Latest news
Exclusive Interview: Adam Parsons (Part 2 of 2)
by Chris Hawke
9.8.11

This is Part 2 of our interview with Adam Parsons. Make sure not to miss the first part.

We conclude our interview with the ex-Codemasters man by asking him about his personal experiences, the life of a developer, and his thoughts on the future of gaming consoles.

Adam Parsons was Executive Producer at Codemasters' Action Studio for over twelve years. Before leaving the company at the beginning of August for new horizons, Adam was kind enough to give Gamer's Guide to Life.com an exclusive interview about everything gaming; the industry as a whole, his personal challenges, and some tantalising hints about his next project.


If there were one thing, process, person, or trend you could remove from games development altogether, what would that be, and for what reason?

Actually, that is very difficult. I’m torn between inaccurate estimates, excessive crunch, and test. If everything worked and there were never any bugs, ever, I’d probably remove test (on the basis that it all worked). If everyone estimated with 100% accuracy, that would make my job much easier.

The reality though is I would remove excessive crunch. There is no reason for excessive crunch. Some crunch, yes, in moderation, as we all want to improve and iterate, and this can take longer than estimated. After all, estimates are just that! Planning a project in a non-realistic time scale, with a similarly unrealistic quality expectation, is just ludicrous.

Developers are the talent; they produce the goods. It is not just one man or woman leading any discipline; it is the whole team that delivers a successful title. Of course, I’m aware that budgets have to be met, but we should all be treated fairly for the work we do, and if something needs to be improved beyond expectation, adequate time should be given to it, or realistic reward for crunch time. My heart goes out to developers such as Kaos Studios who endured crunch, and who were rewarded with closure of the studio.


Is the current climate encouraging or discouraging developers from taking risks?

For the indies and start-ups that don’t often have that much to lose, that results in some great titles. Joe Danger, for instance; four talented guys, just focussed on a fun game without interference. And it shows.

For bigger publisher/developers, the title has to be turned into a franchise, and not become a one-hit wonder, so the pressure to take risks is immense. Relying on tried and tested formulas can result in franchise fatigue and ultimately the demise of a developer/publisher. Look at Black Rock Studio and Bizarre Creations; two established and experienced studios producing some outstanding games. Both took a risk on refreshing the racing genre, and both closed.

But our industry is all about high-risk and high-reward, and we'll will continue to invest in new IPs even though it’s a challenge; consumer appetite for new stories and experiences needs to be satisfied.


When could we see a 'PlayStation 4' or 'Xbox 720' announcement? What sort of innovations will they bring?

The consoles are feeling their age now, so late 2012 or early 2013 feels about the right time for the industry to prepare for the transition.

I have a wish list more than inside information regarding innovations. They’ll be two parts; innovation and catch-up.

For the catch-up, built-in Kinect and or controller motion support, and all the relevant network services, such as cloud storage, social connection and platform connectivity.

Scalability to adopt new services and social integration will be key, but far simpler to retroactively fit via software/firmware, so I don’t see that as much of an innovation, more as forward planning.

Other innovation will take the form of access anywhere, any time. Apple is already starting to lead the way with iCloud and Wi-Fi syncing, but what I would like to see is a totally connected game. Eve Online has ambitions with Dust 514, but to be able to be part of a Call of Duty campaign on your iPhone, commanding units strategically, and then to be able to take part of the campaign in another way via a PC browser, with alerts being sent through social channels on your progress is something I haven’t seen accomplished on a large scale yet. With the obvious move towards digital distribution, it’s fairly safe to assume that larger storage, 3D features, faster processors, lower power consumption, the integration of entertainment services and streaming and any new interfaces will all be almost certain additions.

I’m just waiting for the iHolo so I can play the Minority Report on my iPad 3.


What is the daily life of a developer like? Is it a relaxed and creative environment, or a tense and panicked slog?

It’s mixed depending on the phase of the project, and each phase itself has its stressful points. The closing phase of the project is the most stressful, but never panicked, and often the most exciting with hundreds of issues to solve on a daily basis which really tests your endurance and mettle.

With monthly milestones, there’s always the pressure of delivering something playable to assess and appease the great gaming gods above, but that’s half the fun, and it’s definitely a creative environment to work in.


What sort of game would you love to make?

