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1[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/Operation_Flashpoint_cover_4356.jpg]]
2[[caption-width-right:320:[[ClickHello Greetings]], [[SeanConneryIsAboutToShootYou private]]. [[OhCrap The Cold war just went hot...]] '''[[BangBangBANG BANG.]]''' ]]
3
4Released in 2001, ''Operation Flashpoint: Cold War Crisis'' is a TacticalShooter/[[SimulationGame Soldier Sim]] that was quite revolutionary for its time, earning critical acclaim for its innovative open world gameplay and consistent focus on realism (so much so that the engine was even adapted for real militaries to use as a [[https://en.wikipedia.org/wiki/DARWARS#DARWARS_Ambush! training simulator]]). OFP let players roam on massive islands tens of square kilometers in size and use a wide variety of vehicles however they see fit, and all this at a time when most FPS games limited the player to oppressive indoor settings and small outdoor arena-style maps, and typically only featured usable vehicles in [[UnexpectedGameplayChange on-rails shooting sequences]], if at all.
5
6Being the first ever game of Czech developer Bohemia Interactive Studios, OFP was a bit rough around the edges graphically and had more than its fair share of bugs, but its gameplay innovations and the sheer scope of the game won it favor with gamers and critics. Two expansion packs and an XBOX semi-remake later, its developer Bohemia Interactive Studio and publisher Codemasters split ways; BIS took the rights to the engine, Codemasters got the rights to the name. BIS has since released three NumberedSequels based on further developments of this engine, called ''VideoGame/{{ARMA}}'' (short for ''Armed Assault''), while Codemasters developed [[VideoGame/OperationFlashpointCodemasters its own "official" sequels]], ''Dragon Rising'' and ''Red River''. Essentially, the BIS sequels closely resemble the original, except they have much better graphics and improved gameplay, while ''OFP: DR'' and ''RR'' feel, well, different from the original OFP, and a lot of old veterans seem to think that it suffers from NewAndImproved Syndrome.
7----
8!!!'''Works within this series:'''
9* ''Operation Flashpoint: Cold War Crisis (2001)'': The game that started it all.
10** ''Red Hammer (2001)'': Mini-expansion pack by the publisher, Codemasters, that contains a new campaign depicting the conflict from the Soviet side.
11** ''Resistance (2002)'': Major expansion pack by BIS. Contains significant engine updates, a new island, and a new campaign.
12** ''Operation Flashpoint: Elite (2005):'' A slightly modernized Xbox remake of the first game that was met with lukewarm reviews on release, made on an early version of the ARMA:Armed Assault Engine.
13** ''VideoGame/{{ARMA}}: Cold War Assault (2011)'': A free {{Remake}} (or refurbishing if you will) mega patch (v1.99) for the original ''Operation Flashpoint'', released in celebration of the game's 10th anniversary by the developers. Because of the whole legal debacle with Codemasters, Bohemia Interactive reclaimed the rights to the assets. Applying this patch to an installed copy of ''OFP'' will therefore rename the game to ''ARMA: Cold War Assault''. The patch also [[TakeThat removes the Codemasters-produced]] ''Red Hammer'' expansion and omits it from new installations of ''Cold War Assault'', although the official story is that ''Red Hammer'' wasn't licensed for re-release.\
14'''NOTE:''' Please '''[[IAmNotShazam don't confuse]]''' the original ''Operation Flashpoint'' with the ''ARMA'' series proper — it's only a predecessor and set in the same universe, but otherwise completely separate. The [[InsistentTerminology new title]] is there only because BIS [[ScrewedByTheLawyers can't release the patch under the original name]] of the game which is owned by Codemasters.
15* ''Virtual Battlespace (2002):'' Taking the Operation Flashpoint engine, BIS developed this engine to sell to the United States Marine Corps, the Australian Defence Force, and other military organizations as a training tool. It was eventually sold to [[http://en.wikipedia.org/wiki/VBS1#VBS1_customers many modern militaries all around the world]]... although according to BIS, it was ironically competing at one point with a modified version of ''Operation Flashpoint''.
16
17----
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19For its two different {{Spiritual Successor}}s, please see ''VideoGame/{{ARMA}}'' and ''VideoGame/OperationFlashpointCodemasters''.
20
21Not to be confused with the Canadian series ''Series/{{Flashpoint}}''.
22
23Now featuring a [[Characters/OperationFlashpoint character sheet]].
24
25----
26!!The ''Operation Flashpoint'' series provides examples of the following tropes:
27* AcePilot: Sam Nichols is a downplayed version. While he's pretty skilled in piloting various transport and attack choppers, he himself admits his inexperience in flying the A-10 Thunderbolt and other fixed-wing aircraft.
28* AKA47:
29** Nearly all firearms and vehicles in the unmodified games use their real-world names.
30** The only exception to this would be [[http://en.wikipedia.org/wiki/Vz._58 Vz. 58]] (aka SA-58), the Czech standard infantry rifle. Despite being completely unrelated to any Kalashnikov design it's referred to as "AK-47 CZ" in-game (although it still shows up as "SA-58" on the weapon selection and mission planning screens).
31** Also played straight with most of the civilian vehicles (Trabants, Mini Coopers, Zetor tractors, Škoda passenger cars), particularly [[BrandX the brand logos above their grills]].
32* AlternateHistory: The plot of ''Cold War Crisis'' involves a conflict between U.S. and Soviet troops in an Eastern European island chain (the titular flashpoint), which started when the Soviets invaded a neutral island nation protected by NATO. The Soviet authorities deny any involvement in the invasion, saying the local commander (one General Guba) has gone rogue (which is implied to be a lie to maintain PlausibleDeniability). What starts as a skirmish soon becomes a full-blown war with heavy casualties on both sides, [[spoiler:and the situation is only defused when American forces defeat Guba and prevent him from launching nuclear missiles at the neighboring islands. Dialogue in the following cutscenes suggests that both governments [[RubberBandHistory covered up the entire incident, with Western radio reports describing the conflict as a terrorist attack on a U.S. training camp that was easily resisted]]. ]]
33* AllYourBaseAreBelongToUs: The invading Soviet army most of the time, with the defenders WatchingTroyBurn. Inverted later, when the NATO and LaResistance forces finally start recapturing conquered territory.
