring handbag hehe.What's this
pic from?...a game?, or is it real? the red blob in the sights hurts my
eyes.
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sidsidsid

sidsidsid



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeTer Set 22, 2009 8:00 pm


Operation Flashpoint: Dragon Rising Sinttulo-6
Este no sera el primer OPERATION FLASHPOINT para consolas, el OPERATION FLASHPOINT: ELITE salio para XBOX en 2005
Operation Flashpoint: Dragon Rising Operation-flashpoint-elite.349480

Este
juego lo desarrollo BOHEMIA, los creadores de la saga, que luego se
fueron de CODEMASTER y desarrollaron Armed Assault, que tambien haran
la secuela, ARMA 2 para PS3, X360 y PC

Aqui teneis un analísis de MERISTATION: http://www.meristation.com/v3/des_anali ... a3e76801be

Para PC salieron otros 2:
Operation Flashpoint: http://www.meristation.com/v3/des_anali ... s=1&id=669
Operation Flashpoint: Resistence: http://www.meristation.com/v3/des_anali ... =1&id=3061
Operation Flashpoint: Dragon Rising Sinttulo-7

-60Minutos del juego
-Comandos del juego
-Sistema de juego

3Djuegos: http://www.3djuegos.com/juegos/avances/ ... shpoint-2/
http://www.3djuegos.com/index.php?zona= ... ashpoint-2
http://www.3djuegos.com/index.php?zona= ... go=2465&id​_avance=1484&page=0
Vandal.net: http://www.vandal.net/cgi-bin/veravance ... umavance=1
http://www.vandal.net/cgi-bin/veravance ... umavance=2
http://www.vandal.net/cgi-bin/veravance ... umavance=3
IGN: http://pc.ign.com/articles/901/901472p1.html
http://xbox360.ign.com/articles/955/955915p1.html
MERISTATION: http://www.meristation.com/v3/des_avanc ... d2&pic=360
http://www.meristation.com/v3/des_avanc ... &c=1&pos=0
VICIOJUEGOS:
http://www.viciojuegos.com/avance/Opera ... /2493/3803

Operation Flashpoint: Dragon Rising Sinttulo-8

OXM: 8
Power Unlimited: 9


Operation Flashpoint: Dragon Rising Sinttulo-9
Operation Flashpoint: Dragon Rising Logrosopf1
Operation Flashpoint: Dragon Rising Logrosopf2
Operation Flashpoint: Dragon Rising Logrosopf3
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sidsidsid

sidsidsid



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeTer Set 22, 2009 8:00 pm

Operation Flashpoint: Dragon Rising Sinttulo-5

Debut Trailer(HD):
Operation Flashpoint: Dragon Rising 23841-t_operationflashpoint2_ambush_gc07_h264

Shot fired Trailer(HD):
Operation Flashpoint: Dragon Rising 37345-t_opflash2_shotfired

Tank Fire(HD):
Operation Flashpoint: Dragon Rising 37929-t_opflash2_tankfiresd

Grenade Trailer(HD):
Operation Flashpoint: Dragon Rising 37952-t_opflash2_grenade

Ego Technology Demo(HD):
Operation Flashpoint: Dragon Rising 45721-opflspnt2dregotechsd

Open World Modern Warfare Trailer(HD):
Operation Flashpoint: Dragon Rising 47419-ofdrowmwsd2

Welcome to the Skira Trailer(HD):
Operation Flashpoint: Dragon Rising 48948-t_operationfdr_welcomes_hd_blank

E309 Trailer(HD):
Operation Flashpoint: Dragon Rising 49854-ofdr_e32009_us_wmv-169-3-GT-MOV-_hdblank

Fear And Anticipation(HD):
Operation Flashpoint: Dragon Rising 52410-t_operationfdr_fear_hd_blank

Weapons Trailer(HD):
Operation Flashpoint: Dragon Rising 52835-t_opfpdr_weapons_hd_blank

Vehicles Trailer(HD):
Operation Flashpoint: Dragon Rising 54262-OFP_Vehicles_720p30_US-169-3-mov-_hd_blank

Diaro de desarrollo, Hardcore(HD):
Operation Flashpoint: Dragon Rising 54066-t_opflashpoint_hardcoredevdiary_doc_hd_blank

E3 gameplay Demo Part 1(HD):
Operation Flashpoint: Dragon Rising 50856-flashpoint1sd

E3 Gameplay Demo Part 2(HD):
Operation Flashpoint: Dragon Rising 50858-flashpoint2sd

Gameplay TAKE THE BEACH Parte 1:
Operation Flashpoint: Dragon Rising Um_327066_52_976

Gameplay TAKE THE BEACH Parte 2:
Operation Flashpoint: Dragon Rising Um_327054_375_928

Gameplay BLINDING THE DRAGON Parte 1:
Operation Flashpoint: Dragon Rising Default

