Operation Flashpoint: Dragon Rising Dev Diary Talks 'Turning It Right up to 11' With Hardcore

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A new Operation Flashpoint: Dragon Rising developer diary from Codemasters details its 'Hardcore' mode, where the insane can turn off their HUD for terrifying realism.

The entry also has a gander at players' freedom to interpret orders and create their own plans in the battlefield simulator's open world, and how to control AI squad members.

Dragon Rising is slated for an October 6 release on PC, Xbox 360 and PlayStation 3.

From The Chatty
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    August 11, 2009 4:47 AM

    The radial menu system would've been great in Arma 2 but the devs didn't feel the same way. Its great to see it being used in this game, its just easy to use, more to the point and very intuitive.

    So far this game seems to be everything I was hoping for and to me it looks like a perfect blend of Arma / BF2 which is fantastic.

    Can't wait :D

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      August 11, 2009 5:11 AM

      Radial menu system is worse than a more longer linear one. You need more menus and submenus with the radial menu. Hitting a key in the keyboard is faster than having to move the mouse in the radial menu 2 or 3 times.

      They are just a solution for pads, for mouse/keyboard there are better methods.

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        August 11, 2009 5:23 AM

        Totally disagree. A button plus a mouse flick is a LOT easier than a linear menu IMO. I've never seen a radial menu in a PC game with 2-3 nested menus...2-3 mouse movements? That would just be bad design.

        Most of these games end up with a ridiculous amount of keybinds and a radial menu lets you keep it simple if you want. As long as the game lets you use keybinds as well...it IS nice to have a single button press for those few commands you use constantly, but for the vast majority of commands you're not using them in the heat of battle, so convenience > speed. I think it's a good feature.

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        August 11, 2009 6:18 AM

        Honestly, the "complex" command menu system in ARMA is kinda ridiculous. First you have to hit backspace to open it up (or one of the numbers on your keyboard, but you would have to remember what sub-menu each number represents.) Then you select your sub-menu, each with a seperate list of options. In the middle of a heated battle, it is extremely difficult to get the commands out that you want. the Quick command bar (spacebar) makes things a little easier, but it still doesn't have the functionality of the full menu. Its easier to just play with other dudes and use verbal commands.

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          August 11, 2009 6:21 AM

          Well, of course it's easier just to play with humans, doh.

          You don't have to press backspace, it's easy to remember the general menu (1 movement, 2 target, 3 roe, 4 vehicles) at least the important stuff.

          And obviously it's hard to manage the complex menu in ArmA 1/2, but that's because they offer a lot of options. They could make a easier system... with less options.

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            August 11, 2009 7:54 AM

            Battlefield 2, as old as it was, had a genius contextual system where the game paid attention to what you were looking at with the gunsight, and then relayed your shout information (Enemy vehicle! Sniper!) based on that. ArMa2's method is clunky, slow and even worse than the bot command menus in UT2004.

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          August 11, 2009 6:40 AM

          Unless you are mentally challenged you will automatically start to remember everything. Giving complex orders can then be done as fast as a simple one.

          It really is a better system once you know it by heart, simplified systems don't allow for that because they rip out the complexity to begin with.

          (it's possible the Arma 2 system is bad, I don't know it, still waiting on more patches to buy the game)

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        August 11, 2009 7:02 AM

        V41....

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