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Oct
24
2008

What we Know so far

The Following information was gathered from a leakedE3 developer walk though video created by gametrailers.com. It stars Lead AI Designer and Senior Designer – Clive Lindop It has since been taken down but now can be found on YouTube. The Number Markers to the left of the link indicate the time in the video when the information is spoken. This is done for verification reasons.

On Style

  • Game is styled to a more mature, war informed audience. – 0:21 to 0:27
  • The developers aimed to make a down to earth, gritty, “reportage”, “War through the lenses feel” to the game. – 0:28 to 0:40

On Authenticity

This is shown on a slide behind the Clive Lindop in the leakedE3 video as he speaks from 0:41 to 0:43. Points Marked with a // are comments and not in actuality on the slide or Spoken. > are paraphrased or directly quoted sentences based on spoken word of Clive Lindop

On The Island

  • > The Island is named Skira Island
  • 220 km² of terrain
    • // This is equivalent to 136.701662 M² (miles)
    • // As Reference Operation Flashpoint’s average land size for a single island was XXXX KM²
  • Wide range of terrain types:
    • Swamps
    • Grasslands
    • Forests
    • Rocky Mountains
  • Crumbling soviet era architecture

From here on in there are no slides

  • This Island is Located North of Japan – 0:43 to 0:45
  • This Island is part of a chain of islands called the scarlet islands. – 0:45 to 0:47
  • This Island has a turbulent history of being liberated, First owned by China, taken by Japan and liberated by Russia in World War Two, and now is prized as the largest oil reserve in the world – 0:40 to 1:10

Length

  • // Restated what was on the slide: > 220 km² of terrain or 137 M² – (This is not including the sea) – 1:10 to 1:17
  • > It Takes in real time:
    • 4 and a half hours to walk across the island. – 1:19 to 1:22
    • 2 hours in a reasonably fast jeep. – 1:22 to 1:24
    • or in the fastest aircraft 20 minutes to fly. – 1:25 to 1:28

General

  • The Research and Design team was sent to the island to collect photos and document the island – 1:10 to 1:36
  • // The Video shows a higher density forest with more ground clutter (bushes, logs, low grass, rocks) 1:36 to 1:50
  • Nothing on the island has been created by mission designers or level designers. All places are real places on the island.
    • This is done to ensure free flowing (non funnelled) tactics and strategy; As well to allow the player to feel more in depth knowing these places exist.

Destruction

  • Buildings have a multi-stage multi-sectioned approach to demolition.
  • They’re a damageable world objects
    • Some have multiple damage states.
  • Damage done to world objects and buildings is persistent.
    • This pervasion of persistent objects extends throughout the mission and campaign.
    • This is done to instill a sense of attrition that extreme firepower has.

Soldiers

  • In Operation Flashpoint 2 there is a great push to do as many unique looking characters as possible.
  • This is done to support a level of attachment to your AI friends.
  • As well it aids in easier command due to facial recognition.
  • There is a great emphasis placed on the personality of units.

Animation / Motion

  • Motion Capture was done with special forces personnel.
  • The Level of unique motions placed within the game is much higher than that of Operation Flashpoint.
  • There are motions for mounting vehicles and even leaping over small walls.
  • You can interact with many world objects – Example Doors: you can kick them in.

Gameplay

  • There are no “Magic Pockets” – everything must be carried and assembled.
  • Firing sequences from lifting the object up, to placing it on your shoulder to turning it on and arming to fire is all faithfully simulated.
  • Reloading is as well faithfully simulated.

Infomation on weapons systems can be found here

Effects

  • When firing the game utilizes a multistage animation feature that over a series of milliseconds provides a progressive animation that leads to realistic effects.

Multiplayer Gameplay

  • PC will feature 32 player (16 vs 16) in addition to the 256 squad members (8 per squad per player)
  • PC will have 8 player Co-op
  • Consoles will have 8 player (4 vs 4) in addition to squad members
  • Consoles will have 2 player Co-op

Please note: Campain co-op is available along with single mission co-op for both pc and consoles.

Note to Wikipedia – I built the wikipedia page and then transposed my writings here. There is No Copyright infringment. You are free to use this infomation as you see fit. This message explicitly permits the written content here to be used under the GFDL.

Written by Sir. Polaris in: Uncategorized |

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