For those of you who are baffled by the words I've just written, let me elucidate. Dragon Rising is a game where you get to play as a US soldier in the liberation of the fictional island of Skira. The people you're booting out are the Chinese People's Liberation Army, who've decided that the oil reserves contained underneath Skira are worth killing for. They plonk their troops in, Russia gets angry, the US is called in, and Uncle Sam proceeds to kick some PLA ass.
Your first mission is essentially a tutorial, although it never once drags you by the pubes down certain routes. There's also no patronising "Press W to move forward, left-click to fire" either. It errs too much on the 'let the player get on with it' side of things, telling you the name of the command you need to issue, but not which key that corresponds to. A quick scan through the key commands list will sort you out, but it does interrupt the flow a little. This doesn't happen a lot, though, so it's more a minor little quirk than anything else. Nearly everything in the game is intuitive and easy to get to grips with, except perhaps the radial command menu.
This is a game that relies heavily on AI, but sometimes it'll fall over. However, it's nowhere near as bug-ridden as its rival ArmA II was on release. There aren't amusing/frustrating moments like finding your CO's mangled corpse under his desk at the beginning of a mission for no reason. What'll happen instead is that maybe one of your guys won't duck down quick enough behind a wall and get his head blown off by a lucky shot.
Certainly, it's annoying, but unless you're playing on Hardcore mode, they'll get revived when you pass through the next checkpoint.
Unrealistic this might be, but it does mean your frustration levels won't boil over if your guys do something a bit dumb. It might offend some people's sensibilities, but it sure beats going back miles back to the last checkpoint.
Perhaps the best thing about Dragon Rising is how you feel challenged by a difficult game, yet never so frustrated that you throw the mouse down in anger and hurry for the uninstall button. Sometimes you'll get killed by a great shot from an enemy soldier, which'll force you to repeat a significant section of a mission. Yet instead of frustrating you, it makes you think of new ways of approaching that mission. If you're getting pinned down by tanks or vast numbers of soldiers, perhaps when you do it again you'll approach the situation from a different angle to see if that makes a difference.
This is probably true of most open-world games, but I don't think I've ever felt it as strongly, as innately, as I did when playing Dragon Rising. This same freedom of expression continues into the night missions, not all of which involve special operation types and silenced weapons. Indeed, the first one you embark upon is particularly tricky due to the fact you really have to keep that trigger finger in check. One shot and the whole place lights up and, given that the area is swarming with PLA troops, not to mention the deadly threat of patrolling gunships, it is crucial to be sensible in your choices. Going in all guns blazing will not only make you fail your secondary objective (don't be seen) but will result in your quick demise.
You might be able to bandage your wounds if you take a non-lethal hit, but that's not easy to do in the middle of a field with bullets kicking up dirt around your prone body. Speaking of healing, you've also got a medic as part of your squad, someone who can help in patching up your AI squad mates or just giving you a shot from a magic syringe. This replenishes the blood you've lost and is another attempt to make the non-hardcore experience a little less unforgiving. Again, if you crave realism, stick it on the Hardcore mode.
Missions themselves are reasonably varied, both from the start of the game and in how they develop. There are the aforementioned stealth missions where you'll have to secretly blow up a fuel dump or some anti-aircraft guns, plus you've also got rescue, beach assault and capture-and-hold-location missions. They all involve shooting a load of PLA troops, of course, but often you'll be sufficiently intrigued by the objectives of the next mission to bring in the whole "one more go" factor.
The military fetishists out there are going to be a little disappointed with the range of guns, weapons and so on that are available. While there are enough different types of gun or vehicle to keep a layman like myself satisfied, those who have an interest in military ordnance, ArmA II has the edge.
And you can't be a sheep or a cow in Dragon Rising either. The mission editor won't be as comprehensive as the ArmA II modding toolset Bohemia recently released (which is on this issue's DVD, in case you're interested), but there's certainly sufficient depth, especially when you start getting involved with the LUA scripting language to create elaborate scenarios. Whether you'll be able to create those amazing night battles so prevalent on YouTube, we'll just have to see.
Another direct point of comparison with ArmA II is performance and issues thereof. Because Dragon Rising is, to be blunt, more of an game than Bohemia's effort, it also runs a hell of a lot better. Let's face it, awe-inspiring in terms of depth and complexity ArmA II might be, it sometimes forgets it's actually a piece of entertainment, not a military training simulator. Dragon Rising never once forgets that it's ultimately meant to be fun, but any issue of it being dumbed down can be dismissed by all but the most obsessive realism nuts. Indeed, it's actually difficult to see how this game will succeed on the consoles.
Concessions are made to the use of pads - radial menus, checkpoints that revive your comrades, and so on - but if you're willing to look past these things, it's a difficult game. This is a game that requires patience, a quality most console gamers, it's fair to say, don't have in abundance. This isn't just your PC snob talking here: Dragon Rising never really feels like it has been co-developed for any armchair gamer - whether on the PC or a console - unlike so many big-name games released nowadays. It's a great relief to be able to write those words as so often we're left pandering to the perhaps-unfair belief that console gamers can't handle anything remotely complex, having to suffer the lukewarm button-mashing tedium-fests that are sloppily ported over.
Also Dragon Rising doesn't crash (at least, it didn't for us). Even running on maximum graphics setting - one gripe would be the lack of advanced graphics settings to tweak - we never ran into any frame rate or performance issues. The graphics are good without being anything spectacular, so it should run well on the majority of reasonably specced machines.
What we can tell you about is the campaign co-op. This is superb fun. We all know playing with other people is great and Dragon Rising doesn't buck the excellence trend. It's pretty much exactly the same as the single-player experience, just with the added bonus of idiot human players mucking about.
While ArmA II had the potential to be superb Dragon Rising actually is, because it doesn't suffer from all the technical issues of the former game. Helicopters don't land on your head, they don't refuse to land if you to do something a little out of the ordinary, and you don't have to chase important NPCs over several kilometres because they got spooked by a bit of gunfire. (All of which we've seen happen when we've played ArmA II.)
The only problem you might have is an AI driver (of any vehicle) not having great pathfinding if you're in the commander's seat giving move orders. Usually they're fine, and this applies to the single-player as well. But sometimes trees can confuse drivers a bit, so they ignore the plants and plough through.
This might not be the proper successor to the original Operation Flashpoint, but as a game in its own right, it's a stormer. Read more>>