34* AnachronismStew: Some of the firearms present. The [=M16A2=] is the standard assault rifle of the American NATO soldiers in ''Cold War Crisis'', whereas in the real 1985, it was a brand new version of the more ubiquotous A1 and hadn't been fully distributed en masse to the regular branches of the U.S. Army. Also, in the ''Resistance'' expansion, set in 1982, James Gastowski supplies Viktor Troska's partisan group with a few Steyr Aug rifles - even though they still aren't very widespread in the U.S. armed forces and were fairly new back in the early 80s (the first marketed version was produced in 1977). Another firearm seen too early is the aforementioned Russian Bizon SMG, used by the Spetsnaz soldiers since the ''Resistance'' expansion. It's a pretty awesome gun - except for the fact it started being produced in the early 90s and couldn't possibly be used by Soviet troops ten years earlier. The Bizon was probably included because of balancing issues (to give the Soviets their own silenced SMG)... or just because of RuleOfCool...
35* AnotherSideAnotherStory: The missions and overall story of the campaign in ''Cold War Crisis'' alternate between four main characters: An infantryman (Armstrong), a tanker (Hammer), a Special Ops soldier (Gastovski) and a pilot (Nichols). The opposing side also gets a POVSequel in the form of a separate campaign from the ''Red Hammer'' expansion pack.
36* AnyoneCanDie: And they do, mostly. The only unique characters are either player characters or simply kept out of harm's way entirely (Colonel Blake, for instance, is only seen in cutscenes). The minor exception is the player's squad in the first half dozen missions. They can die too, but they just reappear in the next mission until they're [[KilledOffForReal killed off for good]] later on.
37* ArtificialBrilliance: Although it hasn't aged particularly well, the infantry AI in Operation Flashpoint was ''extremely'' good for its time. [[WeaksauceWeakness As long as they stayed outdoors]]. The vehicle crew and pilot AI was... [[ArtificialStupidity significantly less impressive]].
38* ArtificialStupidity: To varying degrees. The AI soldiers generally handle themselves pretty well given the complicated circumstances they often find themselves in, but they get confused in tight spaces (sometimes to the point of getting stuck), their driving is terrible and their flying skills are even worse.
39** Several mods exist that that "fix" or tweak AI capabilities, and in addition to the latest stable patch (v1.05 as of this writing) BIS occasionally releases "beta patches" whose changelogs claim specific AI fixes, etc.
40* ATeamFiring: Averted. Enemies are plenty accurate, sometimes shooting you from a few hundred yards off. Your own soldiers have the same abilities as enemy soldiers. Try to shoot from anything but point-blank range with the crosshair turned off and not using iron sights, and this trope is played horribly straight.
41* AttackItsWeakPoint: It's more than possible to defeat some vehicles using just small arms by targeting specific areas; for example, a helicopter can be forced into a crash landing by shooting out either of its rotors.
42* AttackPatternAlpha: Groups of soldiers usually use various formations, even when moving around on foot. As squad leader the player can order their men to assume any one of several formations at any given time. Each one is suitable for a different situation - column is best for fast movement, wedge is the general-purpose combat formation (for when you're not sure where the enemy are), line concentrates fire to the front, and so on.
43** In their default "aware" state, groups ''always'' move in a formation. This was slightly goofy in the Tonal mod for the original OFP: Even groups of "disorganized" civilian militias would move in perfect formation.
44* AwesomePersonnelCarrier: [=APCs=] feature heavily, from the M113 to the BTR. Infantry fighting vehicles such as the Soviet BMP and its American equivalent - the M2 Bradley - fit the bill in particular. The BMP is a common sight throughout and a very capable vehicle in good hands, being relatively fast, amphibious, and well-armed. The Bradley is similarly capable and its TOW missile launcher makes it an appreciable danger to even the strongest of Soviet tanks.
45* [[NamesToRunAwayFrom/BiblicalNames Biblical Names]]: A map created by the in-game editor is stored on the disk in a directory. The directory name extension is a code to identify which map a mission belongs to: ''Eden'' for Everon, ''Abel'' for Malden, and ''Cain'' for Kolgujev. The desert island received ''Intro'', and Nogova received ''[[http://en.wikipedia.org/wiki/Noah Noe]]''.
46* BittersweetEnding: ''Resistance'' has a very [[TearJerker moving]] one: [[spoiler:Victor Troska saves the island of Nogova from the Soviets' genocidal plans, but dies in the process, with Liz, his friend's widow also dying beforehand.]]
47* BrokenBridge: If you stray well beyond the initial warning to get back in formation (usually 1km away), most early missions will instantly kill you and justify it by playing weapon fire noises after you die.
48* ButThouMust: The second mission in the Resistance campaign offers the player a choice to either help the invading troops' army by revealing the location of a member of the titular resistance, or be summarily executed. You can actually choose to help the invaders, and you're even given a unique mission to find the location of the resistance base. When you do, you're again given the choice to join them or carry out the mission. Of course, since the leader of the invading army is not a very [[YouHaveOutlivedYourUsefulness rewarding leader]], he'll [[RewardedAsATraitorDeserves execute you if you carry out your mission]] anyway, so it's pretty much in your best interests to join the resistance.
49** Averted the rest of the time - although there's a set plan for each mission, and you'll get constantly nagged over the radio if you don't carry it out, the game never actually ''forces'' you to obey orders. 'Course, those orders are usually given for a good reason, so it's generally a good idea to follow them regardless unless you like [[HaveANiceDeath high-angle shots of your own dead body]].
50** In the original game, you are forced to miss the evac from Everon and be captured by the Soviets. This is despite the fact that you can actually reach the evac point in time if you manage to hijack a Soviet vehicle (you'll just find an empty town if you do).
51* CardboardPrison: Sam Nichols is kept within an open tent, and there's also a nearby crate of weapons.
52* UsefulNotes/ColdWar: The setting of the series, complete with a very "[[TheEighties Eighties]] Cold War era" feel to it.