That old chestnut. I’ve always loved comic books and novels, and I often finish a novel and think 'now, that would make an awesome game'. 2000 AD has had some great stories, such as Flesh and ABC Warriors. The IPs are owned by Rebellion, so I hope they can do those some justice one day.

I do have a game concept that is probably only fundable by the largest publisher for the next Xbox or PlayStation, together with planned advances in wireless technology. It's one I would love to talk about, and it certainly hasn’t been done yet because of its complexity and reliance on technology. I would love to think it’s a game-changer, but at the same time it's hugely risky.

Oh, and I’d want enough time to make it without being driven to killing people.


How did you start in the industry, and if you were doing it again, would you take a different route?

I left a company in a senior position to join the games industry, and had also managed production teams in the design and print business before going into games. Of course, in games, this means squat. So I started as a production artist. After six months, Codemasters offered me a Lead Artist role on my first PlayStation 1 game, TOCA World Touring Cars; it was a baptism of fire, but I thoroughly enjoyed the pressure and scale of delivering the art for the game.

After many years and projects, I really wanted to positively affect more than just the art vision for a game. I moved into production so I could work with all disciplines and produce the full experience. I love art and photography, but being part of a much broader picture is more appealing, and I wouldn't go back on that. Moving into production, most producers seem to have Quality Assurance or engineering backgrounds. Very few artists I know have moved into production, mainly - I guess - because the attraction of producing stunning visuals is too much to give up.

Having been part of the main dev team, I can clearly remember the issues the team went through, so I try to avoid the issues that plagued me as an artist and support the team as much as possible during the making of a game.

In hindsight, I would have moved into games earlier, as the industry I was in before was stagnant and it was more of a case of creating a portfolio faster than one of gaining more relevant skills.


Do you think there is a certain market or genre which is being over-saturated?

There’s a danger of lack of innovation in every genre which truly offers players more. I see a long list of game mechanics, and designers using it as a pick-'n'-mix of game features. There’s a game I know that very clearly and unashamedly ‘borrowed’ a mechanic from another game, and didn’t really cover it up. That's not a problem, but it isn't helping the industry to break new ground. You could argue that some shooters are using formulas from other games to help support their sales and appeal. But if gamers continue to buy them, why stop?

Personally, I want to see designers pushing the envelope a bit more. Portal is a great example of off-the-wall thinking, and it’s become pretty popular too. That’s something I love about Valve and their design process, and why others should take a page out of their book.

In terms of saturation, the shooter market is a pretty tough place to be in right now, and as a learned friend of mine once quoted, we "let them duke it out". There’s still a place for the right games in niche markets, but it has to have that mass market appeal as well as something truly fresh and relevant. Innovation is ridiculously hard to deliver.


What sort of games would you like to see more of?

Classic platform games. You know, I loved Manic Miner and Monty Mole from the 8-bit days. Gamers have been spoilt today with checkpoint saves, infinite lives, and magic healing after 30 seconds. In Manic Miner, you had three lives, and gained more after 10,000 points. And, you had to be exact on when to jump, or lose a precious life. That’s why I love Limbo, it's a great example of less being more; innovative in its execution and great fun to play. This is why I love hearing from players who've finished Red River on hardcore, as it’s that unforgiving, without any safety measures.


Would you rather make a million-selling game that doesn't take the industry anywhere new, or develop a niche, but revolutionary, game?

I’d develop a niche, but revolutionary, game...

...that sold millions.


Our immense thanks goes to Adam Parsons for taking the time out of his busy schedule to speak to us. For more interviews and all the latest, make sure to follow our Twitter account for all our updates.

Labels: , , , , , ,

- Chris Hawke
Exclusive video: Bodycount interview with Max Cant
by Anonymous
8.8.11

Gamer's Guide to Life.com's Bodycount blowout continues with our ever-so-friendly Ben Storey chatting with Bodycount's Art Director, Max Cant. In the deepest, darkest and dankest corner of London, a few lucky souls were privy to more destruction than you could shake an M1A2 Abrams tank at.

Where on Earth did he get those questions, you ask? From you, dear readers. This is the response to our invitation to ask your questions.

Our interview comes fully accompanied with some exclusive B-roll footage of the game, demonstrating the arcade-style shooting that Bodycount is making its premise. The game is set for European release on 26th August, for PlayStation 3 and Xbox 360.

