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For the most part they prove to be deadly adversaries, but they can also be totally brain-dead, depending on the role they're playing. for starters, the AI is really a mixed bag. This isn't a total love-fest though, is it, Jung. I think we can safely say that Codemasters haven't stuffed up what made the first game so appealing. It's really immersive, Baj, and that sells it for me. Conserving ammo and being mindful of your squad mate's injuries are really important - which reminds you this is more a sim than an action game. Gung-ho tactics are likely to get you killed, so you really have to think about every action you take. I think Codemasters have really captured that feeling of being extremely vulnerable in just about every situation. Central command is constantly in touch over short-wave radio to keep you up to speed with sudden changes in battle conditions too. I like how vocal your squad mates are, calling out when they spot or kill enemies so you know exactly where your threats are. It really heightens the whole experience. And your squad even whispers when you're operating in darkness. I just love the sound of the bullets as they whizz past your head. you can tell an enemy is sneaking up on you by the crunch of grass under foot and things like distant mortar fire have a very realistic ambience. The first thing that really struck me about this game is the amazing environmental sound. Spend too long out in the open though and you're easy prey for a sniper, so you need to use tree cover and undulations in the landscape to minimise your exposure to enemy fire. The island is a massive playing field - just like in the first game - so you can come at the enemy from just about any angle. Missions see you traversing large expanses of terrain on foot, scouting for enemy troops and then coordinating assaults - sometimes with the aid of air strikes and vehicles.
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With a few squad mates at your side to boss around, you'll be going up against the might of the People's Liberation Army of China, who are trying to take over the fictional island of Skira. The only way to get the job done and get out alive is to plan carefully, execute your tactics flawlessly and keep your head down. In the world of Flashpoint, there are no quick saves, no vehicles that can be magically flipped back onto their wheels or scripted enemy movements to memorise. How small is this notch you're talking about? And Baj, I think they've toned it down just a notch. It was brilliant!īut with Bohemian moving on to make the ARMA games, Codemasters has had to step in to call the shots this time. Pop your head up out of the grass and you were dead.
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