ArmA II Review
Tanker, sailor, soldier, fly.
Version tested: PC
Are you a time-poor career-focused go-getter? Does your busy modern lifestyle make it difficult to fit in activities like reciting Anglo-Saxon epic poetry, shaving mammoths, and reading lengthy game reviews? If the answer's 'yes' I've got just the thing for you. RCEFOFTTs are Reviews Constructed Entirely From Official Forum Thread Titles. They're brief; they're pithy; they melt in your mouth not in your hand. Here's one for ArmA II, the latest compendious soldier sim from Operation Flashpoint creator Bohemia Interactive Studio:
"Awesome moments. This is real war. Give the AI a medal! The campaign - absolutely incredible! So atmospheric. Landscape almost real. I killed a rabbit! Thank you so much BIS. Heaps of bugs. Buy this game."
BIS does indeed deserve our gratitude. In Chernarus, ArmA II's Georgia-meets-Yugoslavia-meets-Czechoslovakia setting, it's created a seamless battle venue bigger, more beautiful, and more believable than any you care to mention. In the game's staggeringly well-equipped armoury, it's provided dozens of ways to travel around that venue and slay its nastier inhabitants. And, perhaps most significantly of all, in Operation Harvest Red, it's created a single-player campaign that doesn't suck osel varlata. (Look it up in a Chernarussian phrasebook.)
Where the first game cast the player as an insignificant squaddy swept along leaf-like in a military maelstrom, the sequel takes its campaign lead from the far cosier Queen's Gambit add-on. This time you're somebody - Cooper, one of a five-man US Marine Corps recon unit important enough to have its own manly codename. Team Razor isn't the sort of outfit that spends its time guarding ammo dumps, distributing candy, or digging latrine ditches. They are the lads that are sent in to satchel-charge comms centres on the eve of US invasions of collapsing East European states, the people men with cigars and buzzcuts summon when they need a fleeing war criminal apprehended or a gang of dastardly gun-runners liquidated. These are men held in such high regard they even have their own personal reconnaissance UAV and on-call helicopter taxi.

Z, S, Q, and E. My favourite keys in an ArmA II gunfight.
Sykes, Rodriguez, O'Hara, Cooper and Miles won't be winning any Most Rounded Game Character awards, but they do banter fairly fluently, and have sufficient skill, nous and firepower to make themselves useful in combat situations. Glancing left or right in the middle of a skirmish to see Sykesy lining up shots with his DMR sniper rifle or Rodriguezy blazing away with his chunky MK48 LMG, it's impossible not to feel a little glow of camaraderie. The sense of comradeship is magnified by the new first-aid system. Stop a bullet and often the only thing between you and an armchair in Valhalla is the timely intervention of a mate with a med-kit. Naturally, the lifesaving works both ways. There's nothing like darting from cover, grabbing a wounded buddy by the scruff of the neck and then hauling him back through a hail of lead, to make you feel good about yourself.
Not only does the campaign cast you in an attractively heroic (but not unbelievably so) role, and provide an intriguing plot, it allows you, later on at least, to write big chunks of your own script. Early outings involve some limited chin-scratching: do you want to escort this civilian to a safehouse in the woods, or help a pinned-down platoon eliminate a sniper? As the campaign matures, the freedom expands and semi-random encounters become increasingly common. Before you know it you're standing in a tent in a Forward Base listening to a commander deliver a speech that basically boils down to 'Why don't you guys spend a few days exploring the local countryside, quizzing locals, shooting insurgents, and joining in any random skirmishes you happen to come across?' It's Oblivion with assault rifles.

The Osprey, named for its hovering ability rather than its fish catching prowess.
Or it would be if the NPCs were a little more talkative and the polish had been applied with a tad more elbow grease. Right now the creakiest aspect of the code is the campaign scripting. Play for a few hours and you'll almost certainly encounter a faulty trigger or a baffling impasse. Example: in my last session, me and the Razors were belting along a country road in a commandeered hatchback (our usual ride, a LAV-25, having been lost in an unfortunate contretemps with a T-72 tank) when we heard over the radio that a friendly helo had gone down nearby. Could we help rescue the survivors? You bet we could! But no sooner had I turned the car round a message came through saying the mission had ended in failure. Huh?
Another time, we choppered out to a village to snatch a war-crimes suspect and on arrival found the geezer dead as a doornail, obviously executed by one of the others five factions in the tangled civil war. Logically this discovery should have meant the relevant task was ticked off our 'To Do' list, but no, it stubbornly remained unticked. Were we meant to search the corpse or report the death to the base CO? Neither action did the trick.
