Follow TV Tropes

Following

History VideoGame / OperationFlashpointCodemasters

Go To



* SequelDifficultyDrop: ''Red River'' is noticeably easier and more user-friendly than ''Dragon Rising''. You have the ability to completely restore your health instead of merely stopping bleeding, you're able to choose your loadout for each mission and are also able to start with both a marksman rifle and an assault rifle at the same time, and for the first 1/3rd of the game your enemies are poorly equipped insurgents who lack vehicle support and can be killed with one shot due to not wearing body armor. Even when you fight the [=PLA=] who are wearing body armor, one M16 shot will still incapacitate them and take them out of the fight unless they're patched up by a squadmate. Engagements also tend to take place at closer range, at an average of about 100 meters compared to an average of 200 meters in ''Dragon Rising''. The only way in which ''Red River'' is more difficult is the fact you're less accurate with the assault rifle (capable of missing aimed shots even at 50 meters) and need to upgrade your accuracy with the game's RPGElements.


* ArtificialStupdity: The AI has a decent chance to leave it's cover to rush the player, even when the player is far away for it to be suicidal, Like ARMA AI they don't know how to pick up weapons/ammo (Made worse since the player cannot order the AI to pick up ammo/weapons from corpses/crates.) and their behaviour when they fall back to the combat knife is either "Stand behind a tree and hope you don't get shot" or "Crouch run at the target slowly.".

to:

* ArtificialStupdity: ArtificialStupidity: The AI has a decent chance to leave it's cover to rush the player, even when the player is far away for it to be suicidal, Like ARMA AI they don't know how to pick up weapons/ammo (Made worse since the player cannot order the AI to pick up ammo/weapons from corpses/crates.) and their behaviour when they fall back to the combat knife is either "Stand behind a tree and hope you don't get shot" or "Crouch run at the target slowly.".


* AntiFrustrationFeatures: In both games, the health of you and your squad is restored to 100% at each checkpoint, to prevent you from causing an UnwinnableByMistake situation where the game checkpoints while you're too critically injured to get through the next combat encounter.

to:

* AntiFrustrationFeatures: In both games, the health of you and your squad is restored to 100% at each checkpoint, to prevent you from causing an UnwinnableByMistake situation where the game checkpoints while you're too critically injured to get through the next combat encounter.encounter, the easiest difficulty in Dragon Rising expands this to reviving dead teammates as well.
* ArtificialBrilliance: Compared to ARMA 2 (and even ARMA 3 to an extent), The AI in this game is remarkably intelligent at times as they occasionally throw grenades, can independently take empty vehicles, can some-what flank and are more than capable of using waist-high cover unlike ARMA 2 AI.
* ArtificialStupdity: The AI has a decent chance to leave it's cover to rush the player, even when the player is far away for it to be suicidal, Like ARMA AI they don't know how to pick up weapons/ammo (Made worse since the player cannot order the AI to pick up ammo/weapons from corpses/crates.) and their behaviour when they fall back to the combat knife is either "Stand behind a tree and hope you don't get shot" or "Crouch run at the target slowly.".



** Downplayed in ''Dragon Rising''. You are issued a field dressing for use on yourself and squadmates when shot. However, this will only stop you from bleeding to death and will not heal and damage done to body parts. In order to do so, you then need to either call for a medic to heal your wounds properly or wait for a checkpoint, where you are instantly healed.

to:

** Downplayed in ''Dragon Rising''. You are issued a field dressing for use on yourself and squadmates when shot. However, this will only stop you from bleeding to death and will not heal and damage done to body parts. In order to do so, you then need to either call for a medic to heal your wounds properly or wait for a checkpoint, where you are instantly healed.healed, Only the Medic class is capable of this and no one can take their syringe if they die.



* [[HideYourChildren Hide Your Civilians]]: In ''Dragon Rising'', it's never really explained why you see no civilians on Skyra, except for a brief [[{{Handwave}} "they were all evacuated already"]] [[BellisariosMaxim explanation]].

to:

* [[HideYourChildren Hide Your Civilians]]: In ''Dragon Rising'', it's never really explained why you see no civilians on Skyra, except for a brief [[{{Handwave}} "they were all evacuated already"]] [[BellisariosMaxim explanation]].explanation]], however, dead civilians can be placed in the editor/encountered in a handful of missions.