Gameplay BLINDING THE DRAGON Parte 2:
Operation Flashpoint: Dragon Rising Default

Gameplay Co-Op
Preview
Operation Flashpoint: Dragon Rising Default
Parte 1
Operation Flashpoint: Dragon Rising Default
Parte 2
Operation Flashpoint: Dragon Rising Default

SOUND OF WAR
Operation Flashpoint: Dragon Rising Default

Trailer Cooperative
Operation Flashpoint: Dragon Rising Default

Historia Skira Island(HD)
Operation Flashpoint: Dragon Rising 55402-joint-ops-dragon-rising-OF2-Intro-21-04-09-169-3-mov-_hd_blank

Fog Of War
Operation Flashpoint: Dragon Rising Default

Trailer Multiplayer
Operation Flashpoint: Dragon Rising Default
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sidsidsid



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeTer Set 22, 2009 8:00 pm

Operation Flashpoint: Dragon Rising Armeria


1 Rifles de Asalto

1.1 M16A4 w/ M203
El
M16A4 es la última generación de la serie icónica americano M16 y es el
arma principal de infantería estadounidenses en Operation Flashpoint:
Dragon Rising. El M16A4 dispara un calibre 5,56 mm en cualquier modo
semi-automático o, como en el anterior M16A2, con un período de modo de
ráfaga(Tres balas). Este rifle está diseñado para su uso por granaderos
y viene adjunto con un lanzagranadas M203 de 40mm.

1.2 M16A4 Marksman
La
M16A4 es una versión adaptada de la M16A4 que contiene un alcance
aumento óptico y láser sistema Aimpoint. Al igual que con la M16A4, la
versión Marksman dispara un calibre 5,56 mm en semi-automático o modo
de ráfaga. El arma es designado para el uso Marksman y no puede ser
equipado con el lanzagranadas M203 ya que el sistema láser ocupa el
espacio en el carril contrario.

1.3 M4A1 Carbine
La
carabina M4 es un arma derivada de la M16, todas basadas en el AR-15
original hecha por ArmaLite. Se trata de una versión más corta y más
ligera del fusil de asalto M16A2, alcanzando 80% de piezas con la
M16A2. La M4 tiene opciones de fuego selectivos, como el
semi-automático y ráfaga (como el M16A2), mientras que el M4A1 tiene la
opcion Automatica.

1.4 MK16 MOD 0 SCAR
El
SCAR es la próxima generación de fusiles de asalto. El arma está
diseñada para ser modular, y fue el ganador del concurso de diseño
SOCOM ,EE.UU., para encontrar el siguiente asalto fusil para ser
utilizado con las tropas estadounidenses. El rifle puede ser equipado
con lanzagranadas de 40mm FN40GL , así como un alcance óptico de 3x y
un sistema de láser de Aimpoint.

1.5 QBZ-95
El
QBZ-95 se observó por primera vez fuera de China en 1997, cuando el
Reino Unido devolvió el control de Hong Kong a la República Popular de
China. Se trata de un sistema de armamento moderno en una configuración
bullpup. El rifle usa modernos materiales sintéticos, dispara un
5.8x42mm de pequeño calibre de alta velocidad.

1.6 Type 81
El
rifle de asalto Type 81 fue el fusil automático principal utilizado por
la gente del Ejército de Liberación de China desde mediados de la
década de 1980 hasta 1995.

2 Subfusiles

2.1 MP5
La
versión principal de la familia de armas MP5 es la MP5A2, que tiene un
ligero retroceso, enfriado por aire, el fuego selectivo y retraso
operado 9x19 mm Parabellum con un rodillo de retardo. El cañón fijo,
la flotación libre, martillo forjado en frío tiene 6 ranuras de la mano
derecha con un 1 en 250 mm (1:10) tasa de giro y estriado se presiona.

2.2 TYPE-05
El
QCQ-05 (en chino:轻型冲锋枪, 2005, pinyin: Qīngxíng Chōngfēng Qiang, 2005;
literalmente "Assault Light Gun, 2005") es una variante de la QCW-05
sin el silenciador y es capaz de utilizar 5,8 X 21 mm DCV05 cartucho
subsónico de pistola o el 5,8 X 21 mm DAP92 cartucho de pistola, que
también es utilizado por el QSZ-92. Mientras el QCQ -05 no viene con un
supresor, el supresor de QCW-05 todavía puede ser colocado y retirado
de la QCQ-05.

3 Ametralladoras Ligeras

3.1 MK48 MOD0
Sobre
la base de la M240 y diseñado para ser más fiable que la M60, la MOD0
MK48 es sustancialmente más ligero que la mayoría de las M60. Al igual
que el M240 utiliza diseños basados de 7.62x51mm OTAN. También tiene un
sistema de montaje Rail, que lo hace conveniente para los accesorios
SOPMOD. El MOD0 MK48 comenzó a ser enviado en agosto de 2003 para
sustituir a los antiguos MK43MOD0 (M60E4). Es utilizado por las Fuerzas
Especiales de EE.UU. y está diseñado para su uso con la Marina de los
EE.UU.