Campaign progress can also be frustrated by crashes - the kind that happen when the game decides it doesn't like a particular save-game (rare but annoying), and the kind that happen when your halfwit helo chauffeur decides he's going to fly his bird straight into an electricity pylon or a pine tree (more common). AI motorists and pilots are as clumsy as they were in ArmA. You have to separate men from their vehicles, and stick a weapon in their hands to see any signs of IQ improvement. The much-vaunted Micro AI manifests itself in combatants sensibly keen on cover and generous with suppressive fire. Now, if only BIS could get bots to fully exploit buildings, play possum occasionally, and perform the odd banzai charge.
Half the joy of a BIS game is rummaging through the mountain of kill kit. The best way to trial aircraft, AFVs or firearms remains the fantastically friendly, amazingly powerful editor. A few clicks and you're flying a V-22 Osprey through a wall of flak, infiltrating an enemy base as a wild boar (civilians and animals are playable), or watching the dogfight to end all dogfights. Armoury mode makes you works a little harder for your hardware fun. Success in mini-challenges gradually unlocks the full range of gadgets and units. Complete an obstacle course, eliminate an enemy patrol, shoot a set number of clay pigeons... it's OpFlash the way PopCap would do it. A few of the tasks are criminally silly (I'm thinking specifically of the one where you play a poacher-avoiding rooster) but in a game as gritty and gruelling as ArmA II a bit of levity doesn't hurt.
And make no mistake, ArmA II has grit and gruel by the lorry-load. Where other shooty games DHL targets to your door, this one makes you search high and low for them (most of the campaign is spent travelling hopefully rather than arriving). Where other FPSs keep your crosshairs rock-steady and your view unobstructed, here bad posture, tiredness, fear and foliage transform gunnery from a science into a dark art. It's the difference between playing COD4 on your desktop rig at home, and playing it on a laptop while running through a wet forest being chased by Alsatians. Initially exasperating, massively satisfying once you get the hang of it.

. Time to steal a car, bus, lorry, tractor, motorbike, mountain bike, jeep, tank, or sturdy goat.
That unapologetic realism, combined with high headcounts, huge maps, and splendid opportunities for joint ops, means ArmA II is sure to replace its predecessor as the MP weapon of choice for the discerning infantry simmer. For those passionate about vehicular verisimilitude, there are fewer reasons for loyalty. While the planes and armour all look the part and are mostly a doddle to operate, under the skin the modelling hasn't moved on since OpFlash days. Tanks with hitpoints that can be whittled down by sustained small-arms fire, vehicles with no 3D interiors, aircraft that come without even crude representations of radar... if ArmA 3 doesn't address some of these shortcomings then the natives may start getting restless.
And if the inevitable third episode doesn't overhaul the obtuse interface there's also going to be trouble. Veterans will have no difficulty finding what they need amongst the mass of icon-shunning order menus, but newcomers are likely to have some sticky, frustrating moments. The fact that the number keys aren't used to select weapons or team members says a lot about the game's wilfully idiosyncratic approach to control.
Time is yomping on and I still haven't talked of Warfare (a skirmish mode that blends soldiering with RTS base building) the single mission supply (slim but containing gems), or the fact that ArmA II is already being leapt on by an army of talented vehicle-crafting, behaviour-tweaking, mission-authoring modders. I've yet to mention how thrilling it is to skim stunning spruce forests in speeding choppers and gaze down at raging random engagements. There's a thousand more things I could say to justify my hearty recommendation of this incomparably rich war sim. Ultimately though all you really need to bear in mind is the words of that RCEFOFTT:
"Awesome moments. This is real war. Give the AI a medal! The campaign - absolutely incredible! So atmospheric. Landscape almost real. I killed a rabbit! Thank you so much BIS. Heaps of bugs. Buy this game."
8 / 10
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Comments (101) 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Sold. Although I hope it's better than Oblivion.
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Also, is warfare only a multiplayer mode or can it be played against the computer?
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Another point... does the final version of the game support AA? I understand from the German version that was released a few weeks ago that it wasn't supported in that version but they had an earlier build.
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http://fo rum.armedassault.info/index.php...
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http://ww w.pcgameshardware.com/aid,68577...
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I've got a Core 2 Duo and GTX260, runs fine at 1920x1200 with most settings on high.
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The inclusion of Modules in the editor sound fantastic to editor Luddites such as myself. One such module; the Secondary Ops Manager, means that if you simply link it to your player, the HQ radios you and spawns missions for you, complete with support (sometimes) such as reinforcements, artillery, etc.