* OneHitKill: Averted in ''Dragon Rising''; at the game's standard engagement range of about 200 meters, enemies can take up to 4-5 shots to the torso to kill, which makes it worthwhile to try and go for headshots. Played straight in ''Red River''; insurgents go down in one shot from any weapon. [=PLA=] troops wear body armor so one hit from an assault rifle won't kill them, but they'll still be incapacitated and unable to fight unless given first aid by a squadmate. You yourself die in about 3 or 4 shots in both games.

to:

* OneHitKill: Averted in ''Dragon Rising''; at the game's standard engagement range of about 200 meters, enemies can take up to 4-5 shots to the torso to kill, which makes it worthwhile to try and go for headshots. Played straight in ''Red River''; insurgents go down in one shot from any weapon. [=PLA=] troops wear body armor so one hit from an assault rifle won't kill them, but they'll still be incapacitated and unable to fight unless given first aid by a squadmate. You yourself die in about 3 or 4 shots in both games.games unless its to the head/close range, where it easily become a one-hit kill.



* SequelDifficultyDrop: ''Red River'' is noticeably easier and more user-friendly than ''Dragon Rising''. You have the ability to completely restore your health instead of merely stopping bleeding, you're able to choose your loadout for each mission and are also able to carry both a marksman rifle and an assault rifle at the same time, and for the first 1/3rd of the game your enemies are poorly equipped insurgents who lack vehicle support and can be killed with one shot due to not wearing body armor. Even when you fight the [=PLA=] who are wearing body armor, one M16 shot will still incapacitate them and take them out of the fight unless they're patched up by a squadmate. Engagements also tend to take place at closer range, at an average of about 100 meters compared to an average of 200 meters in ''Dragon Rising''. The only way in which ''Red River'' is more difficult is the fact you're less accurate with the assault rifle (capable of missing aimed shots even at 50 meters) and need to upgrade your accuracy with the game's RPGElements.

to:

* SequelDifficultyDrop: ''Red River'' is noticeably easier and more user-friendly than ''Dragon Rising''. You have the ability to completely restore your health instead of merely stopping bleeding, you're able to choose your loadout for each mission and are also able to carry start with both a marksman rifle and an assault rifle at the same time, and for the first 1/3rd of the game your enemies are poorly equipped insurgents who lack vehicle support and can be killed with one shot due to not wearing body armor. Even when you fight the [=PLA=] who are wearing body armor, one M16 shot will still incapacitate them and take them out of the fight unless they're patched up by a squadmate. Engagements also tend to take place at closer range, at an average of about 100 meters compared to an average of 200 meters in ''Dragon Rising''. The only way in which ''Red River'' is more difficult is the fact you're less accurate with the assault rifle (capable of missing aimed shots even at 50 meters) and need to upgrade your accuracy with the game's RPGElements.


The plot of the game itself takes place in the near future, when the People's Republic of China adopts an expansionist policy and tries to capture several rich new mineral deposits in various neighbouring regions of Asia (many of the old reserves have been depleting, particularly those of fossile fuels). The latest target of the Chinese is the (fictional) resource-rich island of Skira in the icy waters of the North Pacific, formerly a Russian and Japanese disputed territory. The NATO forces are called in for help and the inevitable clash with army of the [=PRC=] starts from there.

to:

The plot of the game itself takes place in the near future, when the People's Republic of China adopts an expansionist policy and tries to capture several rich new mineral deposits in various neighbouring regions of Asia (many of the old reserves have been depleting, depleted, particularly those of fossile fossil fuels). The latest target of for the Chinese is the (fictional) resource-rich island of Skira in the icy waters of the North Pacific, formerly a Russian and Japanese disputed territory. The NATO forces are called in for help and the inevitable clash with army of the [=PRC=] starts from there.


* WideOpenSandbox: ''Dragon Rising''. Averted in ''Red River''.

to:

* WideOpenSandbox: ''Dragon Rising''. Averted in ''Red River''.River'', which is noticeably more scripted and linear.