3.2 M249
La
M249 dispara cartucho de la OTAN 5.56x45 mm, Los cinturones se los
realiza normalmente en un plástico duro o un cuadro de tela suave
adjunta a la parte inferior del arma. Dispara de un cerrojo abierto y
es operada por gas. Cuando el disparador se tira, el tornillo y se ve
mover el cerrojo hacia adelante bajo el poder del muelle recuperador.
Un cartucho es despojado de la correa, cámaras, y dado de alta, el
envío de una bala por el agujero. El aumento de los gases propulsores
desviada a través de un agujero en el cañón en una cámara. Esta presión
se mueve un pistón proporciona la energía para extraer y extraer la
carcasa, así como avanzar en el cinturón y comprimir el muelle
recuperador, por lo que la preparación para los tiros siguientes. En
1.041 mm (41 pulgadas) de largo y 7,5 kg (17 libras) de peso (10 kg (22
lb), incluyendo un cinturón de ronda(Balas) de 200-y caja de munición
de plástico), el M249 es un arma pesada.

3.3 M240G
Todas
las variantes de la serie M240 son alimentadas de la desintegración
cinturones, y son capaces de disparar la mayoría de los tipos de
municiones de 7,62 mm de la OTAN. Todas las variantes de la FN MAG de
58 años, incluido el M240, puede utilizar cinturones deno
desintegración de tipo Europeo (a raíz de la sustitución de algunas
piezas fácilmente intercambiables). Todos ellos comparten las mismas
piezas básicas internas, que también son intercambiables, en su mayor
parte, con otros miembros de la familia de las FN MAG. Existen
diferencias significativas en el peso y algunas características entre
algunas versiones para que esto no se aplica. La M240 es fabricada por
la división estadounidense de FN Herstal, una empresa belga, con lazos
históricos profundos con las adquisiciones de armas de EE.UU.

3.4 QJY-88
QJY
88 es operada por gas, refrigerado por aire, alimentada con cinturon
con el barril rápido desmontable. El diseño es bastante convencional,
con corta carrera del pistón de gas, situado debajo del cañón, que
opera con el grupo de tornillos de fijación giratorio. El alimento es
la desintegración de los cinturones de acero, desde el lado izquierdo
solamente. Recipiente de plástico especial se puede conectar a la parte
izquierda del receptor para mantener el cinturón en el movimiento. Gun
está equipado con una culata que, hecha de polímero, y bípode plegable
integral, sujeta al bloque de gas. Para las misiones de fuego sostenido
en la QJY 88 puede ser instalado sobre un trípode ligero especial.
Lugares de interés estándar son de tipo abierto, pero un telescopio de
infrarrojos o de la vista se puede conectar a las armas si es necesario.

4 Ametralladoras Pesadas

4.1 M134
La M134 es de 7,62 mm, multi-ametralladora de cañón con una alta tasa de fuego(más de 3.000 proyectiles por minuto).

4.2 M2
El
M2 de calibre .50 Browning Machine Gun, o "Ma Deuce" Es una
ametralladora pesada diseñada hacia finales de la Primera Guerra
Mundial por John Browning. El M2 Utiliza el cartucho .50 BMG, y es la
fuente de su nombre (de pie BMG para Browning Machine Gun).

4.3 W85
Las
cámaras de la W85 de 12.7x108 milímetros. Es accionado por gas,
alimentada por cinta, totalmente automático ametralladora pesada.

5 Escopetas

5.1 Benelli M4 Super 90
El
M4 fue la primera escopeta de gas de accionamiento producido por
Benelli. Su función se ha diseñado en torno a un método totalmente
nuevo llamado el "auto regulación operada por gas" (ARGO) del sistema.
El diseño utiliza dos de acero inoxidable auto-limpieza de pistones
situado justo delante de la cámara a funcionar frente al cerrojo
rotatorio, eliminando así la necesidad de mecanismos complejos que se
encuentran en el gas de otros accionados automáticas. También es de
autorregulación para los cartuchos de diferente duración y niveles de
potencia. Se puede despedir a 2,75 y de 3 pulgadas (76 mm). Rondas de
baja potencia, como menos perdigones de goma letal, debe ser dispuesta
de forma manual.

6 Rifle de Francotirador

6.1 M107
El
Barrett M107 es inicialmente un Barrett M82, sin embargo, ha sido
modificado para las necesidades de los francotiradores modernos. Cuenta
con una capacidad de 10 balas con cartuchos calibre .50. El M107 es un
rifle de francotirador semi-automático, se puede despedir a sus 10
rondas menos de 10 segundos. También tiene un sistema de montaje
ferroviario, por las vistas necesarias y ámbitos de aplicación.