The AI driving ability - amongst other things - is apparently being addressed and may arrive with the 1.02 patch which will be released either Friday or Saturday (if all goes well).
To be honest, having seen some of the wonderful picture and videos, I might just go AWOL and go for a countryside stroll. Tiptoe Through the Shell Casings so to speak...
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Judging by PearOfAnguish's comment, I should be able to play the game fine then as I have an overclocked Core i7 920 @ 3.36 GHz and a GeForce GTX 280 graphics card. I only play games at 1680x1050 too.
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''The folks at pcaction.de gave ArmA 2 a 4 out of 10. The (german) review says, that there are "so many bugs, you can't count them all" and that ArmA 2 -without the promised patch- isn't worthy a buck. The editor says "right now you better don't touch ArmA 2 and wait for the first patch!".
Eurogamer makes no mention about multiplayer.Anyone knows how many can play online with it?
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By the way, isn't this game coming out on the Xbox 360 and PS3 too? If so then I can't wait to see those versions.
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OpFlash was an amazing game, so hopefully I'll get around to playing more than 10 minutes of this one.
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http://fo rums.bistudio.com/showpost.php?...
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Those benchmark figures are a little disappointing, looks like I may not be able to run this on my system.
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EG never mentioned anything in the review about poor performance and I don't think they're using the latest hardware (I think they use a GeForce 8800 and a Core 2 Duo from memory) so from that I guess we can presume the game isn't THAT demanding.
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I'm playing it with a Core 2 Duo E6600, 4 GB RAM and a GTX 260 at 1650 x 1080 and it's fine, sometimes there are weird hickups (what I was hinting at above), so you don't need a monster rig.
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On the plus side, the game can look quite phenomenal at times, the island is fantastic, the AI seems to have lost its X-ray vision, and it certainly has its terrific moments, even if these moments are often ruined by something stupid the next moment. The armoury and the on-the-fly misison generator are top as well.
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It's surprisingly easy to build your own, you should give it a try next time.
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I have a horrible feeling I'm going to have to upgrade to get any sort of performance out of the game although I assume there will be optimisations in the upcoming patches.
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They need to work twice as hard to win back the trust of PC gamers burnt the first time, and from the sound of things have not learnt their lessons (ie don't release the game until it is properly tested and optimised).
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So it's not Oblivion with assault rifles, it's S.T.A.L.K.E.R. with... oh, wait.
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If only life were that simple, unfortunately in the real world it's not down to us to decide when the game is released
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My understanding is that 1.02 will bring all versions together language wise
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Not usually so quick to jump on a game but it looks intense and full of fun.
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1.02 should bring some performance, AI and campaign improvements/fixes
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So it's not Oblivion with assault rifles, it's S.T.A.L.K.E.R. with... oh, wait. "
While the scripting is shonky, that's most probably not a bug. The AI is active all the time, and if a patrol came to the crash site before you do...
I actually like that, as long as you can't fail a mission that is essential for progress.
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Will they ever learn?
I find it quite unprofessional and rather disgraceful if the performance is as unreliable as it is described by previous posters.
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It's really not that bad, if this was an average FPS then it would be poor but ArmA has a truly impressive living world with unscripted battles so some bugs are inevitable. I'm quite happy to live with that while it's being patched.
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While the scripting is shonky, that's most probably not a bug. The AI is active all the time, and if a patrol came to the crash site before you do...
I actually like that, as long as you can't fail a mission that is essential for progress.
I quite like it too, I mean once you accept that you can't win 'em all: if the guys are twenty miles away and under heavy fire then they can be wiped out long before you even get close to them.
The one where you were sent to arrest the guy who had been topped but the game still expected you to arrest him was more worrying though, but again, so long as it doesn't cause a game over it's fine.
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Thanks for detailing, that sounds really good. Really looking forward to the game, now.
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The thing is, I won't buy a game as an investment in the presumption BI will patch it properly in the future,when I buy a game I want to enjoy it immediately and not doss around in multiplayer for 6 months waiting for fixes (not all of us want to play socially, no matter what Microsoft think).
While I appreciate small bugs and optimisations can be released post-launch, game breaking problems should never be allowed out the door in 2009, whether thats through a publisher that has a half decent QA team or through a developer releasing a public beta.
I hate to speak negatively about this game because its precisely this kind of ambition and depth that makes me want to play PC games over Consoles, and it should be rewarded with good sales...if it works. So in summary I would love to play this game but I will wait, and I advise others to do the same.
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Support for PC games tends to far better than they are on the consoles which have rigorous testing procedures in place that frequently delay patches and stuff plus there's restrictions on how can be changed because the core data is stored on a disc. It amazes me that old games like Company of Heroes and especially Warcraft III still receive regular patches.
