Shot Gun
Shot Gun
Is 1000fps enough to capture a shot leaving a shot gun?
Is 1000 fps fast to capture the shell leaving a skeet shooting shot gun?
No. If you want to get a good shot of it leaving the gun you would need like 2-3 thousands fps because the pellets are so fast when exiting the barrel. It might work if you were like 15 feet away with no zoom but it wouldn't be a nice crisp shot.
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Flawed masterpiece. It's a term that's bandied about a little too much for our liking, usually in the context of a game that had the potential to be great, but was buried under a towering mountain of bugs and control issues. In our book, though, flawed masterpieces are the games that are still brilliant despite the fact they're less stable than a three-legged baby giraffe. Examples include Vampire The Masquerade: Bloodlines and, of course, Operation Flashpoint. Clunky, riddled with bugs and massively resource hogging, Flashpoint remained an incredible experience and quite unlike any war simulation before it.
In Flashpoint's case, though, it seems like the concept is going to get another roll of the dice, and this time Codemasters, with the help of its remarkable EGO engine, is ensuring that the polish is worthy of the premise. While the Senior Producer, Brant Nicholas is quick to reassure us that this won't be simplistic, console-orientated fluff: 'We're trying to walk a balance.' He says. 'The original was a PC product, for real hardcore PC guys. The market has changed a little and we're trying to reach out to PC and the consoles, but we're trying to stay true to the look and flavor of the original Flashpoint. The comment I got from a new team member that just joined today was 'Holy Cow, that actually feels like the original Flashpoint' and that's so good for me to hear, because I want to stay true and faithful to the feel of the original.'
Island operations
Encouraging stuff, we're sure you'll agree, but what's more exciting is the technological facelift that means Flashpoint 2 will be one of the most convincing simulations of modern combat around - or, as Brant puts it, 'as close to war as you'll ever want to get.' One of the key elements is the scale and scope of the battlefield itself. Flashpoint's conflict takes place on Skira island, just off the coast of Japan, and thanks to a heavily modified version of EGO, the 32km-squared entire island is rendered and visible if you can find a lofty enough perch. This not only means epic draw distance as you pilot helicopters around, but has repercussions for the feeling of a large scale conflict. The whole island is active at all times. There are combats happening elsewhere on the island. If you have a convoy that's headed somewhere for a huge assault mission and you go off on your own, that Convoy still heads to that assault, and if you look back you'll see huge smoke plumes going into the air and all that stuff happening.
It doesn't just go offline because it's over the hill to save processing power for local stuff. It's actually really impressive. Flashpoint 2's island may be a sandbox, but that doesn't mean it's a playground. One of the themes of the original that Brant is keen to retain is the mortal danger of the situations the player is thrust into. Bullets kill quickly, you're a soldier and if you get shot, it hurts. In real life, if you get shot in the arm, you're going into shock. In this game, if you're injured or wounded it will impact your gameplay. You will bleed to death if you don't find a medic; it's that simple. The whole point is it's lethal. Also, while in the original, your soldier was able to turn his hand to everything from commanding tanks to piloting choppers, Operation Flashpoint 2 sensibly breaks the storyline up across four separate cogs in the war machine. 'We're trying to portray life as part of the army. So in the storyline there are four main storyline threads that weave into each other' Nicholas says. 'In each one of those you're playing a different person as the storyline advances, so there's a strong feeling of the interwoven nature of modern military combat. You see how each contributes to the progression of the story'. So rather than the exceptionally busy hero of the first Flashpoint, you'll get a taste of separate and very different roles in the army including straight infantry, special ops and, of course, the vehicular roles.
Kosher combat
It seems the overwhelming theme is authenticity, and this reaches to every bolt and screw on the weaponry. A point rammed home when we were shown footage of an actual minigun from the team's reference material, which looked nothing like we'd ever seen before in a game - Codemasters is taking its cues from reality rather than Bruckheimer: 'Every single weapon, like the grenade launchers, is accurately modeled down to the level of fidelity that they actually modeled the individual grenades that go inside the tubes, to the exact diameter spec of the real gun.' Brant says. 'They physically prove that things have been modeled correctly each time using Max and in Maya.'
The cumulative effect of all this attention to detail is that we're extremely excited about Operation Flashpoint 2. The hints given about co-op play, including that there will be helicopter raids, special ops buddy missions and the opportunity to each take a fireteam of soldiers under your command make it all the more tantalizing. Flashpoint might have been considered a tricky license to take on - a product of obsession that's completely at odds with the majority of first person shooters - but the team at Codemasters seems to be approaching it with a passion and fervour that's entirely appropriate.
With the increasingly impressive EGO engine pulling the strings behind the scenes, and a pre-alpha build that, according to Nicholas doesn't 'do crashes' this time we hope to be able to scratch the 'flawed' prefix, in favor of a straight 'masterpiece' label. But with one eye firmly placed on the 'feel' of the original, is the team not tempted to stick a few bugs and performance issues in for old time's sake?
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