6.2 M21
El
M21 Sniper Weapon System (SWS) es la adaptación semi-automática de
rifle de francotirador del M14 popular. Está calibrada para el cartucho
de la OTAN 7.62x51mm.


7 Lanzagranadas

7.1 Milkor MGL
El
MGL es de baja velocidad, disparan desde el hombro impulsado por un
lanzagranadas de 40 mm, con un revólver de seis rondas de estilo capaz
de aceptar la mayoría de las granadas 40 × 46mm . El cilindro es de
resorte y rota de forma automática mientras disparaban, pero debe ser
una copia de seguridad de la herida después de cada recarga.

7.2 LG-3
China
North Industries Corporation (NORINCO) ha completado el desarrollo de
su nuevo lanzagranadas LG3 de 40 mm automática (AGL). En la actualidad
el Ejército de Liberación del Pueblo cuenta con locales de fabricación
lanzagranadas de 35mm de diverso tipo, incluyendo la QLZ87.

7.3 MK-19El
Mk 19 (a menudo llamado el "Mark 19") está alimentada por cinta,
retroceso operado, refrigerado por aire, arma totalmente automática.

8 LanzaCohetes

8.1 SMAW

Es
un sistema portátil que consiste en el lanzador MK153 Mod 0, el MK 3
Mod 0 cohete HEDP encajonado, el 6 MK Mod 0 cohete heaa recubiertas.
Lugares de interés batalla abierta, y un montaje para el MK42 Mod 0 Día
Vista y visores nocturnos AN/PVS-4.

8.2 FIM-92 Stinger

El
FIM-92 Stinger es una superficie pasiva-a-aire de misiles, disparan
desde el hombro por un solo operador. La FIM-92B puede atacar a las
aeronaves en un rango de hasta 15.700 pies (4.800 m) y en altitudes
entre 600 y 12.500 pies (180 y 3.800 m).

8.3 FGM-148 Javelin

Javelin
es de lock-on antes de su lanzamiento y, de forma automática-de
orientación. El sistema tiene un alto perfil de vuelo de ataque contra
vehículos blindados (atacar a la armadura superior que es generalmente
más delgada), pero también puede adoptar un modo de ataque directo para
el uso contra edificios o fortificaciones. Este misil también tiene la
capacidad para realizar los helicópteros en el modo de ataque directo.

8.4 TYPE 2004 RPG

El
tipo 69 85mm granada propulsada por cohete (RPG), presentada por
Norinco, es una copia china del famoso RPG-7 desarrollado por la Unión
Soviética. Introdujo por primera vez en la década de 1970, el RPG 69
Tipo es unanti-tanque de servicio con el EPL.

8.5 M136 AT4

]El
AT-4 de 74 mm Pskott m/68, aprobada por el ejército sueco en 1960. Al
igual que el m/68, el AT-4 fue diseñado por Försvarets Fabriksverk
(FFV) y fabricado en sus instalaciones en Zakrisdal, Karlstad, Suecia.

8.6 PF-89=

El
PF-89 es la nueva generación estándar ligera anti-tanque, de servicio
con el Ejército Popular de Liberación (EPL) para reemplazar el obsoleto
Soviet-style-40 mm. Se trata de un lanzador de cohetes utilizados
principalmente por los escuadrones de infantería para participar y
derrotar a la armadura ligera y bunkers. El diseño sin retroceso
permite la entrega precisa de un 80mm High Explosive Anti-Tank de
ojivas, con retroceso significativo.
8.7 BGM-71 TOW

El
misil TOW en sus variantes actuales no es de misiles guiados, y como la
mayoría de alambre de la segunda generación de misiles guiados
semi-automática de línea de comandos de la orientación vista. Esto
significa que el sistema de orientación está directamente vinculada a
la plataforma, y exige que el objetivo de mantenerse en la línea del
tirador de la vista hasta el impacto de misiles.

8.8 HJ-8

El
HJ-8 o Hongjian-8 (红箭-8 "Red Arrow") es un tubo de segunda generación
en marcha, seguimiento óptico, con guía sistema anti-misiles antitanque
desplegados por el Ejército Popular de Liberación desde finales de
1980. Pakistán produce este sistema de misiles bajo licencia como
Baktar-Shikan en los Laboratorios de Investigación Kahuta. Es capaz de
derrotar a blindajes explosivos reactivos (EEI) y penetran hasta 1.200
mm de blindaje homogéneo laminado.

9 Artilleria
Es
una categoría de artillería móviles, utilizados para apoyar los
ejércitos en el campo. Estas armas están especializados para la
movilidad, el dominio táctico, de largo alcance, de corto alcance y muy
largo.

10 Granadas de mano

10.1 M67 Frag Gernade
El
M67 se pueden lanzar a unos 30 metros por los soldados. Cuenta con un
fusible de 5,0 segundos que enciende los explosivos embalados dentro de
un cuerpo redondo. La metralla es proporcionada por la carcasa de la
granada y produce un siniestro radio de 15 metros, con un radio de
mortalidad de 5 metros, aunque algunos fragmentos pueden dispersarse
tan lejos como 230 metros. Su eficacia no es sólo su radio de
explosión, que mide aproximadamente 45 pies (13,7 m).

