Operation Flashpoint: Dragon Rising
Red mist, purple heart.
Outside of proper flight sims, chopper flight models tend to be either soggy or silly. Here they're neither. Within minutes of clambering into a Seahawk for the first time I was darting around in much the same happy way I do in FSX. I wonder if the flat roofs of sangers and sheds are landable? Oh, lovely, they are. I wonder if I can activate auto-hover, then switch to a door-mounted minigun or scamper off and explore on foot? Ah, splendid, I can. Does it matter if wander too close to the tail rotor while exiting? Ouch! Yes it does. The default keyboard control scheme and handling feel so natural I still haven't bothered to plug in a joystick.
A few more wheeled or winged interludes would have added spangle to what is a consistently enjoyable but rather imagination-bereft campaign. There's no real plot to speak of. Once the initial load screens have supplied their speedy potted history of Skira - a history that ends with oil-hungry China invading and a Russia/US alliance responding - it's bog-standard military ops all the way. Seize this hamlet, destroy those SAM sites, infiltrate this oil storage depot... it's a testament to the game's visceral, unpredictable combat that familiar tasks like these never feel tiresome.
Will I want to replay the story segment? Yes, I'm sure I will. Various unachieved secondary objectives and unexplored tactical approaches will see to that. When I do restart, I'll certainly be activating 'hardcore' mode. At the default difficulty level all spotted threats are marked on a strip-compass which does undermine immersion after a while.
A small disincentive to revisit the campaign is the nasty checkpoint save system. Auto-save points are scarce and sometimes poorly positioned. One of the more exasperating scenarios involves nailing a couple of heavily-defended AAA vehicles before friendly helos arrive. After about six attempts, I succeeded only to be sniped by a distant marksman while strolling out to greet the landing Seahawks. Not a problem, I thought. The game is bound to have surreptitiously saved my progress immediately after the AFV's brewed-up. Oh, the naivety.
It may well be possible - I haven't got round to checking - to add extra save checkpoints to default missions using the bundled editor. My cursory fumblings suggest a powerful tool with a few hopefully-patchable teething troubles. Without consulting the help file, I managed to set up a simple infantry skirmish, and build the sort of firing range that should have been provided by the devs themselves. Things started to go awry when I attempted to stress-test the engine by fabricating a massive pitched battle involving hundreds of individual units and much of Skira's surface area. On jabbing the 'test scenario' button, I found myself staring at a grey, irretrievably frozen screen. Hmmm.
As you'll have gathered by now, Operation Flashpoint: Dragon Rising is a bit of a curate's egg. The core combat is frequently fabulous - gritty in ways that most modern shooters can't match. Disillusion starts creeping in when you consider the barely adequate multiplayer tech, the surprise-free vehicle-shunning campaign, and the graphical mediocrity. Anyone with a taste for realistic military entertainment will find plenty to enjoy here, but its hard to shake the feeling that Operation Flashpoint hasn't got the brave, superbly equipped sequel it truly deserved.