53* ConcealmentEqualsCover: Averted. While hiding in bushes or tall grass makes you effectively invisible unless somebody directly stumbles upon you, giving away your position will still result in enemy troops targeting your hiding place. Hiding behind tree trunks, rocks, buildings, sandbag barriers or even just vehicles or dead bodies is the way to achieve cover (of course, stuff like vehicles can still be destroyed by anti-tank weapons, so they're not fully reliable protection against enemy fire).
54* ContinuityNod: A lot in ''Resistance'' towards ''Cold War Crisis'', courtesy of ''Resistance'' being a {{prequel}} to the latter and all... If you pay enough attention, you'll find out why Gastovski retired and where the Everon resistance got their weapons and equipment from. ''OFP'' also gets a lot of these nods from its successor ''VideoGame/{{ARMA}}''.
55* ContractualBossImmunity: Averted. [[spoiler:When you finally catch up with the defeated BigBad General Guba in the penultimate mission of ''Cold War Crisis'' and disable his vehicle, he's not even armed and you can either take him into custody or gun him down when he tries to escape. You can even get him to act as your driver!]]
56* CrewOfOne: Utterly averted. Tanks have the full crew of three (driver, gunner, and commander), though you can do without a commander in a pinch (and suffer impaired visibility as a result). In the tank missions the player typically acts as a tank commander, giving movement orders to the driver and targeting and firing orders to the gunner over the radio.
57** Usualy played straight with most aircraft, though, as the pilot can set forward-facing weapons to manual fire, but he'll still need other people to use any side-mounted guns.
58* DecoyProtagonist: The game starts with Armstrong as the player character which makes him look like the protagonist, but as the story progresses more playable characters appear with Gastowski getting the highest importance.
59* DirtyCommunists: The Soviets are generally portrayed in a very negative light.
60* DistantFinale: The final (bonus) mission of the ''Cold War Crisis'' campaign is set 6 years after its events (in 1991) and focuses on a friendly reunion of the four main characters.
61* DoesThisRemindYouOfAnything: The Republic of Nogova Island from ''Resistance'' is invaded by the Soviets on [[http://en.wikipedia.org/wiki/Warsaw_Pact_invasion_of_Czechoslovakia the 21st of August]]. The devs are Czechs. [[CreatorProvincialism Do the math.]]
62** The whole atmosphere of "warfare on sparsely inhabited subarctic archipelagos" is very reminiscent of UsefulNotes/TheFalklandsWar (except for the far larger presence of armoured vehicles in land combat).
63* DoNotRunWithAGun: It is possible to fire while running, but it's so terribly inaccurate that hitting anything is akin to winning a lottery. Nevertheless, AI soldiers can sometimes be seen doing it. Firing while walking is somewhat more practical, but only at the closest of ranges.
64** Part of the issue with firing on the run is that unless you actually raise the weapon (as if aiming down the sights in first person view), two-handed small arms will be pointed down and to the left while you're running, so that's where the bullets will go.
65* EasyLogistics: Completely averted. No weapon in the game has unlimited ammo, not even stationary weapon emplacements, and as such ''everything'' must be resupplied from an ammo truck or crate during extended engagements (and these, too, have limited supplies). Additionally, vehicles need fuel, and infantrymen can only carry a realistically limited amount of ammunition and other supplies.
66* EnemyExchangeProgram: Since everyone has a UniversalDriversLicense, there's nothing to stop the player from making use of any vehicles the enemy are foolish enough to leave lying around. Some missions even require you to steal vehicles such as tanks, helicopters and boats from the enemy. Only vehicles designated as locked are unaffected by theft attempts.
67** One or two missions in the ''Resistance'' campaign focus on this. The problem: The ill-equipped resistance forces lack tanks or any other appropriate combat vehicles. The solution: Steal several from the enemy!
68** Of course, some mods will avert this and require that you be playing a character of the appropriate role, i.e. crewman or pilot.
69* TheEndOfTheWorldAsWeKnowIt: Implied to be the worst alternative in ''Cold War Crisis'', if general Guba succeeds in his nutty plan to provoke WorldWarThree between NATO and the Warsaw Pact.
70* FacklerScaleOfFPSRealism: ''Very'' far towards the realism end of the scale, especially for its time. Ballistics are realistically simulated - incorporating bullet travel time and drop, a single shot to the head or a few to the torso from any gun can kill any character (including the player), and even ''sound travel time'' is simulated, meaning that it's possible to be killed by a bullet before you hear the report of the rifle that fired it. This is about as realistic as you can get in a game that simulates RealLife combat.
71** In fact, the game was so realistic [[{{Defictionalization}} the U.S. military actually had it modified into a training simulator]] - the aforementioned ''[[http://www.bisimulations.com/ Virtual Battlespace VBS 1]]''. Fun piece of trivia: The best training software the U.S. armed forces had until then was a modified version of ''VideoGame/{{Doom}}''. So, you can imagine the massive jump to a more realistic simulation when they ordered the creation of ''VBS 1''.
72* FactionCalculus: Of the "three factions" variety.
73** Subversive: The guerilla fighters (focus on stealth and clever ambushes; very little heavy weaponry and vehicles, often substituted for by civilian firearms and cars or by [[EnemyExchangeProgram captured weapons and military vehicles]]).
74** Powerhouse: The Soviet troops (more variety in tanks; more versatile and hard-hitting APCs and helicopters, but with little variation).
75** Balanced: The U.S. NATO forces (only two types of tanks, but one of them is the strongest in the game; weaker and [[CripplingOverspecialization overspecialized]] but somewhat nimbler APCs; better overall airpower, including troop-carrying helicopters of two different crew capacities).
76*** However, note that some of the more unique aspects and strengths/weaknesses of the U.S. and Soviet faction have been balanced out in the final, latest versions of the game by official patches with various official addons by the developer (e. g. the NATO forces originally lacked an AA vehicle like the Shilka, so they were given Vulcan M113s to balance it out; the Soviets lacked a good ground-attack helicopter comparable to the American Apache, so they were given an early version of the Kamov Ka-50, the V-80, etc.). With these changes, the more unique imbalance of the factions from the very first release has been heavily diminished. This made the NATO and Soviet armies a bit closer to CosmeticallyDifferentSides - but both of them still have enough strengths, weaknesses, differing specialties and unique units to subvert the aforementioned trope.