* LittleUselessGun: Pistols in general. As with any shooter on the realistic end of the FacklerScaleOfFPSRealism, pistols are a RangedEmergencyWeapon (with a very short effective range, something that's not ideal to be fighting in in this game) that only see use when you run dry of ammo for your rifle. Though, with the lack of supplies, this will be the case unless you take weapons from the Chinese. ''Red River'' lets you ditch the pistol altogether and replace it with a backup M16 assault rifle once you finish the first mission, which is highly recommended especially if you're playing a designated marksman or support gunner to complement your designated marksman rifle or LMG.

to:

* LittleUselessGun: Pistols in general. As with any shooter on the realistic end of the FacklerScaleOfFPSRealism, pistols are a RangedEmergencyWeapon (with a very short effective range, something that's not ideal to be fighting in in this game) that only see use when you run dry of ammo for your rifle. Though, with the lack of supplies, this will be the case unless you take weapons from the Chinese. ''Red River'' lets you ditch the pistol altogether and replace it with a backup M16 assault rifle once you finish the first mission, which is highly recommended especially if you're playing a designated marksman or support gunner to complement your designated marksman rifle or LMG. In both games, at the close ranges in which a pistol would be effective, an enemy can mow you down in a quarter of a second anyway often before you'd be able to react.


* OneHitKill: Averted in ''Dragon Rising''; at the game's standard engagement range of about 200 meters, enemies can take up to 4-5 shots to the torso to kill, which makes it worthwhile to try and go for headshots. Played straight in ''Red River''; insurgents go down in one shot from any weapon. [=PLA=] troops wear body armor so one hit from an assault rifle won't kill them, but they'll still be incapacitated and unable to fight unless given first aid by a squadmate. You yourself die in about 3 or 4 shots in both games.



* SequelDifficultyDrop: ''Red River'' is noticeably easier and more user-friendly than ''Dragon Rising''. You have the ability to completely restore your health instead of merely stopping bleeding, you're able to choose your loadout for each mission and are also able to carry both a marksman rifle and an assault rifle at the same time, and for the first 1/3rd of the game your enemies are poorly equipped insurgents who lack vehicle support and can be killed with one shot from anything bigger than a pistol due to not wearing body armor. Even when you fight the [=PLA=] who are wearing body armor, one M16 shot will still incapacitate them and take them out of the fight unless they're patched up by a squadmate. Engagements also tend to take place at closer range, at an average of about 100 meters compared to an average of 200 meters in ''Dragon Rising''. The only way in which ''Red River'' is more difficult is the fact you're less accurate with the assault rifle (capable of missing aimed shots even at 50 meters) and need to upgrade your accuracy with the game's RPGElements.

to:

* SequelDifficultyDrop: ''Red River'' is noticeably easier and more user-friendly than ''Dragon Rising''. You have the ability to completely restore your health instead of merely stopping bleeding, you're able to choose your loadout for each mission and are also able to carry both a marksman rifle and an assault rifle at the same time, and for the first 1/3rd of the game your enemies are poorly equipped insurgents who lack vehicle support and can be killed with one shot from anything bigger than a pistol due to not wearing body armor. Even when you fight the [=PLA=] who are wearing body armor, one M16 shot will still incapacitate them and take them out of the fight unless they're patched up by a squadmate. Engagements also tend to take place at closer range, at an average of about 100 meters compared to an average of 200 meters in ''Dragon Rising''. The only way in which ''Red River'' is more difficult is the fact you're less accurate with the assault rifle (capable of missing aimed shots even at 50 meters) and need to upgrade your accuracy with the game's RPGElements.


* EliteMooks: Chinese Spec Ops in both games. In ''Dragon Rising'' they're treated fairly realistically; they're used for quick offensive strikes where mechanized support cannot be deployed, and while their skill level might be higher than standard troops they're not [[SuperSoldier supersoldiers]] and are on par with regular soldiers in terms of physical abilities. In ''Red River'', Spec Ops wear distinct-looking advanced body armor and can withstand several bullet hits before being incapacitated or killed.



* SequelDifficultyDrop: ''Red River'' is noticeably easier and more user-friendly than ''Dragon Rising''. You have the ability to completely restore your health instead of merely stopping bleeding, you're able to choose your loadout for each mission and are also able to carry both a marksman rifle and an assault rifle at the same time, and for the first 1/3rd of the game your enemies are poorly equipped insurgents who lack vehicle support and can be killed with one shot from anything bigger than a pistol due to not wearing body armor. Engagements also tend to take place at closer range, at an average of about 100 meters compared to an average of 200 meters in ''Dragon Rising''. The only way in which ''Red River'' is more difficult is the fact you're less accurate with the assault rifle (capable of missing aimed shots even at 50 meters) and need to upgrade your accuracy with the game's RPGElements.

to:

