And so to the concluding paragraphs. I’ve come this far without mentioning Arma 2, but it’s impossible to continue without doing so. These two soldier games are diametrically opposed. Arma 2 has all the ambition, character, and versatility, while Dragon Rising has all the production values, accessibility and neat design. Codemaster’s design decisions all make sense: their radial command menu is great, the missions are all comprehensible and readily executed, and they tie a soldier shooter package up with a quality assured bow. It all makes for a tidy experience, but it’s just not very interesting. For example, there’s minimal vehicular action. By the end of Arma 2 you’re commanding – even building – an entire army, but Dragon Rising barely gets beyond small arms action. Sure, there’s a helicopter bit in the single player campaign, irregular support fire, and the odd jeep ride, but Arma 2 is all the helicopters and tanks I will ever want to see in one gaming life. Imagine my disappointment when I ran up to a tractor in Dragon Rising and realised it could not be driven. This is not the promised land.
I realised early on that the “Operation Flashpoint” part of Dragon Rising really isn’t anything more than a convenient handle that Codemasters happened to have around. This is a game that is, spiritually and genetically, far more a successor to the Delta Force games than it is to the original Operation Flashpoint. I was having flashbacks to Delta Force 2 during my time with Dragon Rising, and remembered just how much I enjoyed that ancient manshoot at the time. These days, however, it seems barren. The actual Delta Force games have long ago wandered off into the no-man’s land of awfulness, and Dragon Rising seems like a good approximation of where they might have been if they had remained a contender.
Far from being the calamitous failure that some Arma 2 fans would have liked this game to be, Dragon Rising actually just a mild disappointment, but a disappointment that leads in an entirely different direction to that of Bohemia’s project. In fact, it’s almost a lesson in why Codemasters and Bohemia Interactive should never have parted ways in the first place. Each game has something the other one needs, and they’re both flawed without it.