77* FalseFlagOperation: Guba's GenghisGambit to hit one of the two superpowers with his stolen Scud missiles, in order to provoke WorldWarThree, if his demands are not fulfilled on time.
78* FightingForAHomeland: The Nogovan freedom fighters from the ''Resistance'' expansion, known as FIA (Freedom & Independence Alliance). Also, the Everon partisans from ''Cold War Crisis'' [[spoiler:[[ContinuityNod who have implied connections to the former Nogovan partisans]].]]
79* FirstPersonGhost: Averted, with both a third-person view mode and a free look option available in both first-person and third-person view modes, the camera's "pivot" point being at the character's head/neck area.
80* FissionMailed: In one mission in the first game's campaign, the player's job is to take a major town, Montignac. Regardless of whether the battle is a success or failure, the order soon comes to abandon the mission and evacuate the whole island. In the process of doing so [[spoiler:you're ambushed and end up alone in enemy territory with your entire squad killed in action. You then have to sneak your way about a kilometer through enemy territory to the last remaining safe zone on the island, which is overrun just before you get there. You're then diverted to an alternate extraction point, which is ''also'' overrun just before you get there.]] '''''Then you're taken prisoner'''''.
81* GameMod: Literally thousands, and more are being released every day, ranging from simple unit retextures to full-length campaigns ''complete with voice-acting'', including a UsefulNotes/VietnamWar total conversion and a Series/StargateSG1 total conversion.
82* GatlingGood: While there are many powerful weapons in the games, the GAU-8 Avenger on the A-10 Warthog is probably the single most devastating anti-tank gun in the game. Its ammo is powerful and BIS does not downplay the firing rate. All you have to do is aim your gun sight slightly below your target, then the nose a slight nudge up while firing a half second burst. This will destroy any tank in the game, virtually every time you do it.
83** Additionally, the A-10 is built like a brick and is virtually impervious to anything except guided missiles or heavy AA fire. However, there aren't many AA infantry in most missions, and the A-10 has Maverick missiles that can knock out AA guns from several kilometers away.
84* GeneralRipper: Soviet general [[http://community.bistudio.com/wiki/Operation_Flashpoint:_Main_Characters#General_Guba Alexei Vasilievich Guba]].
85* GenreBusting: Especially when it first came out in 2001. There were nearly no serious war-themed simulation games back then. {{FPS}} games were still getting the hang of things like vehicular combat sections or adding more realism to the way weapons were used in-game. ''OFP'' already had things like huge continuous sandbox-style maps with no loading during a mission, both stealthy and confrontational infantry combat, iron-sighting, a slew of different ground-based, water-going or aerial vehicles available to the player, and showed the modern battlefield as an eeriely tense and chaotic place, not a big pre-scripted set piece extravaganza centered around the player.
86* GoodGunsBadGuns: Pretty much averted, particularly in the campaign of the ''Resistance'' expansion pack, where you act as the leader of a [[LaResistance resistance]] group [[FightingForAHomeland fighting to liberate his homeland]] from a recent Soviet invasion. Practically all the standard guns of your partisans are either Warsaw Pact or civilian/hunting models. Most of your arsenal is therefore identical with that of the Soviet soldiers. On the other hand, there is a subversion later on, when the freedom fighters manage to acquire aid from a local NATO garrison: After this, they can also use a small supply of western firearms (e. g. FN FA Ls, Steyr Augs and M21 sniper rifles).
87* GunPorn:
88** A more tame example, but there's still lots of cool guns to admire (especially if you throw in some quality fan-made addons to expand the game's basic arsenal).
89** The Heckler & Koch G36, added into the game via one of the later official patches, is a subversion. Even though it couldn't have existed in the 80s (since it's been manufactured only since the [[TheNineties 1990s]]) it doesn't appear in the story-relevant missions, so it's apparently not meant as deliberate AnachronismStew.
90* HaveANiceDeath: A '''YOU ARE DEAD''' screen, plus a quote about war from various famous personalities underneath it.
91* HeroicMime: Averted. The protagonists of the campaigns regularly speak outside the cutscenes during crucial moments.
92* HeroicSacrifice: [[spoiler: Victor Troska in Resistance's final mission.]]
93* HideYourChildren: Many civilian characters appear in all the games, but there are no young ones to be seen.
94* HolidayMode: In the first game, around Christmas time all of the small pine trees turn into Christmas trees, complete with presents. Also, some community members have made addons with Santa Claus and Jack Frost as playable units.
95* HollywoodSilencer: Averted.
96* HollywoodSkydiving: Partially.
97** Basically, when the player exits ''any'' aerial vehicle that flies above a certain altitude, he will magically be attached to a parachute. On the other hand, jumping e.g. from a car you just drove over the edge of a cliff will result in the player falling to death.
98** However, the parachuting itself appears quite realistic. The parachute takes time to fully open and landing in rough terrain may result in severe injuries.
99** In {{Real Life}}, crews of helicopters are not equipped with 'chutes as helos, especially those for close air support, mostly operate below the safe opening altitude of a parachute. Crew safety in helicopters instead relies on passive shock-absorbing techniques to dampen the impact. In OFP however, you quite often see parachutes from crippled helos.
100** An additional issue is the fact that some jet planes mimick ejector seats by blasting player plus parachute dozens of feet into the air in order to allow for parachute opening even from lower altitudes. However, if not destroyed such aircraft can be re-entered again, though technically the whole pilot's seat would have been gone.
101* HyperspaceArsenal / Bottomless Magazines: Severely averted. In the original game, you could carry 1 rifle, 1 optional missile launcher, and you had 10 ammo slots (and a pistol holster with 4 ammo slots in the Resistance expansion). That meant that you were carrying a maximum of 300 rounds, and quite often you could be reduced to crawling around the battlefield frantically looking for more ammo.
102* ImperialStormtrooperMarksmanshipAcademy: The games ''[[AvertedTrope make mincemeat]]'' of this trope. The AI is usually murderously accurate, and the only "safe" way to engage enemy infantry is to shoot at them from a kilometer away with a .50 Barrett. Or better yet, vehicles...
103** Or, if you have the corresponding mods and available guns, call in artillery.
104* ImprobableUseOfAWeapon: Completely averted. Unlike in most other action or war games, ''OFP'' actually teaches you how firearms would be used in RealLife.
