Skira is a volcanic island with a variety of terrain. At one end is a stratovolcano, 8.5 by 6.4 km (5.3 by 4.0 mi) in diameter at its base and 1,221 m (4,006 ft) high, and at the base of the volcano is a section of low lake lands. A ridge of 1,000+ foot mountains runs down one side of the western portion of the island while the other side is generally flatter with numerous lakes and small waterways.
Skira is sparsely populated with some towns and more isolated houses and settlements. An interview with developers suggested that the civilians have all been evacuated ahead of the arrival of US forces.
Multiplayer
Dragon Rising also features a multiplayer mode. In storyline co-op mode, up to four human players can play through the single player campaign together, each human player replacing a computer-controlled character. The player versus player multiplayer includes four maps to choose from on the disk. There are also the pure multiplayer modes Annihilation and Infiltration, with more multiplayer modes promised for after the release of the main game. The game does not feature dedicated servers, and the official servers are still online though sources claim otherwise.
Weapons, vehicles and characters
According to Game Informer, there are over 70 weapons in game, all supported by a realistic ballistics system, although most are not readily accessible to the player. The weapons available range from pistols and submachine guns to artillery and large bombs. Depending on the current mission, they are equipped with optics, grenade launchers, laser sights or suppressors. The ballistics system, which simulates the effects of each weapon on buildings, vehicles, and people, is based as much as possible on the real specifications of each weapon (information on Chinese PLA weapons and vehicles is limited in some cases) and also takes into account flight times and effective ranges for each projectile. The balance of the weapons was not arbitrarily created by the game developers, but was based on information provided by real life weapons designers. Learning the best usage of each of these weapons was intended to be a significant part of the challenge of the game.
A list of weapons was published by GameSpot. Reloading a weapon, placing it to the shoulder, and other combat animations have been motion captured using soldiers who have been trained to use the equipment in real life.
There are 50 different land, air, and sea vehicles, including helicopters, tanks, boats and APCs along with a few vehicles and weapons which cannot be used directly, but which can be called on in a support role, such as fighter jets and artillery. Most of the vehicles are not accessible to the player outside of the PC mission editor.
The developers have created large numbers of faces for the characters involved in the game. The equipment that is carried by each character is accurate and, where applicable, distinct to that character's role. For example, communication specialists can be readily identified by the radio they carry. Everything the player's squad members are carrying is visible. All of this visible information is designed to allow better command of the squad mates as the player will be able to recognize them as a person by their face or by their equipment allowing them to give the best orders to each member of the squad.
The player can play as two different characters: 2nd Lieutenant Mulholland and Sergeant Hunter.
2nd Lieutenant Mulholland is the leader of a fireteam in Sabre 2 unit. He usually carries a FN SCAR-L. He has three men in his team: Corporal Knox, the SAW gunner, Corporal Morales, the medic and Corporal Winters, the engineer.
Sergeant Hunter is the leader of Dagger 1 Bravo fireteam. He mostly carries a M16A4 or M4A1. He has three men under his control: Lance Corporal Briggs, the engineer/anti-tank specialist, Private First Class Avery, the medic and Private First Class Jedburgh, the SAW gunner.
Difficulty levels
Difficulty levels are differentiated by the visual information given to the player. At the easiest level, standard FPS information is given to the player about weapons, ammunition, squad health, and compass direction via a HUD. Additionally the location of enemies who have been spotted by the player's squad is indicated at the lowest level. Higher levels of difficulty remove this information until none is left on screen. Ammunition must be remembered as well as the health of the squad. Locations of enemies must be determined by listening to AI squad mates and using other visual cues like the direction they are firing. At high difficulties visual effects become more important, particularly at long range where smoke or dust can help to identify areas which are dangerous. At any difficulty level the player may be killed by a single shot. The highest difficulty removes the game's checkpoint system entirely, meaning death results in starting the level again.
Unlockable missions
In addition to its standard campaign and modes, Operation Flashpoint: Dragon Rising has seven bonus missions that can be unlocked by using codes. Currently, codes to unlock two missions (Encampment, Debris Field) can be obtained through the Operation Flashpoint: Dragon Rising Recruit website. The remaining five unlock codes were received by pre-order customers.