Labels: , , , , , , ,

- Anonymous
Exclusive video: sixteen-minute Bodycount presentation
by Anonymous
8.8.11

Codemasters were kind enough to invite Gamer's Guide to Life.com to an exclusive Bodycount presentation in the heart of London last week. Our very own Ben Storey was able to record the presentation, given by Max Cant, explaining what Bodycount is all about. Mainly, shooting things.

The entire 16 minutes is below. Alongside Max giving a detailed description of the game, and walking views through the action, there are explosions and blood galore on-screen in 720p, as the player makes his way through a soaking wet east-Asia during the 14th mission of the game. You can also catch glimpses of weapon selection, get more info on classes and their abilities, and see some brutal shotgun action.

Bodycount is set for European release on 26th August, for PlayStation 3 and Xbox 360. Check back for more Bodycount videos throughout the day.

Labels: , , , , , , ,

- Anonymous
Exclusive Interview: Adam Parsons (part 1 of 2)
by Chris Hawke
6.8.11

Adam Parsons was Executive Producer at Codemasters' Action Studio for over twelve years. Before leaving the company at the beginning of August for new horizons, Adam was kind enough to give Gamer's Guide to Life.com an exclusive interview about everything gaming; the industry as a whole, his personal challenges, and some tantalising hints about his next project.


What, in your view, is the best way to get into the industry? Getting degrees and qualifications, or the home-made mod/indie route?

That really depends on what you want to create and how much control you want over your project. For me, I spent about twelve years in various industries after completing University with a degree in three-dimensional design (product design). Then I moved into graphic design, then web design, and finally multimedia. Towards the end of that phase it was leading teams and then joining Codemasters.

I wouldn’t have done anything differently, as the variety of experience in different trades removes the blinkered and cynical view of the games industry today that those who have grown tired or spent their life only in games have. I still wake up each morning excited about what the day will bring, and what I’ll help create or deliver.

My advice to those who have less financial burden and plenty of talent and creativity is to do what was done in the 8-bit days, and what is being repeated again now: self-publish on iOS/Android or PC (Steam). There’s discussion that the world can only take so many four-man dev teams pushing out indie titles, but I disagree. These fledgling teams are doing some very cool work, and help to keep the games industry on its toes, being agile whilst bigger companies act like oil tankers, trying to keep turning swiftly but lumbering, or snapping up those that do pioneer new, interesting concepts. This approach is, however, more risky, as there are counter arguments that only one-in-twenty iOS games ever reach the dizzy heights of success.

Of course, for those with less experience yet keen to learn from the seasoned professionals, having a great portfolio or demo straight from University helps to secure a position in a successful dev team. We certainly had some superstars on Red River who had just graduated, and had bags of energy and enthusiasm to deliver the game.


What is your favourite game ever, and why? What game are you looking forward to most?

Oooh, that's so difficult. It was always a toss up between Battlefield 1942 and Aliens vs. Predator on PC. 1942 was so much damn fun and so well balanced; I lost many hours online and at work during lunch to that game. AvP gets a honourable mention because it was the first game (now only perhaps superseded by Dead Space) that actually scared the crap out of me with its incredible atmosphere.

The game I'm looking forward to most is equally difficult. I’m a massive shooter fan, so it’s a battle between Battlefield 3 and Uncharted 3, but Bioshock Infinite gets a look in too.


What are your thoughts on the Wii U? Do you think it could be a revolution, or is it a misstep for Nintendo?

I’m not sure if it’s the Emperor’s new clothes or not. As game makers we’re fighting for consumers' leisure time, and whilst there’ll be a segment of the market that will welcome it, the price, the quality of launch games and the new experience it brings will be the tipping point. Guessing the consumer is a tricky business, but Apple seems to have done very well with its products and targeting what engages consumers. Their games and apps have enabled people to experiment at low cost, whilst their catalogue grows daily, and the infrastructure is already in place. I was quite disappointed at having to wait for a 3DS web browser (although it's pretty hard to read on a 3DS screen); if Nintendo are aiming to make the Wii U a success, they'd better be in a position to fully support it from launch with keen pricing.

I do know that Nintendo will push its classics out with bespoke mechanics for the new controller, but I’m not sure this is going to be enough to move a large percentage of people from their current-gen console.


You're leaving Codemasters after more than twelve years. What do you think the future holds for the company?

I’ve spent twelve-and-a-half years of my life at Codemasters, and it’s a fantastic company, driven by very talented developers with a passion for making games within a high-pressure environment. I’ve made some very good friends there, who I’ll be watching out for. In terms of the future, I can only speculate of course, but I’m sure their key brands will go from strength to strength and I’m especially interested in what the next game will be from the Action Studio.