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It amazes me that old games like Company of Heroes and especially Warcraft III still receive regular patches.
Sorry for the pedantry but the last WC III patch (1.23) was released in 2003.
But you're right that it's still supported by Blizzards site.
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Im in total agreement with mkreku - i gave up on ARMA after finding it a buggy mess. (although from what I hear ARMA has been patched & modded into a great game & I regret not giving it more of a chance) But now ive seen the ARMA2 night battles on youtube im so getting this as soon as its out (friday in the UK I think) and ive promised myself I'll be more patient with it this time.
I just hope the multiplayer is good. Id love to play it all in co-op.
What I like best about games like ARMA, STALKER, etc are that they set their sights alot higher then your 'play it safe' shooters like COD or Halo or whatever, and even if they dont quite reach those hights without bugs and the odd random crash, the fact that they are willing to try and make a game like ARMA should be applauded
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actually 1.23a was released march 2009
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If you consider action games only on the PC, then this is probably one of only a handful of games out this year. Is it worth keeping a gaming PC running for this low number of quality games?
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You're right in the bugs you mention, campaign issues, AI a bit too good, AI eyesight not being affected sufficiently by clutter, and of course they're all important, but the game breaking bugs you mention regarding the campaign seems to be 1. reduced following 1.01 (which we released at midnight on the day of the official German release) and 2. thankfully not suffered by everyone, many are working their way through the campaign and praising it massively.
And as mentioned 1.02 should be released on the day of the official 505 release as well which will bring further campaign fixes, further AI fixes, further performance fixes etc. etc.
None of us at BIS are happy that anyone is struggling though, or pissed off by bugs/performance issues in the game but from the feedback we're seeing the vast majority of people who already have ArmA2 are seriously getting their rocks off in it and we will be addressing as many issues as possibly can in 1.02 and in future patches.
Maybe it's a naive thing to say, but I honestly don't think it's possible for games with the scope of ArmA2 or the already mentioned Stalker, and another I'll add to the mix, Boiling Point, to be released bug free, uber performance optimised, they're just too ambitious and open for the development cycles and the publishers shareholders to allow to be developed to a serious level of maturity but speaking personally as a gamer of 25 years and counting, the experiences from games like Stalker, Boiling Point, Flashpoint 1 (when it was ours!), ArmA, ArmA2 significantly outweigh the experiences of the increasingly sterile shooters such as the COD and MOH series, sure these types of games are sweet,visceral experiences but they're so short lived, COD/MOH is like a sly one with the underwear section of your Mum's catalogue when you're 13, ArmA2/Stalker/Boiling Point is like making love to your wife over many years, err or something
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It is mostly a question of scope for me. I can much more easily tolerate a bug in a game like ArmA or Total War than understand why my DS freezes when I play fuckin' Theme Park Manager.
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Endurance that would make even Sting proud...
I really wished Boiling Point was a lot less broken, actually. That game was fun. Although, admittedly, some of the bugs were worth a giggle. Especially the old ladies packing hand grenades.
But I never regret buying even the most crash-riddled bugmess if the idea and the ambition were there. On the one hand, it could encourage other developers to release buggy messes because 'they're going to get bought anyway', but on the other hand it keeps a market alive for the ambitious stuff. If it's a choice between buggy Armas and bug-free CoD clones, I'll live with the bugs.
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I purchased this game around 2 weeks ago ( german version , online purchase ) & whilst the game has all of those gritty realistic fantastic moments I associate with OFP , given around 2 to 3 months to be patched this game will be glorious . But frankly statments like " The campaign - absolutely incredible!" is completly misleading and untrue , unless you mean absolutely incredible that it got through any kind of QA , as many of The campaign missions have complete game breaking bugs ,I have experianced several , go to the ARMA2 official forums and look for yourself.
The astonishing thing isreally that even with the game breaking bugs , you will still find yourself going back , enduring hours of wasted effort, replays and prayers to the gods of battle sims to not let a specific bug trigger this time, simply because underneath it , is a breathtaking , challanging complex game , but come on Tim , your point about the campaign can only lead me to think you didnt actually play it through mate , as its pretty much impossible to do so at present.
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"Colonel, we got 300 zombies at 12, another 300 at 3; and the same number, at 6 & 9....may I think we are totally f*ck*d or is it just low moral ? "
This game with Stalker Call of Pripyat, Operation Flashpoint Dragon Rising and Dragon Age O., my most expected ones for this year.
So finally, patient has its reward.