105* InJoke / ShoutOut / CreatorProvincialism: BIS threw tons of {{shout out}}s to both Communist-era Czechoslovakia and the late 20th century Czech Republic into the original ''Operation Flashpoint'' installments. Traditional Czech rural architecture and East Bloc era concrete buildings are practically everywhere, along with 1960s Czech buses, motorbikes, [[http://www.volny.cz/nex/auta/obr-sk/praga-v3s.jpg Praga V3S army trucks]], 1980s Škoda passenger cars and Zetor tractors. The local resistance groups use the Sa 58 as their standard assault rifle. The ''Resistance'' expansion in general takes the references up to eleven.
106** There's also an EasterEgg referencing ''Series/{{Mash}}''. [[spoiler:You can find it on the medic tent.]]
107** One of the most fondly remembered fan-made {{game mod}}s added the Communist-era Czechoslovak army to the whole NATO-USSR conflict of the original games. This faction's campaign story was generally... [[PlayedForLaughs less serious than usual]]...
108* InspirationNod: U.S. Army Special Forces Major James Gastovski introduces himself to the commander of American forces at Everon as "Gastovski. James Gastovski." This is a homage to James Bond 007, the iconic spy which Gastovski apparently idolizes and considers his inspiration for becoming a stealth soldier.
109** Also, the title for Mission #34 - "Maverick" - can be considered a tribute to the 1986 blockbuster U.S. Navy fighter pilot movie ''Top Gun'' starring Tom Cruise. In this mission, Major Sam Nichols, a UH-60 Black Hawk helicopter pilot, flies a U.S. Air Force A-10 Thunderbolt II attack jet as part of a bombing run.
110* JustAStupidAccent: The English dub of the series gives the locals a fairly stereotypical Slavic / Eastern European / [[WhatTheHellIsThatAccent whatever]] accent. Oddly, Viktor Troska [[NotEvenBotheringWithTheAccent speaks with a British accent]]. This is averted in the Czech dub of the series where almost everyone is dubbed by a known actor. Bonus points if you know who.
111** The Soviets in ''Red Hammer'', including the new Soviet radio chatter pack that comes with it, are clearly voiced by English speakers putting on [[FakeRussian painfully stereotypical accents]]. [[{{Narm}} They sound like robots or mice at times]].
112* LaResistance: ''Cold War Crisis'' had a number of missions in which your character worked alongside the Everon resistance. In the ''Red Hammer'' expansion, [[VillainProtagonist you fight against them]] but later [[HeelFaceTurn join them]]. The ''Resistance'' expansion went one step further and centered its entire campaign on one resistance member. Furthermore, your character in that expansion, Victor, initially [[TechnicalPacifist doesn't want to fight the invading Soviets]], but he is eventually convinced to because the Commies are so horrid. He joins a rag tag outfit, becomes its leader, succeeds in defeating the enemy, and then [[spoiler: gets blown to pieces in a noble effort to save the island from being napalmed.]]
113* LawOfInverseRecoil: Averted. Everything but rocket launchers has appropriate amounts of recoil (depending on the weapon).
114* LifeMeter: There is no health indicator at all, to determine the extent of your injuries you simply check your body for wounds. Any wound to a vital area has a good chance of killing you outright, and wounds to the limbs affect your movement and accuracy. If the player character is shot severely in the legs, he'll even ''have difficulties standing up and will be effectively crippled'', unable to walk and forced to grovel all the way. Though there aren't any health packs as such, you can get the wound treated by a medic if you can find one. If the last medic in the platoon just bought it and a tank ran over the field hospital tent, however, tough luck!
115* LikeRealityUnlessNoted: The [[http://community.bistudio.com/wiki/Category:Operation_Flashpoint:_Islands various fictional archipelagos]] and the respective [[{{Ruritania}} countries]] and [[NoCommunitiesWereHarmed settlements]] that occupy their area. The islands have become an integral element of the series, since practically every game takes place there - not once do you leave them to fight in a RealLife location. The very existence of the islands makes the game's setting akin to an AlternateUniverse, and even helps kick-start the whole "UsefulNotes/ColdWar gone hot" AlternateHistory plot.
116* MadLibsDialogue: The games are infamous for this. They don't just insert words into otherwise prerecorded sentences, they create entire sentences out of individual words. This leads to dialogue like this: "[[NarmCharm OH NOOO]], two, IS DOWN ! CONTACT ! ENEMY, tank, AND, missile soldier, TO OUR, front, DANGEROUSLY CLOSE ! ALL, GO TO, that, BUSH, at, 4 O'CLOCK ! BE ADVISED, unknown, MAN, AND, MAN, AND, UAV, at, GRID, 132niner81..."
117** [[{{Narm}} Take out that Enemy MAN.]]
118** Supposedly, they didn't have a budget to make it better. There would have to be a ''lot'' of separate lines to record if they went all out.
119* MeaningfulName / BilingualBonus: Viktor Troska from the ''Resistance'' expansion. "Troska" is Czech for [[ShellShockedVeteran "(piece of) debris" or "(human) wreck"]].
120** Every geographic name on Nogova is this to an extent (considering the locals and their culture are sort of a FantasyCounterpartCulture to CommieLand era Czechoslovakia). It appears quite a lot of these names were made up for sheer RuleOfFunny. The most obvious examples would be the villages of "Vidlákov" (which in English means something like "Hickton / Hicktown"), "Mokropsy" (lit. "Wetdogs"), "Dolina" ([[ExactlyWhatItSaysOnTheTin "The Valley"]]) or "Kvilda" (probably from the verb "kvílit"-"to wail"; which seems pretty fitting, since it's a seaside hamlet with wailing winds). Some of the settlements have much more typical Czech names though (e.g. Modrava, Petrovice, Lipany).
121* MilitaryAlphabet: Used regularly by your squadmates, as well as the voiceover of your character when you're commanding a squad.
122* MissingBackblast: In a game which generally does its best to be realistic, the lack of backblast is somewhat jarring. Many mods add this, though.
123* MookChivalry: Averted 99% of the time thanks to ArtificialBrilliance. The remaining 1% plays it straight because of occasonal ArtificialStupidity on part of the friendly or enemy infantrymen.
