Some of you may already know all this, but for those that don't, enjoy.
The following information IS CONFIRMED. It was taken from an E3 developer walkthrough.
- Game is styled to a more mature, war informed audience. The developers aimed to make a down to earth, gritty, "reportage", "War through the lenses feel" to the game.
- The Island is named Skira Island, which is 220 square KM of terrain. This is equivalent to 136.701662 square miles. There are a wide range of terrain types, including swamps, grasslands, forests and rocky mountains. There is also crumbling Soviet-era architecture. The island is located north of Japan. This Island has a turbulent history of being liberated, first owned by China, taken by Japan and liberated by Russia in World War Two, and now is prized as the largest oil reserves in the world.
- It takes, IN REAL TIME, four and a half hours to walk across the island, two hours in a reasonably fast vehicle and twenty minutes in an aircraft.
- Buildings have a multi-stage multi-sectioned approach to demolition. Some have multiple damage states. Damage done to world objects and buildings is persistent. This pervasion of persistent objects extends throughout the mission and campaign. This is done to instill a sense of attrition that extreme firepower has.
- Motion Capture was done with special forces personnel. There are motions for mounting vehicles and even leaping over small walls. You can interact with many world objects. For example, you are able to kick down doors.
- There are no "magic pockets", everything must be carried and assembled. Firing sequences from lifting the object up, to placing it on your shoulder to turning it on and arming to fire is all faithfully simulated. Reloading is as well faithfully simulated.
- All weaponry requiring a interface (For example a Javelin) will have one. Highly detailed and functional. There are over 70 infantry weapons in the game. These weapons can be attached with scopes and grenade launchers among other things that are not known at this time. Weapon permitting - IE: A Javelin cannot be given a scope.
- There are 50 vehicles. There are air, naval and land units all faithfully simulated. Vehicles react to terrain with varying levels of performance. Strengths and weaknesses of vehicles are apparent and a strategy element in Operation Flashpoint 2. The following elements are supported : crew positions, all weapons systems with detailed deploying and firing sequences, all components, and passenger positions. Vehicles are extremely up to date to the current war in Afghanistan. Details include ad-hoc modifications to vehicles now used, but outside original specifications. Interiors of Vehicles are detailed as possible with the resource allotted to this feature.
- When firing the game utilizes a multistage animation feature that over a series of milliseconds provides a progressive animation that leads to realistic effects.
Check this out :
http://img98.imageshack.us/img98/2990/a4oihlu.gif