When can we hear about your next project?

I’m starting at my new company pretty soon, which I’m stoked about. I wanted to work for three or four developers before I die, and this is one of them. The next project is, of course, confidential, so all I can say is watch this space.


Codemasters recently suffered a hacking attack on their website, a growing trend in the industry. Could hacking pose a real threat to developers and companies, or is it a passing fad?

Any security breach is a worrying experience, from someone breaking into your house to identity theft. The justification for Sony, for example, was theorised as having been an act of vigilante justice resulting directly or indirectly from Sony's lawsuit against George Hotz. Either way, you can’t condone it; perhaps they were pissed at Sony for removing the Other-OS function that consumers thought they were entitled to (waits for the comments to explode).

The damage could be huge to developers and companies alike, and this won’t go away like some fad. Hackers have been around for years, but with such pervasive networking through social media and the web, these stories just become more glorified to attract attention. With more movement towards digital distribution, there’s a likelihood that hackers will see these services as a challenge to hack. Certainly, there’s been mixed reaction to EA’s Origin, with some viewing that as EA having a monopoly on being able to charge whatever they like for an EA product distributed solely through their own outlet. I’m sure hackers will attempt to circumvent the system to 'protect the people', so it’s obvious that greater effort is required to stop these modern day Robin Hoods.


What can we expect from the next Operation Flashpoint; a 'milsim' or the 'tactical' approach used in Red River?

Well, this is going to be speculation, as I’m under NDA. At a personal level, I’d like to see another Flashpoint focussed towards the tactical side of gameplay. We had such a short development cycle for Red River that we were proud of what we’d done, but aware of the shortcomings once it had been out there for a while. Certainly, there was an opportunity to fix some of the issues via updates, but as I’m not part of the organisation I don’t know what their support plans are. One thing is for sure, we never wanted or claimed to be a milsim; we left that to other developers.


Do you think that the current trend for 'online passes' and the like is actually going to positively benefit development teams, or is it just a greedy ploy by publishers spurred on by shareholders and investors to make a quick buck?

Personally I like online passes, and hate the idea of used games being sold without the orginators seeing any royalties.

It’s pretty simple; developers spend large budgets on making games. If the sales don’t add up, they lose money. If they lose money, they cut staff, release fewer games and so on. There’s the counter argument, what with games being of a lower quality, that once bought - to recoup your losses - you sell it used because you feel you’ve been cheated. Again, this is why there are many online games sites reviewing games, demos on the various console stores, and our beloved Metacritic to protect those from games that don’t meet their expectations.

Without digging into the legalities of software licensing, selling a used game via Gamestop or HMV means the retailer profits and not the consumer, so actually it’s the retailer that can appear greedy, cutting out the developer who bust their balls making the game in the first place.

That’s what I’m opposed to, but it’s such a complex issue and there are arguments supporting both sides. I’d like to see more of the free-to-play model or freemium, so that consumers can try the game in depth without having to spend $60 on a gamble. An alternative idea is a lower-cost launch platform, with modes and episodes being bought ad hoc.


In your time in the games industry, what has been your single biggest challenge of all?

Every game is a big challenge from a quality and delivery perspective, knowing what to focus on and how best to spend your time, and keeping the team happy. I spent some time with MercurySteam (of Jericho and Castlevania fame), and with most of their team only able to speak Spanish that was a real challenge, as we co-ordinated between Clive Barker and the dev team. Given the amount of development time we had for Red River, that was my biggest challenge; to make a great game in such a compressed timeframe. But, with a totally committed and dedicated team, we made it possible.


The second part of our interview with Adam Parsons will find its way onto your computer screens over the next week - to ensure that you don't miss it, be certain to follow our Twitter account for all our updates.

Labels: , , , , , , ,

- Chris Hawke
Ask Your Questions: Bodycount
by Chris Hawke
25.7.11

Codemasters, being the lovely sort of people they are, have invited Gamer's Guide to Life.com to an exclusive, illusive and hopefully conclusive Bodycount event in the heart of London this Wednesday, and we're opening the floor to your fan questions. How do they make stuff blow up like that?

We've secured an exclusive interview with art director Max Cant, and we're giving our readers - that's you - the opportunity to quiz him on anything you like about Codemasters' latest FPS.