* SequelDifficultyDrop: ''Red River'' is noticeably easier and more user-friendly than ''Dragon Rising''. You have the ability to completely restore your health instead of merely stopping bleeding, you're able to choose your loadout for each mission and are also able to carry both a marksman rifle and an assault rifle at the same time, and for the first 1/3rd of the game your enemies are poorly equipped insurgents who lack vehicle support and can be killed with one shot from anything bigger than a pistol due to not wearing body armor. Even when you fight the [=PLA=] who are wearing body armor, one M16 shot will still incapacitate them and take them out of the fight unless they're patched up by a squadmate. Engagements also tend to take place at closer range, at an average of about 100 meters compared to an average of 200 meters in ''Dragon Rising''. The only way in which ''Red River'' is more difficult is the fact you're less accurate with the assault rifle (capable of missing aimed shots even at 50 meters) and need to upgrade your accuracy with the game's RPGElements.


* SequelDifficultyDrop: ''Red River'' is noticeably easier than ''Dragon Rising''. You have the ability to completely restore your health instead of merely stopping bleeding, you're able to choose your loadout for each mission and are also able to carry both a marksman rifle and an assault rifle at the same time, and for the first 1/3rd of the game your enemies are poorly equipped insurgents who lack vehicle support and can be killed with one shot from anything bigger than a pistol due to not wearing body armor.

to:

* SequelDifficultyDrop: ''Red River'' is noticeably easier and more user-friendly than ''Dragon Rising''. You have the ability to completely restore your health instead of merely stopping bleeding, you're able to choose your loadout for each mission and are also able to carry both a marksman rifle and an assault rifle at the same time, and for the first 1/3rd of the game your enemies are poorly equipped insurgents who lack vehicle support and can be killed with one shot from anything bigger than a pistol due to not wearing body armor. Engagements also tend to take place at closer range, at an average of about 100 meters compared to an average of 200 meters in ''Dragon Rising''. The only way in which ''Red River'' is more difficult is the fact you're less accurate with the assault rifle (capable of missing aimed shots even at 50 meters) and need to upgrade your accuracy with the game's RPGElements.

Added DiffLines:

* AntiFrustrationFeatures: In both games, the health of you and your squad is restored to 100% at each checkpoint, to prevent you from causing an UnwinnableByMistake situation where the game checkpoints while you're too critically injured to get through the next combat encounter.


Added DiffLines:

* RPGElements: In ''Red River'' you get between 1-3 skill points for each mission completed depending on your mission rating, which can be used to upgrade your stats such as sprint speed, sprint duration, M16 handling, M16 accuracy, and enemy spotting ability. You also earn experience during gameplay to level up your character class, which allows you unlock new weapons in your loadout menu.


Added DiffLines:

* SequelDifficultyDrop: ''Red River'' is noticeably easier than ''Dragon Rising''. You have the ability to completely restore your health instead of merely stopping bleeding, you're able to choose your loadout for each mission and are also able to carry both a marksman rifle and an assault rifle at the same time, and for the first 1/3rd of the game your enemies are poorly equipped insurgents who lack vehicle support and can be killed with one shot from anything bigger than a pistol due to not wearing body armor.


* LittleUselessGun: Pistols in general. As with any shooter on the realistic end of the FacklerScaleOfFPSRealism, pistols are a RangedEmergencyWeapon (with a very short effective range, something that's not ideal to be fighting in in this game) that only see use when you run dry of ammo for your rifle. Though, with the lack of supplies, this will be the case unless you take weapons from the Chinese.

to:

* LittleUselessGun: Pistols in general. As with any shooter on the realistic end of the FacklerScaleOfFPSRealism, pistols are a RangedEmergencyWeapon (with a very short effective range, something that's not ideal to be fighting in in this game) that only see use when you run dry of ammo for your rifle. Though, with the lack of supplies, this will be the case unless you take weapons from the Chinese. ''Red River'' lets you ditch the pistol altogether and replace it with a backup M16 assault rifle once you finish the first mission, which is highly recommended especially if you're playing a designated marksman or support gunner to complement your designated marksman rifle or LMG.


The [[ContestedSequel other]] SpiritualSuccessor series to the acclaimed ''OperationFlashpoint'' trilogy from 2001-2002. Developed and published by Creator/{{Codemasters}}, without any input or co-operation from the original developers of the franchise, Bohemia Interactive Studios.