If you focus this game mainly on multiplayer -I never tried Battlefield 2 neither 2142 in 1player: mainly bought for its multi mode-, this could be a nice year for fps 1player and/or multiplayer games to enjoy with!
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[Edit] Where can I get this online?
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Steam
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You can shoot a tank to death with a machinegun? :/
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Nope - real small arms fire plinks harmlessly off armor, but enough grenades can destroy a tank. It takes a LOT though, so you'd probably need a mounted rapid-fire grenade launcher.
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I'm finding the helicopters a bit fiddly though but I guess that's just practice.
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will patch 1.03 ad panthers?
will 1.04 stop them flying?
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iMac Intel Core 2 Duo 2.16Ghz (Running Windows XP in Boot Camp)
NVIDIA GeForce 7600 GT 256MB VRAM
2GB 667MHz DDR2 SDRAM
Thanks!
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The story of development of ArmA2 begin in 1998 when BIS founders got idea to realize the vast open world with infantry and vehicle elements of other games into one single game. It was short miracle that OFP got so many things right whit so few resources they got back in days and they went making game enough open it to fully every single armchair enthusiastic make their own modification to it which is still one of the franchises most notable element to separate it other products.
Community grow up to numbers challenge any other ones especially the amount of content made to it, you still might to find almost every single gun and military vehicle of some army of the world in addons or mods that is some kind of record in any games yet. Some of the community members took their ambitions to sell code to real world armies that which will later to became serving all anglospeaking countries military training simulator as VBS, the fact which really again make this product more feel like counterpart more suited version to gamers needs and demand.
After separation whit original publisher they got need to keep flow of fund which was called ArmA to keep them able to stay on business which taught fortunately a lot lessons to coding team harsh reality of difficulties to ensure game able to work every machine correctly. So how the latest version of ArmA II release has now come of from all this work over the years?
The game obviously in this size of the caliber will be vastly complex. The amazing ambition to push development of the genre has it troubles. When there hardly is any other game of this class its easy to forgive a lot of undone features, coding bugs & elements due there aren't any better product to choice against it.
It would not be fair to too much concentrate to things which obviously lack of work which are easy to put to table. The development team weren't over 100 what it come to BIS coders which means a lot of trivial/simulation features are not coded what a pity!
-Expectations and premises of game
Ultimate Military Simulation is quite a immersing and blatant claim to game so how it can come up?
-Physics the thing what have take grand step over last years .It is still basically the same Poseidon engine from decades ago and some part of isn't got updated. There isn't any ragdoll calculations to human bodies and therefore dead soldiers will stick to animations which might sometimes looks very unnatural. Vehicles and other objects have their share of problems when collision model doesn't work correctly. Damage model is simplified in the vehicles there hitpoint of some part that will determine when .
There isn't yet possibility to correctly calculate the destruction of world in this size due limitation of current technology and CPU/GPU power. New GFX cards and collaboration work of manufacturers drivers and programs push certainly something new but is not yet enough easy to implement and therefore such features like DX10 new possibilities aren't used. So no digging inside ground make potholes or trenches and no . The building have more destruction zones and part can coded to fall apart before the whole block will demolish down to earth. Next instalment might then come whit full support to destructive environment.
-Player movement have been tweaked and make it more appealing regular and casual players in general. It certainly feel less clumsy this time around thought there in time come moment you wish that it would have even more improved in specific situations what confront at times. You can climb over small walls and fences and lean over corners. There isn't shamely that much of options to different height positions especially when shooting behind walls or holes you neither can have a variety of speed on running or other animation.
-AI they have they own ability to work in teams and individually. Player teams can fight on they own and like to keep their asses alive so they wont just look stupidly over their shoulders under fire. In longer rangesunscripted AI can keep their positions without searching any cover or too much bothering get killed what really isn't intuitive. In CQB they doesn't shoot back immediately in all the moment and can be found stuck of some objects. They currently still sometimes keep walking through objects without affect of real force preventing it.
It is important have a lot of variety and randomness on their behavior some should be fearless machines and some life fearing campers. In A2 they not have that much of difference between units ranks or nations but generally all behave more or less similar way.
AI have nasty habit to be known player position without directly seeing them. Sometimes it is rightful from information of other teams or hearing but spotting player when you are far away them on night can still cause bit nerve racking on some.
AI is able on their own search their best calculated route from A to B and leaning over corners and keeping distance to other team members. The teamwork where MG support fire during movement under combat is well done team leader give commands and hand marks.
Grass and vegetation have different view block meaning AI can see through grass but not trees or bushes can which make it unfair to player to shooting back invisible target. The inconsistency of their reaction and play thought is unacceptable stage so far.
