Armed Assault Review
Bring your own bodybag.
Version tested: PC
7.30AM. A secluded clearing a few clicks inland of South Sahrani's coastal highway. A man heavily laden with weaponry moves from the zebra-stripe shadows of the spruce forest to a beat-up pick-up truck parked in the centre of the clearing. He gets in and drives away.
7.37AM. The truck sits abandoned in the middle of the highway. The driver is a hundred yards down the road crouched on the verge fiddling with a small canvas satchel. As the rumble and squeak of approaching traffic grows louder he finishes his work and jogs up a nearby hill towards a small stand of pines.
7.40AM. For the man under the pine trees the world is now ten yards of tarmac framed by the steel circle of an M136 AT weapon sight. Grass waves languidly in the lower half of the circle. For a few moments a turquoise dragonfly hovers in the centre. As the nimble insect departs the squat sluggish mass of a BMP-2 infantry fighting vehicle takes its place.
7.41AM. Hungry flames, swirling smoke, unseen death. The BMP-2 burns merrily on the melting blacktop. When the pair of lorries behind it lurch to a stop, the man sets-off the satchel charges. KA. BOOM.

"Peterson, can I use that SAW when you're done with it?"
7.45AM. Troops from the third lorry are working their way up the hill towards the pines. The man tracks one through the green-tinted scope of his M4 Aimpoint assault rifle and fells him with him two shots to the chest. A crouching machinegunner gets three rounds.
7.53AM. The crackle of small-arms fire has died away and the hum of the insects and the glitter of birdsong has returned. The man walks down the hill, surveying the grim carnage as he goes. He takes a Dragunov sniper rifle from the bloody hands of one corpse and examines it. He's still holding the weapon when the sound of an approaching reconnaissance jeep reaches his ears. 'Handy,' thinks the man.
8.12AM. With the aid of the requisitioned ride the man reaches the rendezvous point in good time. Before the Black Hawk arrives to carry him off to the land of soft mattresses, hot showers, and cold beers he has time to read four pages of All Quiet On The Western Front and pick a glossy yellow buttercup for his lapel.
Jackanory ends here

In Sahrani the traffic wardens don't mess about.
With the exception of the book reading and the flower picking (poetic licence) the above is a pretty accurate account of the wonderfully immersive mission I completed earlier today. If I had ten times as much room (and you had ten times as much patience) then I'd also provide accounts of my ten previous unsuccessful attempts at this mission. Chronicling every failure - the times the troops or the BMP-2 cut me down, or I blew myself up with my own satchel charges or rockets - would illustrate perfectly just how different ArmA is from most military shooters. Make no mistake: this game is harsh.
A lot of the harshness is down to something that's in rather short supply in the majority of military-themed titles - realism. One-shot-kills from quarter of a mile away, far-reaching splash damage, and wounds that leave you unable to do anything but slither on your belly like a snake, will come as a massive shock to anyone unfamiliar with ArmA's uncompromising ancestor Operation Flashpoint. Even if you know OFP intimately you may find yourself questioning the difficulty threshold in ArmA. One seemingly small enhancement - the lovely carpet of herbage that now covers rural terrain - has big tactical implications. Going prone in a field or wood is great for a bit of impromptu botany but is frequently suicidal in a firefight. Enemies seem to have little trouble spotting you through the stalks, but spotting them back can be nigh-on impossible. Bohemia Interactive is aware of the inequality and is adding a 'no grass' setting to the first patch. That's great, but you have to wonder whether the problem doesn't have more to do with AI than visuals.
Apart from the eagle-eyed spotting, CPU-controlled grunts don't seem to act all that differently to the way they acted in OFP. This means they're no pushovers, but they aren't exactly cunning either. They'll approach or attempt to flank you if they're in the mood, but often they just hit the dirt and return fire with fiendish accuracy. It's a shame BI couldn't have introduced some more subtle and varied behaviours. How nice it would be to see opponents lean from corners and doorways to unleash quick volleys. How nice it would be to see more signs of cowardice, fear, and co-ordination in their behaviours. Then again, given the current challenge level, perhaps it's a good thing the bad guys aren't more resourceful.
Our friends in the north

The choppers were a lot easier to master in Battlefield 2.
The bad guys in this instance are the Russian-backed troops of the undemocratic Democratic Republic of Sahrani (the northern half of a vast, seamlessly rendered fictional island). At the beginning of the campaign they storm across the border into the US-backed Kingdom of South Sahrani kickstarting a conflict that ensnares a hapless bunch of American soldiers just about to return to the States. You're one of those Americans and quickly find yourself going toe-to-TOW with a Red Square May Day parade's worth of Warsaw Pact hardware. Early missions are hopeless (in a good way) - scary retreats, cocky counter-attacks and daring covert interdictions. Later, support arrives and the South goes on the offensive.
Whether you're clobbering a convoy, sabotaging an ammo dump, or taking part in a tank battle, the scenarios swarm with tactical possibilities. As in OFP there's a powerful sense of war as something sprawling, sporadic and unpredictable. There are occasions - not many admittedly - when you seem to spend as much time getting to and from firefights as you do actually participating in them. Spending extended periods tabbing through the countryside or bouncing around in a Land Rover or Stryker APC might sound deathly dull, but can be quite immersive, especially if you're the one doing the driving. If the naturalism falters anywhere it's in the optional side missions. Before starting one of the main campaign episodes you get a chance to improve the odds by successfully completing a supplemental sortie. A fair few of these sideshows are fun but improbable lone-wolf affairs. However short the South Sahrani military are of personnel you'd think they'd be able to send out more than one man to take-on a base crawling with guards.
On a solo operation you obviously can't jump into the boots of another team-leader if your first character kicks the bucket (a welcome new feature) and more importantly you don't get the chance to play with ArmA's array of command options. In addition to the first-person and third-person cameras, there's also an overhead tactical camera available which allows the game to be played a bit like an RTS. I say 'a bit like' because ArmA still relies on OFP's rather convoluted menu system for dishing-out orders. With a Close Combat or Combat Mission-style interface, manoeuvring men and vehicles would be a breeze rather than a battle.
Slippery cobras