To clear up and explain the situation a bit for troping gamers: After finishing their work on ''OperationFlashpoint'', the developer Bohemia Interactive Studios and publisher Codemasters had a major falling out and split ways. BIS took the rights to the engine, Codemasters got the rights to the name. BIS has since upgraded the engine for the sequel ''VideoGame/{{ARMA}}'' series, while Codemasters developed its own "official" sequel, ''Operation Flashpoint: Dragon Rising''. Essentially, the BIS sequels closely resemble the original, except they have much better graphics and improved gameplay, while ''Dragon Rising'' feels, well, different from the original OFP, and a lot of old veterans seem to think that it suffers from NewAndImproved Syndrome.

to:

The [[ContestedSequel other]] SpiritualSuccessor series to the acclaimed ''OperationFlashpoint'' ''VideoGame/OperationFlashpoint'' trilogy from 2001-2002. Developed and published by Creator/{{Codemasters}}, without any input or co-operation from the original developers of the franchise, Bohemia Interactive Studios.

To clear up and explain the situation a bit for troping gamers: After finishing their work on ''OperationFlashpoint'', ''VideoGame/OperationFlashpoint'', the developer Bohemia Interactive Studios and publisher Codemasters had a major falling out and split ways. BIS took the rights to the engine, Codemasters got the rights to the name. BIS has since upgraded the engine for the sequel ''VideoGame/{{ARMA}}'' series, while Codemasters developed its own "official" sequel, ''Operation Flashpoint: Dragon Rising''. Essentially, the BIS sequels closely resemble the original, except they have much better graphics and improved gameplay, while ''Dragon Rising'' feels, well, different from the original OFP, and a lot of old veterans seem to think that it suffers from NewAndImproved Syndrome.



'''NOTE: Please do not list any entries related to the original ''OperationFlashpoint'' series here. They have their separate page.'''

to:

'''NOTE: Please do not list any entries related to the original ''OperationFlashpoint'' ''VideoGame/OperationFlashpoint'' series here. They have their separate page.'''



* MadLibsDialogue: Attempted aversion (as this was a supposedly oft-cited shortcoming of ''OperationFlashpoint'' and ''ARMA''): ''Dragon Rising'' tries to [[SubvertedTrope backpedal]] by making sentences out of ''phrases'' instead of individual words.

to:

* MadLibsDialogue: Attempted aversion (as this was a supposedly oft-cited shortcoming of ''OperationFlashpoint'' ''VideoGame/OperationFlashpoint'' and ''ARMA''): ''Dragon Rising'' tries to [[SubvertedTrope backpedal]] by making sentences out of ''phrases'' instead of individual words.



* SpinOff: Best described as this towards ''OperationFlashpoint''. Unlike in ''VideoGame/{{ARMA}}'', there are no [[ContinuityNod references to the original series]]. Given how the devs seem to be steering the series to take place in more RealLife countries, it might even take place in its own separate AlternateUniverse.

to:

* SpinOff: Best described as this towards ''OperationFlashpoint''.''VideoGame/OperationFlashpoint''. Unlike in ''VideoGame/{{ARMA}}'', there are no [[ContinuityNod references to the original series]]. Given how the devs seem to be steering the series to take place in more RealLife countries, it might even take place in its own separate AlternateUniverse.


* ActionizedSequel: The ''Dragon Rising''[=/=]''Red River'' development team have stated in interviews that their goal was to take the core concept of ''Flashpoint'' and produce their own more mainstream, more accessible product in the form of an open-world shooter game rather than a straight "hard simulation" like ''VideoGame/{{ARMA}}''. The end product is more streamlined, has less downtime between firefights, and is somewhat more forgiving in terms of difficulty, with a similar feel to games like ''VideoGame/{{STALKER}}: Shadow of Chernobyl'' (although this still makes the gameplay ''much'' more unforgiving than any other shooter aside from hardcore sims like ''ARMA'').

to:

* ActionizedSequel: The ''Dragon Rising''[=/=]''Red River'' development team have stated in interviews that their goal was to take the core concept of ''Flashpoint'' and produce their own more mainstream, more accessible product in the form of an open-world shooter game rather than a straight "hard simulation" like ''VideoGame/{{ARMA}}''. The end product is more streamlined, has less downtime between firefights, and is somewhat more forgiving in terms of difficulty, with a similar feel to games like ''VideoGame/{{STALKER}}: Shadow of Chernobyl'' (although this still makes the gameplay ''much'' more unforgiving than any other shooter aside from hardcore sims like ''ARMA''). ''Red River'' in particular has been even more actionized than ''Dragon Rising'', being even closer to a mainstream shooter.



