![]() ![]() The clip is not some visually stunning pre-rendered gem, but a simple slide that depicts the history of the war-plagued Skira Island. The reason behind the fighting going on in Operation Flashpoint: Dragon Rising is beautifully depicted in the game's cinematic intro. Weapon crates and resupply points are inside military positions, be they friendly or hostile, and there are no abandoned vehicles on the battlefield for you to jack either. Nothing seems out of place, nothings is in a place that it shouldn't be in. Another thing about the game that makes it stand out is that things don't seem artificial. Enemy's health and combat abilities don't change as you scroll through the possible difficulties, and neither do your guns or the world itself. In the attempt to depict reality, the game stepped away from the classic difficulty level. You'll soon learn to fear incoming fire and think a hundred times before you decide to open fire. The whole super-soldier factor of unlimited health regeneration doesn't exist and surviving getting shot is a miracle as long as you don't dress your wounds and receive medical attention. The game is one of the closest things out there not to a first-person shooter's depiction of war but to an actual war simulation. ![]() The concept of Dragon Rising is a breath of fresh air, as it steps away from the cinematic depiction of war that games have started to portray exclusively and throws you in the middle of combat as a soldier should be, on a need to know basis. ![]() It's not about a hero and it's not about glory. ![]()
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