Just follow the steps below to submit your question.

Pop it in the comments section
Possibly the easiest way to ask your question is via the comments system on this page. You can login using your Disqus, Google, Twitter, Facebook, Yahoo or OpenID account, or just comment as a guest - it's quick and simple.

Get in touch via Twitter
Have a Twitter account? Tweet your question. All you need to do is hit the button below in order to tweet us over a question. You'll need to be logged in to Twitter already, or log in when you hit the button, in order to tweet your question. Also, you'll need to be using Twitter on a non-protected account for us to recieve your tweets - if you use a protected account, use one of the other options to submit your question.

Tweet your question to us


Send us an e-mail
If you're not a fan of comments systems or social networking, but fancy something a bit more personal, you can send any questions over via email to chrishawke@gamersguidetolife.com and we'll do our best to include them.

Ask questions that are as in-depth as you want, on any aspect of the game, development, or the future of the series. We'll throw as many as physically possible at Max until he can bear no more. It couldn't be easier.



We'll also be hauling back lumps of smoking hot gameplay straight from the event, so if you want to see anything in particular, just ask.

Check back regularly to see what we've cooked up for you, or follow our Twitter account to hear about new articles as soon as they arrive.

Labels: , , , , , ,

- Chris Hawke
Ask Your Questions - Operation Flashpoint: Red River
by Chris Hawke
13.4.11

Operation Flashpoint: Red River is set to release frighteningly soon, and in their wisdom the good men and women at Codemasters have been kind enough to give gamers one last opportunity to inquire about the upcoming super-tactical first-person shooter by way of an exclusive Community Interview with Gamer's Guide to Life.

We'll be chatting with Sion Lenton, Creative Director on the Operation Flashpoint series, and we need your questions! Interested in hearing if we'll see a certain multiplayer map? Wonder how an FPS can be ultra-realistic and balanced at the same time? Dying to know Sion Lenton's weight, shoe size, hometown, and favourite 1970s Swedish pop supergroup?[1] Let us know, and we'll ask for you. Just follow the steps below.

Pop it in the comments section
Possibly the easiest way to ask your question is via the comments system on this page. You can login using your Disqus, Twitter, OpenID or Yahoo account, or just comment anonymously. It's quick and simple.

Get in touch via Twitter
Have a Twitter account? Tweet us over your question. All you need to do is send us a message via @ggtl. Please use the GGTL hashtag #ggtl so we can find your questions with ease.

Send us an e-mail
If you're not a fan of comments systems or social networking but fancy something a bit more personal, you can send any questions over to chrishawke@gamersguidetolife.com and we'll do our best to include them.
Ask questions that are as in-depth as you want, on any aspect of the game, development, or future of the series. We'll cram as many as possible through the Codemasters letterbox. It couldn't be easier.



Check back regularly to see both the interview and all kinds of other gaming-related goodness, or follow our Twitter account get quick-draw updates as to what crazy shenanigans we're up to at any given point.

1 - 185 lbs after a brisk workout, 12, Antarctica, and ABBA.

Labels: , , , , , ,

- Chris Hawke
Video: Operation Flashpoint: Red River: Full 14-minute Combat Search and Rescue (CSAR) playthrough
by Chris Hawke
5.3.11

You asked, and we provided. Join 'Team Awesome' - including GGTL's very own Linford Butler and Chris Hawke - as they play an entire Combat Search and Rescue (CSAR) mission on Operation Flashpoint: Red River.

This footage was filmed at the Operation Flashpoint: Red River preview event in Central London on Wednesday, 23rd February, 2011.

This video is best viewed in 720p HD.

Labels: , , , , , ,

- Chris Hawke
Video: Two-or-so minutes of Operation Flashpoint: Red River footage
by Chris Hawke
5.3.11

From our day out in London, we present you with two-or-so minutes of raw Operation Flashpoint: Red River gameplay footage from a four-player co-op match.

This footage was taken on Wednesday, 23rd February, 2011 at the Operation Flashpoint: Red River preview event, at Central London's Samarqand restaurant.

This video is best viewed in 720p HD.