124* MoreDakka: From light machine guns to large stationary ones to the ones mounted on tanks and [[GatlingGood aircraft]]. You name it...
125* MultitrackDrifting: Possible at sufficiently high speeds in tanks, due to somewhat slippery physics.
126* NecessaryDrawback: The way the game achieves its high level of realism. Going prone while running doesn't make you stop instantly, but allows you to feel the inertia of forward movement. Movements like gun reloading or putting aside your main weapon and pulling out an anti-tank weapon (or even just a pair of binoculars) all take a believable amount of time to execute, much like the ones you'd experience in real life. The rest of the realistic drawback aspects are covered in various entries on this page. Simply put, you don't behave like a run-and-gun superhero, but like a real human being who just happens to be a soldier.
127* NewMeat / EnsignNewbie: Private David Armstrong and tank commander Robert Hammer, the starting protagonists of the first installment's campaign.
128* NightVisionGoggles: Along with binoculars, a staple of optional special equipment. Handled believably, since the games try to be realistic military simulations. The characters can use real military night vision devices, a.k.a. "noctovizors", which render one's vision in grainy green hue and via a somewhat claustrophobic lens-like shape. The goggles are of course useful for missions set at night time, but even this [[SubvertedTrope gets subverted]] in an interesting fashion: If the visual field gets flooded with light or the night background is illuminated by stars, the goggles become ''actually less effective'' than the viewer's own eyes.
129* NintendoHard: Thanks to how realistic the game is, you'll have to do your best imitating military tactics to win the game, and no one ever says their jobs are easy.
130* NoCampaignForTheWicked: Averted after the addition of the ''Red Hammer'' campaign in the first expansion.
131** Then again, you [[spoiler:will have to join The Good Guys during the campaign]], so it's more like a double subversion.
132* NothingIsScarier: ''In a military shooter game'', [[GenreBusting of all places]]. But ItMakesSenseInContext. Don't believe it's possible in a non-horror game ? Just wait until you're trapped alone behind enemy lines, your magazines are almost empty and you have to hide in the bushes [[ParanoiaFuel because you hear an IFV scouting around the area, very close to your hiding place]].
133** Also, the WhamEpisode mission from the campaign of ''Cold War Crisis'', where private Armstrong [[spoiler:manages to hide in a forest after his entire squad has been ambushed and gunned down. His two-way radio is malfunctioning, so he can't contact the nearest NATO camp and hears about NATO forces evacuating the island. [[FromBadToWorse Worse yet]], some of the Soviet soldiers readying the area for re-occupation are out to hunt him down. Good luck crawling it out of the forest and then trying to sneak through a highly visible meadow and through several groves and forests to the nearest evac site. It lies several miles from your starting position and is surrounded by enemy-infested terrain...]]
134* OneBulletClips: Averted. Ammunition is divided into tangible magazines, and if you reload when your magazine still holds any ammunition (even if it's only one round) it goes back into your inventory to be used later when you run out of full magazines. This can be a headache for compulsive reloaders, because they'll soon end up with half a dozen half empty magazines.
135* OneManArmy: [[ZigZaggingTrope Sort of played straight]] in [[StealthBasedMission sneaking and sabotage missions]] - if you're skillful enough. Otherwise completely averted. In the more demanding missions, you can't get much done without some proper teamwork and combined arms tactics.
136* POVSequel: The ''Red Hammer'' campaign from the eponymous mini-expansion pits you on the side of Guba's army, where you play the role of recently demoted soldier [[TheEveryman Dmitri Lukin]].
137* {{Prequel}}: The ''Resistance'' expansion, taking place in 1982, three years prior to the events of ''Cold War Crisis''.
138* RealTimeStrategy: The game engine can technically handle the player commanding forces as large as battalion-sized, although this is never actually put to use in the vanilla game, which never has the player commanding anything larger than individual squads or tank platoons. There are multiple GameMod campaigns which take more of a strategy approach, though.
139* RedScare: And how. ''Cold War Crisis'' and ''Resistance'' has you fighting a lunatic Soviet general and his army of [[MyMasterRightOrWrong faithful fanatics]].
140* RefusalOfTheCall: Viktor Troska at first. But [[DareToBeBadass he soon has a change of heart]], [[DarkestHour once he realizes his fellow citizens need him]].
141* RenegadeRussian: General Guba is the BigBad of the entire series.
142* RetCon: In mission ''Montignac Must Fall'', you might take cover in the forest with other squadmates, but ''After Montignac'' states you are the only squad member left.
143* TheRevolutionWillNotBeVilified: Both ''Resistance'' and ''Cold War Crisis'' play it straight, but it's [[JustifiedTrope justified]]. The Malden islands and Nogova never provoked the Soviets into attacking and the Soviet Union invaded only to secure its grip in the would-be independant countries. Once the Soviets invade (with official sanction in ''Resistance'' and unofficial in ''CWC''), the locals logically adapt an OccupiersOutOfOurCountry stance, but have no political goals beyond getting their independence back. Despite this idealistic setup, the BIS devs didn't shy away from showing what effects a prolonged and nerve-wracking war would have on said LaResistance. So, while TheRevolutionWillNotBeCivilized [[AvertedTrope never comes into play]], there is a definite atmosphere of WeAreStrugglingTogether in the latter parts of the Resistance campaign. Especially the events of this cutscene, where an argument leads to pointless tragedy ([[https://www.youtube.com/watch?v=GXuv_KaGgW0 spoiler warning]]). On the upside, [[WhatTheHellHero these events]] become the {{Determinator}} and GrowingTheBeard moment for the Nogovan resistance groups.
144* RevolversAreJustBetter: The vanilla versions of the games only contain one revolver - a .357 Magnum Smith & Wesson, used as a sidearm by some NATO pilots - but it's the most powerful handgun in the series. It also has the biggest recoil ([[HandCannon really noticeable when firing it]]).
145* RPGElements: Going with the whole "build up a guerilla army" theme, the ''Resistance'' expansion added new features like the ability of soldiers to gain experience ([[FieldPromotion and get promoted]]) after each successful mission, the possibility to carry over captured weapons and equipment from one mission to the next, and more dynamic management of your equipment stockpile and loadout than in ''Cold War Crisis'' or ''Red Hammer''.