* HealThyself: Downplayed. You are issued a field dressing for use on yourself and squadmates when shot. However, this will only stop you from bleeding to death and will not heal and damage done to body parts. In order to do so, you then need to either call for a medic to heal your wounds properly or wait for a checkpoint, where you are instantly healed.

to:

* HealThyself: Downplayed.HealThyself:
** Downplayed in ''Dragon Rising''.
You are issued a field dressing for use on yourself and squadmates when shot. However, this will only stop you from bleeding to death and will not heal and damage done to body parts. In order to do so, you then need to either call for a medic to heal your wounds properly or wait for a checkpoint, where you are instantly healed.healed.
** Played straight in ''Red River''; using one field dressing stops bleeding as in ''Dragon Rising'', while using two field dressings will actually allow you to heal damage, although doing so takes twice as long as simply stopping the bleeding.


* ChineseWithChopperSupport[=/=]RedChina: The PLA feature as adversaries in both ''Dragon Rising'' and ''Red River''.


Added DiffLines:

* RedChina: The PLA feature as adversaries in both ''Dragon Rising'' and ''Red River''.


* ActionizedSequel: The ''Dragon Rising''[=/=]''Red River'' development team have stated in interviews that their goal was to take the core concept of ''Flashpoint'' and produce their own more mainstream, more accessible product in the form of an open-world shooter game rather than a straight "hard simulation" like ''{{ARMA}}''. The end product is more streamlined, has less downtime between firefights, and is somewhat more forgiving in terms of difficulty, with a similar feel to games like ''VideoGame/{{STALKER}}: Shadow of Chernobyl'' (although this still makes the gameplay ''much'' more unforgiving than any other shooter aside from hardcore sims like ''ARMA'').

to:

* ActionizedSequel: The ''Dragon Rising''[=/=]''Red River'' development team have stated in interviews that their goal was to take the core concept of ''Flashpoint'' and produce their own more mainstream, more accessible product in the form of an open-world shooter game rather than a straight "hard simulation" like ''{{ARMA}}''.''VideoGame/{{ARMA}}''. The end product is more streamlined, has less downtime between firefights, and is somewhat more forgiving in terms of difficulty, with a similar feel to games like ''VideoGame/{{STALKER}}: Shadow of Chernobyl'' (although this still makes the gameplay ''much'' more unforgiving than any other shooter aside from hardcore sims like ''ARMA'').



* DuelingGames: With the ''{{ARMA}}'' series, particularly when ''Dragon Rising'' was promoted on the strength of the ''Operation Flashpoint'' name[[note]]the devs behind the the original game had kept everything except the name, and created a spiritual successor in the ''ARMA'' series took said promoting as an attempt to ride the coattails of their work[[/note]], though Codemasters essentially ceded the issue by closing down the studio that developed ''Red River'' and announcing Codemasters' withdrawal from the shooter genre.

to:

* DuelingGames: With the ''{{ARMA}}'' ''VideoGame/{{ARMA}}'' series, particularly when ''Dragon Rising'' was promoted on the strength of the ''Operation Flashpoint'' name[[note]]the devs behind the the original game had kept everything except the name, and created a spiritual successor in the ''ARMA'' series took said promoting as an attempt to ride the coattails of their work[[/note]], though Codemasters essentially ceded the issue by closing down the studio that developed ''Red River'' and announcing Codemasters' withdrawal from the shooter genre.



* NintendoHard: Though it is somewhat more forgiving compared to ''{{ARMA}}''.

to:

* NintendoHard: Though it is somewhat more forgiving compared to ''{{ARMA}}''.''VideoGame/{{ARMA}}''.



* SpinOff: Best described as this towards ''OperationFlashpoint''. Unlike in ''{{ARMA}}'', there are no [[ContinuityNod references to the original series]]. Given how the devs seem to be steering the series to take place in more RealLife countries, it might even take place in its own separate AlternateUniverse.

to:

* SpinOff: Best described as this towards ''OperationFlashpoint''. Unlike in ''{{ARMA}}'', ''VideoGame/{{ARMA}}'', there are no [[ContinuityNod references to the original series]]. Given how the devs seem to be steering the series to take place in more RealLife countries, it might even take place in its own separate AlternateUniverse.

Showing 15 edit(s) of 38

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report