[size=110]11 Pistolas[/size]

11.1 MK.23 Mod 0


La
Heckler & Koch MK23 MOD 0 es un arma de fuego que consiste en una
semifinal de grado pistola automática, un láser cuyo objetivo módulo
(LAM), y supresor de picos. Fue adoptado por los Estados Unidos,
Comando de Operaciones Especiales (USSOCOM) para unidades de
operaciones especiales en la década de 1990. Mientras que la
designación se aplica a todo el sistema, también es comúnmente usado en
referencia al componente de la pistola en sí. La pistola en sí,
calibrada para el cartucho .45 ACP, fue desarrollado por Heckler &
Koch, y fue seleccionado en el OHWS Colt. El LAM y supresor de picos
fueron desarrollados por Insight Technology y Caballero de Armamento de
la empresa (KAC), respectivamente.

11.2 QSZ-92

El
desarrollo de la QSZ-92 , se inició alrededor de 1994. Al parecer,
ahora está siendo adoptado por las Fuerzas Populares de Liberación.
QSZ-92 pistola está disponible en dos versiones: una es para la mayoría
de cámaras comunes municiones 9x19 mm Parabellum (QSZ-92-9), y otro
está calibrada para armadura 5.8x21mm propiedad munición perforante con
el caso de cuello de botella y balas de punta (QSZ - 92-5,Cool, muy
parecido al formato 5.7x28mm belga.

12 Acesorios
-Mirillas Acog
-Empuñaduras
-Laser
-Linterna
etc...



http://www.elotrolado.net/hilo_hilo-oficial-operation-flashpoint-2-dragon-rising_1190701
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skullman

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Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeQua Set 23, 2009 11:16 am

Malta qual e que aconselham a comprar entre o uncharted 2 ou o Operation flahpoint Dragon Rising
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sidsidsid

sidsidsid



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MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeQua Set 23, 2009 11:23 am

são jogos com um mundo de diferença.

Uncharted2:

jogo de bonecos na terceira pessoa... irreal, e divertido.
tem um encosta-encosta a imitar o gow
e dizem que vai ter 8-10 horas de campanha
o melhor do jogo deverá ser o online

flashpoint:

jogo de fps que procura ir para lá do semi-arcade semi-simulação do cod4
portanto deverá ser um jogo ao estilo de america army,
um gran turismo dos tiros, onde terás que tirar licenças para usar armas
subir num ranking académico para comprares e teres acesso ao clã e às armas
e em jogo, deverá ser semelhante a um battlefield (mapas enormes) que para chegares até ao sítio, deixas-te dormir
e quando chegas ao sítio, terás que jogar à soccom, escondidinho atrás de algo, com uma hud minima/realista,
genero hardcore mode (um tiro e morres).

nao aconselho nenhum dos dois jogos, aconselho-te o MW2 Smile
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psipunisher

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Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeQua Set 23, 2009 12:53 pm

Como disse o Sid compra o MW2......mas no caso de escolher compra U2.......mas não tem nada a ver uma coisa com outra........um é FPS real, "tacticoédizerficaadormiremorrescomumtiro" pelo outro lado tens um TPS bastante divertido, com certas coisas unicas na PS3 (modo replay, modo machinima, Twitter, etc).........
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skullman

skullman



Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeQua Set 23, 2009 4:55 pm

MUITO OBRIGADO PUNISHER E SIDSID
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Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeDom Set 27, 2009 7:46 am

Al tema, aqui os dejo nuevas imagenes del dia 24: (Pinta cojonudo!!!!! Operation Flashpoint: Dragon Rising Eek )

Operation Flashpoint: Dragon Rising Operation_flashpoint_2-935993

Operation Flashpoint: Dragon Rising Operation_flashpoint_2-935995

Operation Flashpoint: Dragon Rising Operation_flashpoint_2-935997

Operation Flashpoint: Dragon Rising Operation_flashpoint_2-935999

Operation Flashpoint: Dragon Rising Operation_flashpoint_2-936001

Operation Flashpoint: Dragon Rising Operation_flashpoint_2-936003

Operation Flashpoint: Dragon Rising Operation_flashpoint_2-936005

Operation Flashpoint: Dragon Rising Operation_flashpoint_2-936007

Operation Flashpoint: Dragon Rising Operation_flashpoint_2-936009
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sidsidsid

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Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeDom Set 27, 2009 7:47 am

En serio que la peña va dejar de comprarse un juego porque le vienen todas las armas al principio??? Comor???¿¿¿¿

Hay mucha peña anclada en los arcades y no cambian la mentalidad ni a patadas...

Logicamente las armas no las vas a tener de golpe, simplemente porque un soldado no puede llevar 6 armas...