Labels: , , , , ,

- Chris Hawke
Preview: Operation Flashpoint: Red River
by Chris Hawke
3.3.11

Specks of rain begin to fall on a five-foot poster, flowing gently in the cold breeze. The weather seems fitting of the image itself; the clear white background is dominated by the daunting figure of an auto-rifleman, skinny arms lugging a huge light machine gun as his pale face remains emotionless. Above it, the Operation Flashpoint: Red River logo is the only loose connection between such a gritty, harsh advert and the building it stands in front of: Samarqand, the only Tajik restaurant in London, a place full of delightful, exotic food and plush, chic private rooms. Once you step inside, though, the connection becomes clearer: sixteen flat-screen HDTVs project the dusty and stunning world of Tajikistan, as imagined by Codemasters. Operation Flashpoint: Red River aims to be authentic, and if that means immersing journalists in the heart of Tajikistan's culture, then so be it.

Excited and nervous, a small group of gamers sit down for a presentation, given by various members of the Codemasters team. There are murmurs of agreement when Sion Lenton - Red River's Creative Director - says he's tired of soaking up lead on FPSs. There are guffaws of hearty laughter when the introduction video is played; most are in amazement that such a seemingly serious game has such a jovial and properly funny welcoming. And, unsurprisingly, whispers are abound when it's announced a Kindle is up for grabs for the team with the best score. "GET SOME!" the developers shout, and everyone rushes to take a seat in one of four booths, each with space for four players and equipped with an Xbox 360 and and pre-arranged co-op lobby. After some fiddling with the Class Setup (the version we played was vanilla, so nothing was unlocked), and choosing the 'Scout' class (because snipers always win - fact), our plucky team of four was ready to brave the battlefield.

We were given full access to all four Fire Team Engagements (FTEs), one-off maps that add a lot of extra weight to the game, allowing almost endless replays with your three buddies. First up was Last Stand, the most familiar of the FTEs; perched on a small hill, it was a sniper's paradise as waves of People's Liberation Army (PLA) forces attempted to assault our position. The helicopters landed, the bad guys poured out into the street, and were swiftly cut down by the hot justice of American lead. Our team was overrun, as you might expect for first-timers, but I survived long enough to rack up a cool 59 kills. Combat Search and Rescue (CSAR) quickly followed, as did death: searching for missing pilots and escorting them to safety, while also being given the option to go out of our way and destroy the downed helicopter was all a bit too much for new recruits, and in a matter of minutes all four USMC bodies lay in Tajikistan's hot sand. Five minutes of Rolling Thunder, or 'escort the convoy', had to suffice before it was on to the chance of Kindle-winning glory.

Combat Sweep saw four wiser marines gear up (after trialling the other classes, I switched back into the sniper role) to take out every last insurgent from a sprawling hillside town. While everyone got out eventually, each life lost cut 10,000 points from our score (players have four lives), and Team Awesome retreated from that still opposition-controlled hell-hole with a measly 82,000 points and a bronze star.

Sad faces all round.

But the misery of such a resounding defeat could not drench my high spirits. Red River is fun. It's authentic, too; certainly not as much as ArmA, and probably not quite Dragon Rising's attempted realism, but each one-shot kill - even with an MP5 - was immensely satisfying. Genuine-sounding radio chatter combined with faithful recreations of tatty guns and fading Humvees gave the game that extra edge that more fanciful first person shooters miss.


It's pretty obvious that Red River is an Operation Flashpoint game: the EGO 2.0 engine shares many traits with its predecessor, and has the same slower-paced, sandbox feel that Dragon Rising embodied. However, the real surprise comes from noting how much has changed; the tempo is increased, meaning that while firefights are still conservative and deliberate affairs, there's no need to trudge ten klicks just to get to the action. AI is now a real challenge; from time to time there is the odd fool standing still two hundred metres away, pondering the deepest questions of life as I leisurely line up a headshot, but the overwhelming majority will aim with deadly precision, flank and distract with chilling mercilessness, and gun you down like lightning in close-quarters combat.

Enemies go down much faster, and stumble and fall with each bullet to a non-kill area, making them less robotic and more - dare I say it - fun to kill. Driving now feels like driving, rather than taking a school bus onto an ice rink filled with treacle; animations look much more human; stunning vistas and more graphical charm add an obvious boost to immersion. But, most importantly, it's just fun. It's more deadly and serious than the Call Of Duties of this world, but it hasn't swayed into straight-faced mundane MilSim. Every kill brings a smile to your face, every buddy you rescue prompts an involuntary, over-the-TV high five, and clearing each house knowing that these could be your last seconds is finger-numbingly thrilling.