-Missions and Campaign are well more got work over them this time. I would go to much of speak of them but quickly reviewing that they have the feel and continuity on them. The plot of marine force invasion is seen but seems work well. Civilian life during mission is great feature over other games empty population. There is a lot different way to approach of objectives meaning you have much choice how and when to do something. Story have its twists and stand up to its peers. Warning word, many missions scripts are broken causing mission not trigger some important objectives and preventing advancing on campaign which should be possible skip using "endmission" command cheat.
-Weapons are well presented to game theme there is NATO s and marines M4 family most prominent but others are still in. Russians have too a lot AKs. There is pistols, missiles, and such but the few concerns is that lack of customization part such of scopes change during gameplay aren't in, hand grenades throwing isn't that well done there isn't way put them correct places you would like them to go. No hand combat in general. Artillery modules is fine upgrade thought doesn't have easy implementation to custom missions.
Reloading during moving is new feature. Lack of animation to see correctly reload magazines and hand in gun might disappoint some. Shooting feel as it should sharp and accurate when mount and prone although there isn't way to stabilize them against objects. Recoil is done right player hands move whit gun not rest is affected. No stacking of ammo or those are in game. Ballistic, penetration and few muzzle parameters are all what you could expect. The lack of variety of muzzle fire effects doesn't look too fine.
-Sounds in general are gorgeous there is great variety to noises in ambiance and when it comes to firefight the intensity of all the sounds are spectacular.
Radio commands have their problems there is kind of not yet finished system of giving away information about enemies locations and need further work to more specifically give player to know where to look.
Voices of actor aren't the most top heap but do it work. Guns sound varies over some does sound like IRL counterpart and some not there is difference between where they are shot and making more feeling .
Vehicles does sound right and can give away they types even when not visible to player. There is Doppler effect and speed of sounds in game so explosion in 2 miles will take over 10 s to hear.
-Cars doesn't stay on road that easily that you could do IRL due lacking of further development of controlling methods and mechanics that mean that drunken driving in bikes and unarmored vehicles will have lethal consequences in high speed. Destruction models need more stages and individual parts of vehicles should be possible to separated apart each other. Tires loses their air and can be removed and the glass be shoot off entirely.
Penetration values of different ammunition isn't yet that well implemented and will cause many situation where IRL counterpart doesn't work in game . The passengers still might all get fully killed when the damage of vehicle is full up. There isn't way to passengers shoot out of vehicle without scripting and no free movement when moving is possible.
AI have hard time to keep their speed on road and will slow down in some situation in moment least needed. There aren't animation out of open doors or in and transition remain same as in predecessor.
-Tanks they are easy to control as a driver but as a commander you ll get unresponsive AI crew making your life harder. No implemented laser range finder or more complicated tech to shooting but should do general what player would expect them to do giving armor against infantry treat. AI tanks without player control aren't capable to maneuver using real life tactics meaning tanks keep wouldn't expose to enemy their sides or back or using right ammunition to different treat. Enough amount of variety and firepower, suspension also bounces over small rocks and blocks over ground. Tank enthusiastics will stay on Steel Beast Pro.
-Choppers are user-friendly in general flight physics certainly isn't match to DCS BS but still much better than other ones non specific simulator have. Have firepower to keep tank crew on aware their mortality. Joystick user will have more space to multi amount of support. The most annoying is particularly the auto trust which either is full or non there should be in air vehicles implement more sophisticated way trust have elevation between ratios.
-Airplanes does have more controllable turning rate against A1 and generally are more useful the size of map is that small that there isn't realistically too many uses over CAS support and such. Shooting is simple pressing key when aimed. Bomb dropping isn't that hard either in some planes dive bombing if not assisted with laser targeting from other ones. Pilot have vision to keep track of world but spotting of targets is almost entirely to left to radar which will show enemies from allies. Would like to get more slower older types and transport to Russian side.
Lack of counter measures yet will not get any hurray reaction to LOMAC and such fans.
-Chernarus and Utes are done from real world data and make the believable there is enough variety over landscape thought addons to desert climate will soon complete other needs. Buildings, forest & ambiance looks very eastern European. It maybe doesn't have biggest cities and towns but give enough variety of country and urban.