Según misión, al inicio de está te equipan con lo necesario logicamente.

Ya me veo el dia 9 de octubre, mil de comentarios del rollo:

-Joder tios no veo a nadie y me matan!

-No puedo comprar vida?

-Hay que andar mucho para ver a un enemigo, en ese tiempo me he cargado a 10 en el COD!

-Los controles son una mierda, demasiados comandos para el mando de la xbox360!

-Es muy lento!
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MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeTer Set 29, 2009 4:51 am

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Operation Flashpoint: Dragon Rising Empty
MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeSáb Out 03, 2009 9:57 am

Youtube:




Flashpoint: Dragon Rising Official trailer
1:54 Out on October 6


Now playing More videos Share this


Watch tons of other game videos in HD over on our video channel!

Operation Flashpoint: Dragon Rising doesn't have save points, it uses checkpoints. Whoa there, hold on a minute. Don't go slouching off, grumbling about consoles and whatnot. It's not that bad. These checkpoints actually work. They don't always work, but they do the job better than the solitary save game in the first game did allowed. This is one game you'll actually finish before your hair falls out and you start looking longingly at cardigans in shop windows. If you want to keep it real and are into masochism, you can always just the game on Hardcore mode and not have any saves at all.

For those of you who are baffled by the words I've just written, let me elucidate. Dragon Rising is a game where you get to play as a US soldier in the liberation of the fictional island of Skira. The people you're booting out are the Chinese People's Liberation Army, who've decided that the oil reserves contained underneath Skira are worth killing for. They plonk their troops in, Russia gets angry, the US is called in, and Uncle Sam proceeds to kick some PLA ass.

Your first mission is essentially a tutorial, although it never once drags you by the pubes down certain routes. There's also no patronising "Press W to move forward, left-click to fire" either. It errs too much on the 'let the player get on with it' side of things, telling you the name of the command you need to issue, but not which key that corresponds to. A quick scan through the key commands list will sort you out, but it does interrupt the flow a little. This doesn't happen a lot, though, so it's more a minor little quirk than anything else. Nearly everything in the game is intuitive and easy to get to grips with, except perhaps the radial command menu.

This will probably get the most attention from irate fanboys. The deal is that you press Q and a radial menu appears. You then press one of the WSAD keys to pick a subsection, and so on. It's clearly designed for an analogue stick and can be a bit clunky, especially when you're bogged down in combat and all you want to do is tell your guys to defend a position or engage an enemy. A small number of commands can be issued on the map, but generally, if you want to tell your guys what to do, you'll use the radials. It takes time to get used to where certain commands are and how to get to them quickly, but once you do getting your comrades to do what you want is easy. Usually.

This is a game that relies heavily on AI, but sometimes it'll fall over. However, it's nowhere near as bug-ridden as its rival ArmA II was on release. There aren't amusing/frustrating moments like finding your CO's mangled corpse under his desk at the beginning of a mission for no reason. What'll happen instead is that maybe one of your guys won't duck down quick enough behind a wall and get his head blown off by a lucky shot.

Certainly, it's annoying, but unless you're playing on Hardcore mode, they'll get revived when you pass through the next checkpoint.
Unrealistic this might be, but it does mean your frustration levels won't boil over if your guys do something a bit dumb. It might offend some people's sensibilities, but it sure beats going back miles back to the last checkpoint.

Perhaps the best thing about Dragon Rising is how you feel challenged by a difficult game, yet never so frustrated that you throw the mouse down in anger and hurry for the uninstall button. Sometimes you'll get killed by a great shot from an enemy soldier, which'll force you to repeat a significant section of a mission. Yet instead of frustrating you, it makes you think of new ways of approaching that mission. If you're getting pinned down by tanks or vast numbers of soldiers, perhaps when you do it again you'll approach the situation from a different angle to see if that makes a difference.

This is a game of exploration and options, where the solution isn't just "go this way or not at all". It's challenging and hardcore, but always accessible. You'll almost certainly make mistakes and be cursing either luck or ineptitude (either your own or your allies') but you'll also be learning all the time, thinking about new ways to achieve the goal, and because it's virtually all driven dynamically with very few scripted events, each time the outcome will be slightly different.

This is probably true of most open-world games, but I don't think I've ever felt it as strongly, as innately, as I did when playing Dragon Rising. This same freedom of expression continues into the night missions, not all of which involve special operation types and silenced weapons. Indeed, the first one you embark upon is particularly tricky due to the fact you really have to keep that trigger finger in check. One shot and the whole place lights up and, given that the area is swarming with PLA troops, not to mention the deadly threat of patrolling gunships, it is crucial to be sensible in your choices. Going in all guns blazing will not only make you fail your secondary objective (don't be seen) but will result in your quick demise.