146* {{Ruritania}}: The Malden islands in ''Cold War Crisis'' and Nogova island from the ''Resistance'' expansion are a non-monarchic, more modern, UsefulNotes/ColdWar era version of this trope. They generally resemble the more rural regions or countries of the former East Bloc. In a PlayedForLaughs [[CommieLand stereotypical way, no less]].
147* SadisticChoice / PlayerPunch: [[spoiler: The protagonist of the ''Resistance'' expansion, [[ActionSurvivor Viktor Troska]], has to betray a few of his LaResistance pals and sacrifice them to general Guba's soldiers, in order to stay alive. Trying to outsmart the soldiers and solving the mission by [[TakeAThirdOption taking a third option]] is [[YouCantFightFate virtually impossible]]]]. [[FissionMailed But this matters little in the long run]], since Viktor eventually manages to reach the remaining guerilla fighters [[DareToBeBadass and leads them]] on their RoaringRampageOfRevenge to victory, pulling a {{Plan}} or two on the invaders ''[[XanatosSpeedChess and adapting as he goes]]''.
148** This is a slight exaggeration. It is actually quite possible - albeit fairly difficult - to fight and triumph. Indeed, this is the preferred method for veterans to begin building up their arsenal early by taking out the mooks doing said threatening. That being said, there is a reason it is mainly done by the veterans.
149* SeanConneryIsAboutToShootYou: The cover on this trope page says it all... The cover of the ''Resistance'' expansion pack followed the theme, replacing the NATO soldier with [[http://community.bistudio.com/wikidata/images/e/ed/OFP_RES_Cover.jpg a member of the Nogovan resistance]]. A pre-release version of the cover art featured a similar stock image, although the soldier was [[http://www.gamestop.com/common/images/lbox/644572b.jpg noticeably chubbier]] than the hollow-cheeked killing machine who made it to the final box art.
150* ShellShockedVeteran / RetiredBadass / [[HiredGuns Hired Gun]]: Viktor Troska from ''Resistance'' is implied to be this.
151** James Gastovski also becomes a RetiredBadass after the events of ''Resistance''. He's back in action during the events of ''Cold War Crisis''.
152* ShownTheirWork: To an absolutely jaw-dropping degree.
153* SightedGunsAreLowTech: One of the first games to thoroughly and effectively avert this.
154* SimulationGame: The games are both tactical shooters and ground and air combat sims.
155* SniperPistol: More or less averted, but the more powerful sidearms can act like this if you are really good at taking accurate headshots. Otherwise they're purely [[EmergencyWeapon emergency weapons]] used in combat at close distances (and are therefore particularly useful for snipers, who can't rely on their rifles for self-defence).
156* SniperRifle: The Americans have the M21, while the Soviets use their well-known classic, the SVD Dragunov. The ''Resistance'' expansion added one for the resistance fighters as well. Since they're understandably lacking a lot of purpose-built military equipment, [[ImprovisedWeapon they use a scoped Remington hunting rifle]] to fill in the role.
157* TheSquad: You and your fellow fighters.
158* SquadControls: The AI in the campaign frequently uses them, and when Armstrong gets promoted to Lieutenant, he gets to use them as well. The available commands are quite numerous, and are detailed enough to allow micromanaging a squadmate to plant a satchel charge near an enemy tank (and when therefore ordered to attack that tank, will run away before detonating the explosive.)
159* StealthBasedGame: Stealth is a viable (and vital) infantry tactic and there are lots of {{Stealth Based Mission}}s - for regular soldiers and commando units alike. One of the four playable characters in the first game is a special forces saboteur that specializes in sneaking around behind enemy lines, but other characters get to be stealthy as well, depending on the situation. Regular infantry assaults are usualy preceded by stealthy crawling and maneuvering towards the target. One of the AttackPatternAlpha commands for your squad is literally "use stealth". Since the game is a realistic soldier sim, the stealth is purely line-of-sight ([[AvertedTrope no chance]] the enemy soldiers [[TheGuardsMustBeCrazy will forget about you once you alert them of your presence]]).
160** Of course, as with much about the games, this can be adjusted and modded.
161* SticksToTheBack: Primary weapons and launchers do this when not being held.
162* SubsystemDamage: Both infantry and various armoured fighting vehicles have this.
163* SuperDrowningSkills: Unlike in its successor ''VideoGame/{{ARMA}}'', no one can swim. Even though drowning isn't instantaneous, being underwater damages you (and this somehow results in ''bloody wounds'' just like if you're shot) and submerging any non-amphibious vehicle inexplicably causes it to ''explode''.
164* TakeThat: To Codemasters with the 10th anniversary patch, which removes the ''Red Hammer'' campaign made and released by them between ''Cold War Crisis'' and ''Resistance''. A justified TakeThat, since that campaign was made by Codemasters on their own and BIS can't take credit for it or release it with its own installments.
165* TankGoodness: So many tanks. The Abrams in the original was particularly fun, due to its incredibly resilient armor.
166** Two LAW shots to the barrel or the gun mantlet [[SubsystemDamage will disable the main gun]], which makes it possible to engage main battle tanks as infantry if you have AA weapons and ImprobableAimingSkills.
167** Even the [[LethalJokeItem comparably small and seemingly obsolete Soviet T-55]] can be [[LightningBruiser surprisingly competent]] in the hands of a good tank commander or gunner. Fun fact: Unlike the other tanks featured in the games, the T-55 doesn't even have an autoloader for the cannon, but it is possible to take out ''[[MightyGlacier a fully armed T-80]]'' [[RockBeatsLaser with it]].
168* TitleIn: The date is shown before the mission, as is the location/title.
