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Operation Flashpoint: Red RiverScore: 5.0 / 10
As readers for the site are aware, I've got a great deal of respect for the ArmA series. It's the top end of the military shooter genre, more of a simulator than a traditional shooter. Yet the team (or at least part of it) got their start on a similar series, Operation Flashpoint. In the most recent chapter of the series, Red River, you're part of a Marine fire team dropped into a pseudo-fictional recreation of Tajikistan for a simple peacekeeping mission that goes sideways. Except that it's |
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the game that goes sideways, trying and
failing to navigate a middle of the road approach between the hardcore
simulation of ArmA and the stylish action of Modern Warfare. |
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Weapons and vehicles are very well
detailed, characters models move fairly smoothly, and the environments
are quite nice. However, one has to wonder what exactly the developers
were thinking when they feel they have to put in a disclaimer about how
distortion and graphical artifacts on the screen are deliberate style
choices. Why even put the distortions in there in the first place? It
doesn't serve the game in any fashion. It only ever appears in the menu
screens and cutscenes. If they're trying to give the impression of a
person watching the battlefield through a TV camera, it sorta works, but
at the same time takes the player further out of the action. Beyond
that, the collision detection for character models leads to some
clipping issues when you're crouched or prone and your squadmates are
not.
The game does try hard to be more than just another military themed shooter in terms of its gameplay, but like other elements, it feels hobbled and almost painful because of style choices. I prefer my shooters on the PC rather than consoles, but I know that good shooters can be on consoles, with Halo: Reach being one of the most recent ones I've played. Red River isn't anywhere near to Reach. While I can appreciate that Red River uses controls accessed through the shoulder buttons to help move your squad around, doing so in the middle of a firefight is cumbersome and likely to get you killed.
Moreover, your squadmates' AI doesn't quite reach the level of "barely competent." In fact, your squadmates seem to take absolutely every opportunity they can to wander into your sightlines, stumble over you while notionally relocating to another firing position, and generally figure out ways to get themselves or you killed. It gets worse when you opt to change your class from the default assault loadout, which doubles as the squad medic, and the AI who you give the job over to is too clueless to realize that you need healing until you actively call out for it. You move up, they hang back. You hang back, they stand around with their fingers up their nose till somebody puts a couple rounds into them as a pointed reminder there's a war on. For a game which extols the virtues of fighting smart on its box cover, it's painfully cruel to be saddled with idiotic squadmates like these.
Finally, allow me to take a moment to
discuss the tone of the game. I absolutely detested the amped up Fox
News-style attitudes and platitudes that pumped through this game like a
weightlifter's roid rage. Maybe I'm spoiled on ArmA. Maybe I want
something more intelligent out of my shooters these days. Keep in mind
that I'm the last guy in the universe that could accurately be described
as even remotely resembling a left-wing anti-military bleeding heart. I
grew up reading Armada International, my family and friends have had
connections throughout the armed forces since before I was born, and I
absolutely devour all the crunchy news bits relating to foreign and
military policy. And for all of that, I found Red River mired in a
mindset that was stupid even when it was fashionable. That may be the
game's greatest sin: whether intentionally or just ironically, it
presents the least intelligent and most embarrassing picture of American
military operations not as a farce but as an attempt at a "serious"
game. Given that, why would anybody want to play?
- Axel Cushing (November 21, 2011)
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