You might be able to bandage your wounds if you take a non-lethal hit, but that's not easy to do in the middle of a field with bullets kicking up dirt around your prone body. Speaking of healing, you've also got a medic as part of your squad, someone who can help in patching up your AI squad mates or just giving you a shot from a magic syringe. This replenishes the blood you've lost and is another attempt to make the non-hardcore experience a little less unforgiving. Again, if you crave realism, stick it on the Hardcore mode.

Missions themselves are reasonably varied, both from the start of the game and in how they develop. There are the aforementioned stealth missions where you'll have to secretly blow up a fuel dump or some anti-aircraft guns, plus you've also got rescue, beach assault and capture-and-hold-location missions. They all involve shooting a load of PLA troops, of course, but often you'll be sufficiently intrigued by the objectives of the next mission to bring in the whole "one more go" factor.

The military fetishists out there are going to be a little disappointed with the range of guns, weapons and so on that are available. While there are enough different types of gun or vehicle to keep a layman like myself satisfied, those who have an interest in military ordnance, ArmA II has the edge.

And you can't be a sheep or a cow in Dragon Rising either. The mission editor won't be as comprehensive as the ArmA II modding toolset Bohemia recently released (which is on this issue's DVD, in case you're interested), but there's certainly sufficient depth, especially when you start getting involved with the LUA scripting language to create elaborate scenarios. Whether you'll be able to create those amazing night battles so prevalent on YouTube, we'll just have to see.

Another direct point of comparison with ArmA II is performance and issues thereof. Because Dragon Rising is, to be blunt, more of an game than Bohemia's effort, it also runs a hell of a lot better. Let's face it, awe-inspiring in terms of depth and complexity ArmA II might be, it sometimes forgets it's actually a piece of entertainment, not a military training simulator. Dragon Rising never once forgets that it's ultimately meant to be fun, but any issue of it being dumbed down can be dismissed by all but the most obsessive realism nuts. Indeed, it's actually difficult to see how this game will succeed on the consoles.

Concessions are made to the use of pads - radial menus, checkpoints that revive your comrades, and so on - but if you're willing to look past these things, it's a difficult game. This is a game that requires patience, a quality most console gamers, it's fair to say, don't have in abundance. This isn't just your PC snob talking here: Dragon Rising never really feels like it has been co-developed for any armchair gamer - whether on the PC or a console - unlike so many big-name games released nowadays. It's a great relief to be able to write those words as so often we're left pandering to the perhaps-unfair belief that console gamers can't handle anything remotely complex, having to suffer the lukewarm button-mashing tedium-fests that are sloppily ported over.

Also Dragon Rising doesn't crash (at least, it didn't for us). Even running on maximum graphics setting - one gripe would be the lack of advanced graphics settings to tweak - we never ran into any frame rate or performance issues. The graphics are good without being anything spectacular, so it should run well on the majority of reasonably specced machines.
The original Operation Flashpoint had a reasonable multiplayer element. While it wasn't great, it was fun for a while. It was also bollockingly hard. Dragon Rising's take on this should be better. As we're playing the game before the game goes out on sale, nobody else has a copy of it, so trying out the multiplayer function is effectively out of the question. We'll take another look at it in a future issue, once the game is out on general release and the multiplayer servers are populated.

What we can tell you about is the campaign co-op. This is superb fun. We all know playing with other people is great and Dragon Rising doesn't buck the excellence trend. It's pretty much exactly the same as the single-player experience, just with the added bonus of idiot human players mucking about.

While ArmA II had the potential to be superb Dragon Rising actually is, because it doesn't suffer from all the technical issues of the former game. Helicopters don't land on your head, they don't refuse to land if you to do something a little out of the ordinary, and you don't have to chase important NPCs over several kilometres because they got spooked by a bit of gunfire. (All of which we've seen happen when we've played ArmA II.)
The only problem you might have is an AI driver (of any vehicle) not having great pathfinding if you're in the commander's seat giving move orders. Usually they're fine, and this applies to the single-player as well. But sometimes trees can confuse drivers a bit, so they ignore the plants and plough through.

Operation Flashpoint: Dragon Rising has achieved the singular feat of being a military simulator that's actually fun to play on more than just a "Look how much stuff is here!" way. Codemasters have remembered that the most important thing for a game to be is fun. At the end of the day, if your CO disintegrates for no reason and you can't proceed with the mission, it doesn't matter how accurate the spark plugs are on the vehicle you're driving, you'll get fed up and sack it off. What you want to do is be given an objective, go there and shoot some baddies, without any weirdness occurring.

Dragon Rising makes this activity challenging but always pleasurable. It might be helping you out a bit too much at times with its life-giving checkpoints and magic syringes, but sometimes a bit of assistance isn't a bad thing. Some people will doubtless hate it, saying it's not a par on ArmA II, moaning about how it isn't realistic enough or that the PLA don't have accurate uniforms, but I advise you to ignore the naysayers and play the game. It's not perfect, there are little problems and niggles that can be found if you look for them, but none of them spoil the game or ruin the playing experience.