There's still work to be done; the 360 version looks good, but didn't quite have the charm the PC videos and screenshots hold, and can suffer from just a little bit of lag when things get heavy. Tracers don't look like Star Wars laser beams, I can promise you that, but there is an incredibly disconcerting sci-fi theme to the medkits; you have a seemingly endless number, and even a lethal wound can be totally healed by holding down (A), then holding down (A) again. Sure, it gets you back into the action right away, but it takes away the challenge, knowing a bullet to the heart can be patched up in seconds. It's one of those design choices that serves a good purpose, but is certain to upset the hardcore.

Operation Flashpoint: Red River might not set the world on fire. As much as I might like it to, it won't beat Call Of Duty and the like for sales or hype, and it won't reinvent a genre. But it has the utter joy of those midnight runs of Left 4 Dead with your best mates, the wry humour and authenticity of Generation Kill, and its own unique blend of pure fun. Get your friends together and your warface on: on the 21st April, we're going to Tajikistan.


Gamer's Guide to Life.com has a host of exclusive Red River videos for you to feast on. There's snippets of assorted gameplay, a presentation by the Codemasters team, a 14-minute raw playthrough of the Combat Sweep mission we botched and an interview with the oh-so-dreamy Tim Browne for you to enjoy. Watch the homepage for those, and follow us on Twitter to make sure you don't miss a beat.

Labels: , , , , ,

- Chris Hawke
Exclusive Interview: Operation Flashpoint: Red River with Tim Browne
by Chris Hawke
2.3.11

The awesome Tim Browne, Principal Game Designer on Operation Flashpoint: Red River, answers our questions on the game in an oddly dark room.

This interview was conducted on Wednesday, 23rd February, 2011 at the Operation Flashpoint: Red River preview event, at Central London's Samarqand restaurant.

This video is best viewed in 720p HD.

Labels: , , , , ,

- Chris Hawke
No New Operation Flashpoint: Dragon Rising DLC Or Patches
by Chris Hawke
16.2.10
While Codemasters did say at release that they would continue to support modern combat simulator Operation Flashpoint: Dragon Rising for as long as possible, it seems that support has been cut short.

Today, on the official Codemasters forums, Ian Webster, the Community Relations Manager, revealed that there would be no more DLC, or even patches, for Dragon Rising.
"With the upcoming release of the Overwatch DLC on PS3, and a few "heated" threads on the topic, I just wanted to inform you all that the team have now completed the “Dragon Rising” chapter of Operation Flashpoint and that’s it for DR-related content going forward. We are sorry if Dragon Rising and the two DLCs released to date have left you wanting even more, but in the grand scheme of future plans and schedules the vast majority of the team are already busy planning the future of modern combat."
A sad day this may be, but fear not; the same team who make Dragon Rising revealed earlier this year that they were working on an unannounced title, and the hint at the end ('vast majority of the team are already busy planning the future of modern combat') means you can basically start saving your money for the sequel, which many predict will be an 'expansion' of sorts, to fix the engine shortcomings of the rushed-for-release Dragon Rising.

Still, it's a shame to see this happen. The whole announcement can be read here.

Labels: , , ,

- Chris Hawke
via source
Review: Operation Flashpoint: Dragon Rising
by Anonymous
28.10.09


A single bullet is a powerful object. Described by some as a work of art, and by many as a waste of human life, whichever view you take, there is one word that everyone uses to describe it - deadly.

In games, bullets have never taken this 'deadly' form. Many games bring us tactics and some realism - take the SOCOM franchise, for instance - but most just bring their own ideas to the table. However, the Operation Flashpoint series has always been close to this realism. The original, released in 2001, flew out of shops. It brought freedom but, most of all, this realism to the crowds. People ignored the silly controls, the evident bugs and instead just played. That's when you know a game is good. People just... play it.

The original developer, Bohemia Interactive, have moved on to publish the equally successful ArmA series, and now Codemasters (the original game’s publisher) have taken up the torch. They've got quite a name to live up to, and fans of the first are expecting a lot. Thankfully, Codemasters have seen the huge market that is consoles and have also released the game on the two big ones of this generation.


