On The Island
* > The Island is named Skira Island
* 220 km² of terrain
* Wide range of terrain types:
o Swamps
o Grasslands
o Forests
o 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:
o 4 and a half hours to walk across the island. - 1:19 to 1:22
o 2 hours in a reasonably fast jeep. - 1:22 to 1:24
o 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.
o 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.
o Some have multiple damage states.
* Damage done to world objects and buildings is persistent.
o This pervasion of persistent objects extends throughout the mission and campaign.
o This is done to instill a sense of attrition that extreme firepower has.
Soldiers
* In Operation Flashpoint 2: Dragon Rising 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 personel.
* 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.
Weaponry
* All weaponry requiring a interface (Example Javelin) will have one. Highly detailed and functional.
* There are over 70 infantry weapons in the game.
Including but not limited to:
*
o Anti-Tank
o Anti-aircraft
o Shotguns
o Sub-machine guns
o Pistols
o Battle rifles
+ Light and Heavy
+ Automatic and Semi-automatic
o Assault rifles
+ Light and Heavy
+ Automatic and Semi-automatic
o Sniper rifles
o Machine guns
+ Light and Heavy
These weapons can be attached with scopes and grenade launchers among other things that are not known at this time. Weapon permitting - IE: A Javelin cannot be given a scope.
There are also:
* Mounted machine guns of a few variations.
o // From displayed pictures in the video it looks like the game may include a heavy .50 cal machine gun as well as anti-air machine guns and lastly mounted grenade launchers.
Vehicles
* There are 50 vehicles
o // One would presume 20 a side with 10 being civilian, rebel or neutral units.
* There are air, naval and land units all faithfully simulated.
o Vehicles react to terrain with varying levels of performance.
o Strengths and weaknesses of vehicles are apparent and a strategy element in Operation Flashpoint 2.
o The following elements are supported:
+ Crew positions
+ All Weapon systems
# With detailed deploying and firing sequences.
+ All components
+ Passenger positions
o Vehicles are extremely up to date to the current war in Afghanistan.
+ Details include ad-hoc modifications to vehicles now used, but outside original specifications.
o Interiors of Vehicles are detailed as possible with the resource allotted to this feature.
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.