169* TrappedBehindEnemyLines: On many occasions, in many, many missions. But special mention goes to [[spoiler:one of the early missions in the first game, where your character (private Armstrong) [[WhamEpisode becomes the only surviving member of his squad]] after [[BolivianArmyEnding it gets suddenly attacked]] by several Soviet platoons ''and an Mi-24 Hind chopper''. [[FromBadToWorse Your radio has malfunctioned, so you can't call for help]]. [[HarderThanHard You have only a few minutes left to cross a few kilometres of enemy-ridden terrain and reach the evac site on the coast.]] And while you're groveling through a very exposed meadow teeming with hostile soldiers, you overhear from your radio, ''[[SerialEscalation that the evac site has changed, since the coast has come under attack]]''. You then head to the new site... ''[[FailureIsTheOnlyOption but you get captured by Soviet infantrymen]] !'' They take you prisoner. ''[[OverlyLongGag And then]]'', a ''[[TwistEnding third twist]]'' occurs, when you are rescued by members of the local LaResistance. You then aid them in two or three missions and they help you get off the island and return to the army.]]
170* UnexpectedGameplayChange: And how. While you do spend much of the game as an ordinary infantryman, depending on the mission you can be doing anything from driving a tank to sneaking around behind enemy lines doing reconnaissance to flying various aircraft or any combination of these and more, to say nothing of commanding units ''on top of'' all of the above.
171* UniversalAmmunition: Averted. Unless the type of ammunition is used in a closely related family/series of firearms, you'll have to find appropriate ammo for each gun. You won't have much luck trying to fire an AK-74 with an M16 magazine.
172* UniversalDriversLicense: Played straight as a rare case of AcceptableBreaksFromReality.
173* {{Unwinnable}}: A glitch in the last mission of the Red Hammer campaign can prevent the final credits and a "proper" ending from being unlocked. It CAN be bypassed, but the conditions to do so are a bit murky.
174** A glitch in one of the mid-campaign missions causes your helicopter to teleport and/or fly upside down, usually resulting in it crashing into the ground.
175* UnusableEnemyEquipment: Completely averted.
176* VagueHitPoints: If hit by a bullet that doesn't kill, you are wounded but not shown by what degree and are only shown the results of the attack. In case of vehicles, they do take damage but the exact status isn't always known to the passengers.
177* VillainBasedFranchise: Arguably so, since Guba is the only character to appear in all three installments and there wouldn't be much exciting action going on if he wasn't up to his old antics again...
178* VoiceOfTheResistance: A young and cheery radio amateur [[OnlyKnownByHisNickname known under the moniker]] "[[ShoutOut The Tasmanian Devil]]", becomes invaluable to the Nogovan freedom fighters in the campaign of the ''Resistance'' expansion pack.
179* WarIsHell: The games pit you in the role of a [[TheEveryman completely ordinary]], [[RedShirtArmy completely vulnerable]] and [[WeHaveReserves completely replacable]] young soldier... who's fighting in small scale conflicts [[FromBadToWorse that could easily spark]] WorldWarThree... [[AvertedTrope No heavy-handed]] condemnations of war or [[ContemplateOurNavels sombre thoughts of your squadmates]] are ever heard, but the depiction of modern warfare in the game (subtle, yet straightforward) [[ShowDontTell says more than a million words]]: It's nerve-wrecking, [[EverythingTryingToKillYou unpredictable]], [[FinaglesLaw often completely absurd]]. Virtually AnyoneCanDie... And they do - ''all the damned time''... Despite being war sims, the games never glorify or trivialize war and the way it changes the world, society and individuals.
180** When the player dies - which happens quite often - the camera pulls back from his body whilst showing one of a selection of quotes on the futility of war. The authors range from Pink Floyd ("Stay out of the road, if you want to grow old") to Creator/BertrandRussell ("War does not determine who is right - only who is left").
181** [[https://www.youtube.com/watch?v=UWCfM5oCUSk Made all the more poignant]] in ''Resistance'', where Viktor [[TechnicalPacifist tries to convince his friends against going to war with the Soviets]]. He's a recently retired professional soldier who [[ShellShockedVeteran has seen too much death and suffering to count]], so he warns them that their desperate fight to liberate their homeland [[DefiedTrope isn't going]] to be [[WarIsGlorious glorious]] or [[HollywoodTactics easy]] at [[AvertedTrope all]]. But even though he's against the idea of fighting at first, [[TheCallKnowsWhereYouLive he gets tangled up in the worsening situation]] and eventually decides to lead the Nogovan resistance cells (because if he didn't, things would probably end up even worse). And to hammer the point of the trope home]], the end of ''Resistance''' storyline [[BittersweetEnding is anything but cheerful. The resistance fighters only manage to win at a terrible price and with heavy loses]].
182* WhereIWasBornAndRazed: Happens in varying degrees in the [[UrbanWarfare city liberating missions]] of the ''Resistance'' campaign. Since all of them involve some tank warfare, expect the Nogovan resistance being forced to shell their own former homes and public buildings in order to smoke out the Soviet soldiers from their well-protected defences and hiding places.
183* WideOpenSandbox: None of the games have "maps" in the traditional sense. You load an entire island, of perhaps 200-400 square kilometers, and then you play a mission on that island. It's essentially the same concept but on a much larger scale and uses the surrounding oceans, rather than [[InsurmountableWaistHeightFence walls or cliffs]], to prevent the player from leaving. While you're often restricted from just going anywhere you want on the island in the missions (because disobeying orders gets you in trouble and wandering deep into enemy territory is generally a bad idea anyway), many missions are set up in a sandbox manner, allowing you massive space to roam and a wide variety of equipment and support options. Occasionally, fan-made missions will put you in a ''VideoGame/CallOfDuty''-ish linear mission.
184* WorldWarThree: Subverted. In ''Cold War Crisis'' You're trying to ''stop'' Guba from sparking it at all, since the consequences of him succeeding in his provocation would [[AtomicHate be]] downright [[TheEndOfTheWorldAsWeKnowIt catastrophic]].
185* YouAlwaysHearTheBullet: Soundly averted. Sound itself takes time to travel through, meaning it's possible to get killed by a bullet before the report of the weapon that fired it reaches you. The same goes for any other sound; if a huge explosion from several miles away takes place, the auditory effects will come seconds later.
186* YouAreInCommandNow: During many of the more intense firefights, your commanding officers quite often get killed. So, does your squad immediately rout ? No, not to worry: You hear a "''this is'' (number of troop), ''taking command, I say again, (number of troop), taking command, out''" message on your radio and continue fighting. Your character will do this too, if his rank is the highest in the squad once your superior bites the dust.

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