The main game takes place on a small island off the north coast of Japan by the name of Skira. Set in 2010, oil is still running out and this small island holds a ton of it. The island, owned by Russia, is invaded by the Chinese and the Russians call for their allies, The USA (REALLY!?) to help clear the island. The first 3 missions, a little like training missions, can be done all together in just one run. Apparently, this was going to be the idea that ran through the whole game, you take on a mission and if you fail you can keep playing but your defensive line is pushed back. However, this idea was scrapped when the dev found that you could fail every mission and still make it to the end of the game.

You fight with 3 other team AI if you play single player. They do provide some fire, but are mostly pretty useless. If you send one of them to heal another member, then don't be surprised if he stands up out of cover to do it. This can be very annoying, and can mean that you have to move to help both of them, instead of holding the enemy off. It can make some missions very difficult, such as the third mission where you defend a village. It wouldn't be too difficult if your team would stay in cover and go where you tell them. I ended up in a small room upstairs, while under fire, with no support from my team. Thankfully, be it with luck or skill, I did manage to hold off all the Chinese while they were running up the stairs.


The enemy AI, in contrast, is good. They use cover well, heal team mates and - without strong resilience on your part - will dominate the battlefield. Depending on which difficulty you choose, you can expect to take 1-10 bullets before needing to patch up. At some points you'll be crapping yourself with a grey screen – an imminent sign of an untimely death. With diligence and persistence I made it through - and even managed to get half way through the campaign on hard!

Graphically, the game is rather good. It's realistic – in fact, perhaps one of the more realistic ones of this year. Explosions will make you jump into the nearest cover, be it a tree, a hole or even a burning car. It's a game that needs surround sound as almost every bullet that flies by will have you cowering and whimpering in the nearest corner. Controls are great on PC, as you've got a whole 104-key, custom-mapped keyboard to work with. However, mastering them on consoles is a tough job especially when under gun fire; annoyingly, there were a few times I died due to the controls. Say you’re running to cover, under fire and you want your team to move where your cursor is. Be prepared to have to stop halfway across the battlefield to issue the command. It’s a very annoying problem that could have been fixed easily.


It's a game that's been built on PC and then ported to console, as an after thought. As such, there are a few things you can't do on console. The map editor, annoyingly, has been pulled out. It's a great shame as the original spawned some awesome home-brew, and consoles really need some of that kind of lovin' right now. However, perhaps an even more annoying point is you can't directly run over the whole island, like you can in the PC version. (if you do own it on PC and decide to run from on point of the island to the opposite it's going to take you around 9 hours in real time, so make sure you've got a mini fridge with you).

A big draw for gamers will be the online. Unfortunately, at the moment it's awful. The servers are terrible beyond description. I'll give a quick outline of how it all is. Click Multiplayer, Online. Wait 2-3 minutes. Get error message. Repeat steps 1-3 five times. Finally make it online, click friends. Add a friend, even if that friend is already on your PSN friend list. Join game, get kicked back to step one. Try again, up to 20 times. Get annoyed and put game away. I'm not even exaggerating that. However, on their Twitter account, @Flashpointgame, stated, "We're working around the clock, analyzing online data with partners to ascertain how they can correct server issues." A bit of hope! More recent news also says that DLC may be hitting with the patch - that's fast work Codies. Nice one.


So Operation Flashpoint is great - really realistic, down to the last bullet. Running into the enemy is not the way to do it and you'll die in a few seconds. Tactical decisions and movements are the way to do it, and you'll be rewarded with the next level. Don't rely on your team to give you cover, as they'll hardly help themselves - the best idea is to either use them as cannon fodder or wait until an online patch comes out and play with friends. A typical play through on the easiest difficulty will take a day, tops. A harder difficulty will take a little longer. Trophies/Achievements will take as long as a patch takes, as you won’t be able to platinum the game without the one online award. All the others will take around 2-3 playthroughs - but by that time, you might be a bit bored.

I feel a little harsh giving a mere 6/10 to what was actually a very good game. However, without a decent online, and with the dozy AI companions, I can’t give any higher. I’m sure though, after a patch has been released, that the game will be a solid 8/10. However, until then…


Jacques

Labels: , , , ,

- Anonymous
GGTL Classics
Some of the very best articles dug out from deep in the GGTL archives, written by some of our past and present wordsmiths alike.
Your continued use of this website and/or any others owned by Gamer's Guide to Life.com represents your acceptance and indicates your full understanding of all of our legal policies and terms. Our legal policies and terms are legally binding. If you in any way disagree with or refuse to be bound by any part of said legal policies and terms, you are advised to leave this website immediately.