-GFX is wonderful to this type of game. Huge vast world filled of life is important element to get player immersion being in real breathing world. The engine can push a lot shaders, polygons on screen and still stay playable in current generation computers. The vegetation of game is one of landmark of company and definitely the best one of any games released. Units and peoples have now much more polygons on them but still lack of variety of animations and extra behaviors make them somehow lifeless in some situation if left without any further control. Faces hasn't got that much mimics than some other can allow and will bit make close confrontation of interaction whit NPC characters not that much
-Multiplayer is again one half of the whole game, there is massive amount of player controllable things get done. Mission designer can do what ever situation on fly and there is abundance of different game types in general compared to any other games on market. In small mission in general well doing server game doesn't lag which is the most important things. However when you increase the amount of scripts and units on mission the calculation will in some point have its bottle necks. The maximum amount player spot is determined more about the server.
CTI will be certainly be the most prominent mp mod due massive landmass and towns and will get all friend of it play this games surely. You can see too some specific type of minor things like RPG of socialization of some nerds who enjoy spending whole day looking after each other in Chernarusville type missions. Game seems thought all the openness able to prevent hacking and cheating so far using different techniques. There certainly isn't ranking up officially or something other prices to evaluate gameplay but it will promote more team work and VOIP works fine. Cooperation against massive AI companies should be base setting there also will be whole campaign able to be playable by any amount of players.
-Modification is always been there from beginning if the editor doesn't make something mission editor wish then some extra scripting out of game surely will make it work. The mods will easily be ported over A1 and there is ability on moment when officially game got tools or released be so much new content that for years to come there is always something new to come out. Game engine almost allow any WW2 modification made much more better than any full priced game could ever deliver. New maps new SP,MP missions, and so much more. Community over forums and worldwide is making sure that this game will not be anytime soon to be forgotten.
The developers should more focus of community cooperation getting talented people work for modules/addons/game engine changes which will later implemented officially and in bug fixing have more working relationship to have official tools and website to bug reports and voting of features.
To produce more end-user marketing more contest of multigaming, website have all the people there to show the progress and quality control.
Ability adjust new technological products making sure the game will be as well able to fully utilise all power any system will let them and more customize the game to different audiences such the simulation freaks of vehicles get their own options have everything as close of reality as possible and arcade/RPG/adventure who doesn't care that aspect would have options to close such of options off. Distinguishing everything to making them able customize their own gameplay as they want it to be "you dint necessarily shouldn't be forced to restrained to on pre-made animation, which play on everyone exactly same".
PROs +
+feature-rich war game sandbox
+ambition to working livable work is right there
+for 50$ product excellent purchasing value
+graphical design is very great considering how much it have to work to drawing long view distances and same time to keep the micro details
+focus on so many game types is making it playable to many people
+multiplayer people will have great time fun what ever is gametype from DM/CTI to RPG or RTS
+Mission editor is enough easy to beginners yet complicated to more complex mission making
+more fluid gameplay and controllable characters
+There is more gametypes out of box than in general such of SP campaign/single missions/tutorials/skirmishes/editing/simple Armory/encyclopedia,MP
+Open non-linear campaign is still not yet overdone in gaming and surely have so many interesting moments
+Step ahead from A1 in sense of optimized engine to able pull
+An Animals and massive amount of plants/trees/landscape objects make authentic atmosphere
+the AI have it strengths , in some way is new evolution of FPS genre and they make you on hard setting afraid of your life any moment.
+future of community developing extra content things will certainly keep interest many years,
+there is so much of potential for further development which will mean that the life curve will be much longer than in any other games
+BIS will deliver patches and even new content for long time to come
+The real successor to 2001 OFP is certainly got the feeling in general as it should have
CONS-
-Need much more quality control which means more employees to code and test game before release version to get better ratings and peoples reception
-customization to different gameplay aren't supported out of box
-restricting animation still in making some quick gameplay impossible
-lack emphasis to deeper hardcore simulation of warfare all the tech advantage in past 50 year have missed example FLIRS,laser meter,electrical computing etc
-not modification tools yet out meaning the content will be follow much later period of games life when they will be released
-inconsistency in scripts working due complex nonlinear design
-bugs are very trivial ones and can be annoy a lot of the people different ways
-people doesn't have enough much time to learn and find many things in game and will never understand them and therefore ignoring some of the very important things that rise the game overall value
-game engine is in the pieces which means some things have got much more focus than other ones and game isn't so called "balanced" which actually is good thing
-AI has many moment of freezing,super ability to spot anybody without notable reason , working different situation such of driving of vehicles and not able to work independently without mission designer assign
-will again be bashed by so many other peoples who prefer CQB in tunnels and not appreciated of the so many more of content over minor ones
Overall it is a big stack of masterpiece which will set limits & standarts to come and no PC gamer should in any case miss it!
P.S I ve read & study english just one year now so that's why whole grammar is what is it (started in summer 2008).
