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  • 15 ore fa
Uno sguardo alla modalità Hardcore di Operation Flashpoint: Dragon Rising, un omaggio agli amanti della simulazione più pura.
Trascrizione
00:00www.flashpoint.com
00:35In hardcore mode, you're basically stripping out all of the supporting features and you're fighting as a soldier. You're using
00:42line of sight to verify targets. And that's the experience that we think our hardcore fan base are really looking
00:48for. And it's a great experience, especially in co-op.
00:50For starters, we take all of the HUD off. There's nothing there at all. No crosshair, no compass. You're all
00:55on your own other than a map.
01:01Okay, so a lot of people are wondering why have we taken everything off on hardcore? Why don't you even
01:05have a compass?
01:06After reading some of the feedback we got from the forums and some of the feedback from some of the
01:09people playing the game at E3, we made a conscious decision to strip everything out. It is hardcore. It's turning
01:14it right up to 11.
01:15Contact! Rifleman! 100 meters!
01:18What makes an Operation Flashpoint mission special is so open-world in nature. In most games you're very drawn through
01:25a very narrow corridor, whereas in Operation Flashpoint you really are left open to translate your orders as you see
01:32fit.
01:32There's a lot of room for manoeuvre and to adapt your tactics on the fly to what's immediately in front
01:38of you.
01:38You could attack any objective from any direction you want to. As a result of this, the AI has to
01:43be able to react. It has to be able to carry out threat assessment.
01:47It has a morale system. It's checking what the player is doing and where the player is and how well
01:51armed they are.
01:54One of the things that we really tried to achieve in Operation Flashpoint was a level of realism with the
01:58military tactics used.
01:59We did a lot of work with the Marines and we even got our hands on their playbook, which gave
02:03us an idea of the kind of plays that they use.
02:05These plays work in very much the same way as, say, an American football play. They have distinct strategies that
02:10they use at distinct moments.
02:11We've incorporated as many of these as possible into Operation Flashpoint and we give the user the ability to do
02:16quite complex manoeuvres like flanking, assaults, engage.
02:19As well as if there was inherent behaviours that the team's AI will carry out.
02:33In a typical mission, you're going to be using the same tactics that the US Marine Corps would use in
02:37real life.
02:38You've got a fair, fine degree of control afforded by the command radial. As the fireteam leader, you're really calling
02:45the shots.
02:45So you have a lot of control over your fireteam. You can change the formation, you can change the rules
02:52of engagement, also their tactical spread and then on top of that you have all sorts of abilities to give
02:58flanking orders, assault orders, suppressing orders.
03:01One of the contact sensitive orders you can issue is assault building and this will allow you and your fireteam
03:08to force your way in through the door and clear all the rooms within that building.
03:15I think the hardest thing that we have set out to achieve, that I'm certainly most proud of, is putting
03:20the fear back into first person shooters.
03:22Getting that element of tension as you're creeping through the woods, not knowing when the next shot's going to come
03:26from.
03:27This is about as hardcore as it gets, so you better be careful.
03:32This is about as hardcore as it is.

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