Operation Flashpoint: Resistance is an expansion game for
Operation
Flashpoint, and you'll need the original game to play it. If you're
not familiar with the original game you can read
our review of it to learn more about it -
this review will only cover the new features and gameplay that are a part of the
Resistance expansion itself.
Now that that's out of the way, what's new in Resistance? Well, the
heart of Resistance is the new 20-mission campaign game that is set a few years
before the events of the original game. The action this time around takes
place on the island of Nogovo. You are placed in the role of Victor Troska,
a former special forces soldier who's seen enough of the world and all of its
violence. You have retired to Nogova in the hopes of finding some peace in
this quiet backwater. Having escaped from the world, the world comes
looking for you in the form of a Soviet invasion. Of course the Soviets
just want to help everybody out, so they launch their invasion under the guise of support
at the request of a new communist government seeking to take control of the island.
Reluctantly you are drawn into the conflict, and must use your military
knowledge and leadership skills to lead the resistance against overwhelming
odds.
The game's storyline sets the stage for Resistance's different style of
game.
No longer are you a part of a well-equipped main battle army as in the original
game and the first expansion, Red Hammer. This time around you are
undermanned, under-gunned, and up against some long odds. On the positive
side, you begin as a leader, and won't have to spend time working your way up
the chain of command.
The missions in Resistance are more integrated than in the original game,
because your performance will have an effect on your resources in future
missions. As a resistance fighter you must make due with whatever weapons
that you can capture, and in Resistance any weapons that you do capture are
carried over to the next mission and are available for use. To facilitate
weapon capture, the game now allows you to stow weapons in vehicles. While
it can sometimes feel tedious to trudge back and forth moving weapons into a
truck, it can add an extra touch of tension if you know enemy reinforcements are
on the way. You'll need to decide just how long to stick around and which
weapons and ammunition are more important. There is also a certain thrill
derived from making the right choices when capturing weapons - when you find
yourself facing a squad of enemy armor, you'll be very happy that you made that
extra trip under fire to grab a rocket launcher in the last mission.
The mission to mission continuity doesn't just apply to weapons, it also goes
for your personnel. Throwing your men into the thick of things in an attempt
to bull your way through a mission might work in the short-term, but doing so
will cost a high price in terms of experienced manpower. This adds a level
of realism to the game, as risks will have to be carefully weighed against the
consequences failure will create - consequences you'll have to deal with in
future missions.
Resistance's storyline is moved forward by the extensive use of cutscenes.
For the most part these are well done and make you feel much more a part of a
story than you ever could from simply playing through a series of missions.
Sometimes the cutscenes can feel a little excessive, though, like in the game's
opening sequence. If not a world record for longest opening cinematic, the
prolog for Resistance certainly ranks among the all-time leaders. It seems
that the game's designers were aware that things were on the long side, so they
give you an opportunity to take control of the action in the middle of the
opening story. However, this 'action' takes the form of waiting for a bus
and taking it to work. Yes, you read that right. While the work in
setting up and progressing the game's story can be appreciated, the game's
cinematics would have definitely benefited from a little editing.
A very nice touch in the game's campaign is the inclusion of decision points
where your choice of action will have an effect on how the next (or next several)
mission will play out. Some decisions have a bigger effect than others,
including one early on that will change the nature of your next several
missions. In addition to giving the game some replay value, it makes you
feel that you have greater control over the flow of events, making you feel more
a part of the story.
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