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Seemed like too much work to rebind all the millions of keys, so played it for 5 minutes and turned it off. Graphics seemed basic and rubbish, movement didn't feel natural or accurate, and I didn't really know what the hell I was doing.
Sounded like a good game in theory, but in execution it just seems poorly done. I didn't like OpFlash either so I'm not quite sure what I was expecting with this, but I'm really glad I tried it before I bought it.
Oh well. Back to L4D.
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To those worried about whether their PC will run it, my C2D E6550, 8800 GTS and 2gb ram system, 2 years old this September, runs this with no problems whatsoever on default settings, with a few things on high. It looks pretty amazing.
Seems performance worries have been exaggerated, then. Or i'm lucky.
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A 360 version has been mentioned, but hasn't been heard of for ages. Besides, the problems of ArmA aren't your "typical" PC problems like crashes, but more gameplay/design bugs and inconsistencies - if they fix them in the next months, fine. If not, then I wouldn't expect the console version to be any different in that regard (if it ever turns up).
Seems performance worries have been exaggerated, then. Or i'm lucky.
I seem to be CPU-limited. If I make a quick test with something in the editor, it's mostly fine - so is the armoury, for example. In the bigger campaign missions, though, the performance suffers quite a bit. (C2D 3GHz, 260 GTX) - even in the same areas that are fine in the editor. Looks like it's all the AI processing in the background that's dragging it down.
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osel varlata means donkey testicles!
guys you failed me this time
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None of us at BIS are happy that anyone is struggling though, or pissed off by bugs/performance issues in the game but from the feedback we're seeing the vast majority of people who already have ArmA2 are seriously getting their rocks off in it and we will be addressing as many issues as possibly can in 1.02 and in future patches.
Maybe it's a naive thing to say, but I honestly don't think it's possible for games with the scope of ArmA2 or the already mentioned Stalker, and another I'll add to the mix, Boiling Point, to be released bug free, uber performance optimised, they're just too ambitious and open for the development cycles and the publishers shareholders to allow to be developed to a serious level of maturity but speaking personally as a gamer of 25 years and counting, the experiences from games like Stalker, Boiling Point, Flashpoint 1 (when it was ours!), ArmA, ArmA2 significantly outweigh the experiences of the increasingly sterile shooters such as the COD and MOH series, sure these types of games are sweet,visceral experiences but they're so short lived, COD/MOH is like a sly one with the underwear section of your Mum's catalogue when you're 13, ArmA2/Stalker/Boiling Point is like making love to your wife over many years, err or something
The major issue here is that problems which plagued Armed Assault are clear and evident in Armed Assault 2. That's less to do with rushing a product out and more to do with not learning from previous mistakes or, worse, not listening to the community.
I promised myself that I wouldn't buy ArmA2 until it had been patched a few times. Well 1.02 is here, so I bought it, and lo and behold, enemy soliders still have pinpoint accuracy even when i'm laying under the cover of grass. Exactly like they did in ArmA1.
Sorry, but for all your blather your company has fundamentally failed to deliver, for a second time. What's worse, this time, are fundamental bugs that detrimentally and directly affect the gameplay in a way that makes the player feel completely helpless. Squad members that don't follow orders, for example, is so fundamental to the gameplay in ArmA2 that it makes one wonder exactly how your time was being prioritized. That, combined with the rule that if a squad member is killed, the game is over. How am I supposed to play the game, in this way?
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My feelings exactly. The game is currently unplayable in single player.
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I also had to attack an insurgent base during the infamously bugged Manhattan campaign level, but my artillery barrage option disappeared without being used and call sign Boomerang never appeared in my menus. Prior to this I'd assaulted one of the satellite camps only to find that the shite collision detection meant that my surprise headshot on their officer was stopped by the base of the radio mast 1 metre to the right.
I appreciate the idea that some bugs might slip through, Placebo; however the point is that there's no real sense that bugs had anything through which they had to slip.
It is a real shame because during those short spells when nothing goes wrong this is a genuinely awesome game. As the review says, the sense of achievement when you survive a significant skirmish is incredible, and I felt immensely chuffed when I saw the puff of red from the chest of an insurgent 200m away as he ran sideways for cover. I can see how good this game wants to be, but I resent that for all of BIS's games the public have been relied on to be your QA department without early adopters at least getting some sort of discount by way of gratitude for doing so much work for you. Bugs like compatibility issues or the odd dodgy AI moment can be accepted as something limited to certain users; surely though everyone at your end could tell for a long time that the AI can see through grass.
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You can think anything about it, but we can do a really good games if we want it!
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