This might not be the proper successor to the original Operation Flashpoint, but as a game in its own right, it's a stormer.



http://www.computerandvideogames.com/article.php?id=224624



Citação :
Overview
Verdict
Operation Cashpoint: Sales Rising
Uppers
Great fun
Hard but fair
Co-op campaign
More of a game than ArmA II
Downers
Some console touches
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MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeSáb Out 03, 2009 10:00 am

Citação :
Shame the reviewer couldn't just stick to the actual review instead of a few anti-console aimed comments like 'some console touches'(as if thats a bad thing)and console gamers lack of patience, which is totally untrue and just laugthable really.

I agree with the comments this is a review of the pc version if i wanted to play with a pad i would buy it on my 360.

the fact the menu uses the Q which in FPS is used for leaning and the WASD keys for the menu screws us over from the outset who the hell wants to be stuck with no movent because they are trying to bark an order.

as far as im concerned console qirks belong in a console pc in the pc and to be fair i play my 360 alot not as much as my pc but there are alot of console gamers who just trash it for everyone which is why i dont bother with a live sub anymore.

and anyway you want to cut it checkpoints magic healing syringes and dead comrades that respawn smacks of console design.

The original flashpoint was an amazing game if they decided to take a name and base a game around the original it should at least be like the original.

deffo no buy here until a demo at the least. arma 2 til then.

Citação :
i have been really excited for this game for a while now.
but that it does not have save points comment has really worried me.
if im spending hours redoing a part because i died this is going back to the stores day 1.
i absolutely HATE!!!! that with games, gets kinda frustrating doing the same s**t over and over and over and over and over and over and over and over again.
why cant consoles be like PCs and let us save a game wherever we want.
best, most useful thing ever brought into video games!
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MensagemAssunto: Re: Operation Flashpoint: Dragon Rising   Operation Flashpoint: Dragon Rising Icon_minitimeSeg Out 05, 2009 8:57 am

I picked up the strategy guide for this yesterday and found out some
awesome info that has me foaming at the mouth for the game's release
this tuesday, heres a little recap of some of the good and bad info
that I wasnt aware of

GOOD
+Campaign is 11 missions which according to the devs from the game's website each take at least 45 - 90 mins to complete

+You can command each one of your 3 A.I. squadmates separately, having
them move along set paths (think connect the dots), all with separate
firing orders (think dont shoot until squad leader fires or until fired
on)

+Friendly and enemy A.I. have realistic sightlines depending on what
weapon they are carrying, enemies wont automaticaly be aware of your
presence unless they can see you, snipers, the guide stressed moving in
tight formations to avoid detection. Also sightlines are limited when
piloting any of the 20+ vehicles

+Friendly and enemy A.I. have morale systems. If the enemy thinks they
have you outnumbered they will be more likely to push forward on the
offensive. If soldiers on either side are wounded or killed it drops
morale and they may begin to fallback and take defensive positions. The
guide showed examples of baiting the enemy A.I. into walking forward
into ambushes where they dont know they are outnumbered/outgunned by
positioning your squads certain ways...

+Lots of different ammo types for rifles, Subsonic, Armor-Piercing,
High-Explosove, Armor-Piercing & High Explosive, and couple others

+You have to take into account distance and the max range of your
weapon when taking longshots as you can adjust your aim higher to
account for bullet drop outside max distance

+The health system seems well implemented with a certain amount of HP
for your different limbs, ensuring stuff like 1 shot to someones arm
wont kill them, shots to arms effect aim dramatically, shots to legs
reduce mobility. You will need a medic to heal wounds otherwise you can
only have someone apply field dressing to prevent bleeding out, which
wont heal you at all.

+In addition to the campaign there are 9 other free downloadable
separate single special missions to play through. I think some are
preorder bonuses and others can be gotten by taking quizzes on the
game's official website

+Guns other than rocket launchers have a .1% chance of jamming, when
this happens you have to reload the the gun losing whatever bullets
were remaining in the clip when it jammed... havent seen this in a
console game recently

BAD
-The Online Infiltration Mode (Attack & Defend) is limited to 8
players on consoles. On PC its 10 US soldiers vs 30 PLA. Consoles it is
only 3 US soldiers + 7 A.I. vs 5 PLA + 25 A.I. This modeonly ships with
2 maps.. This wasn't in the guide it was from a Q&A on the game's
website...bummer

-The online Annihilation mode (Deathmatch) only ships with 2 maps

-Online coop campaign mode has a tether that doesn't let your human
squadmates get too far away from you, if they pass this one of you dies
instantly, I think its 250 meters if I remember correctly which might
limit some of the tactical stuff you can do

-Theres a somewhat limited selection of guns though each has several
different loadouts that change the attachments, scopes, ammo, etc


And thats just scratching he surface of the guide really, its 250+ pages long with lots of other cool stuff in there.
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