You couldn't do this in OFP (I'm leaning).
By far the simplest and most reliable way to get a vehicle to do what you want it to do is clamber aboard and grab the wheel yourself. Everything from buses to Black Hawks, Humvees to Harriers, motorbikes to motorboats, is crewable in this game. Apparently BI has improved the flight models since OFP. Frankly I didn't notice. Whatever it has done there's certainly room for further improvement. I can handle the choppers in Flight Simulator X with few problems, but getting the likes of ArmA's Cobra and Hokum lined up with targets is a real palaver. More flight model configuration options and a transparent cockpit toggle would have been most welcome. As avionics and weapons are already massively simplified, there's no good reason not to offer powerful aids.
Cripes, this is all starting to sound a bit negative. While it's true ArmA doesn't make great strides in areas like AI, command-and-control, and vehicle simulation (none of which were awful in OFP) there's one vital area where the progress is massive. Visually ArmA is a bit of a peach. There are times when you glance across at a crouching comrade, stare over the rolling fields towards a distant town, or peer through a gun sight at a wreckage-strewn street, the illusion is so convincing - so complete - you just have to pause and savour the magic. Given Sahrani's scale - 400 square kilometres - you'd expect large swathes of it to look pretty generic. The fact that you can set up a skirmish with the mission editor confident that any spot on the map will be atmospheric, believable, and tactically interesting is a testament to some great landscape gardening.

Tanks can lose mobility and guns. The damage models for other vehicles are less sophisticated.
The campaign is no weekend wonder (I'm 14 missions in and it still feels like there's a way to go) and the single mission selection should keep you going for a long while (one of the 12 scenarios is a miniature campaign in itself) but ArmA's secret weapon is that very approachable mission creation tool. A couple of evenings ago I wanted to test vehicle damage models so set up a little scenario involving an OPFOR checkpoint and a Humvee. The thing took a couple of minutes to create and I ended up playing it for three hours straight totally forgetting my experiments. No other military shooter makes fashioning your own skirmishes anywhere near as easy.
Because OFP was so extensively and brilliantly modded and many of those same enthusiasts are already getting to grips with this unofficial sequel (it's been out for a while in central/eastern Europe) ArmA is bound to burgeon as time passes. Right now it's an essential purchase for anyone interested in war simulation or tired of the contrived drama that fills mainstream military shooters.
8 / 10
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Comments (70) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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What do they do this time? Send home a sniper to your house that shoots your mouse out of your hand if you manage to kill an opponent in the game?
I thought Operation Flashpoint was too difficult. Guess I'll have to give this one a miss. Too bad as it sounded like a great formula for a game. 400 square kilometers!
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No mention of the MP though? I'd imagine it's an important part of the game.
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How many players will be supported in Multiplayer?
Armed Assault will support up to 200 players in multiplayer.
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My question is: are they as much fun as they are demanding? I know the answer will vary from person to person, but for me this is slightly intimidating. And I am a longtime PC gamer.
Then again, perhaps this IS the path for PC gaming.
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Attempt 1: Charge over the hill of the first battle towards the enemy and promptly get nailed from afar by specks in the village in the far distance.
Attempt 2: Restart and actually pause to think about what I'd have to do if it was all *real*. Start frantically dodging between bushes, resting, firing a clip off, reloading, and letting the guys in front take some of the heat. Clear the village and end up wetting myself as I crawled through the reeds to the the chopper with tank rounds whizzing overhead.
Fantastic. I just wish they'd have more vehicle damage locations in this one...
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It's hard, but it has something that most games really lack. It's rewarding. When you finish a mission you get great satisfaction, instead of 'ok what's next' you relax on the helo ride back home and think, 'ahhh yeah. I love it when a plan comes together' But again, to each their own.
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That's the E6300 right? If so, I'd say that's a pretty smart choice - one of the best bang-for-buck CPUs out there.
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Of course it has - not the campaign (I think), but you can setup multiplayer missions against the AI to your heart's content.
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core duo overclocking
[link url=http://tomshardware.co.uk/2007/01/11 /core-2-duo-overtakes-core-2-extreme-uk/
]http://to mshardware.co.uk/2007/01/11/cor...[/link]
[link url=http://tomshardware.co.uk/2007/01/18/overclock ing-guide-part-1-uk/
]http://to mshardware.co.uk/2007/01/18/ove...[/link]
the 4300 with fsb 800mhz is best to go for unless you want to get decent/expensive memory for best results it seems.
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Now if you wanting supreme commander to run silky smooth I heard it loves dual core - but Company of heroes now flies along on my machine with everything on max and ultra where available.
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2.16GHz Intel Core 2 Duo
1 GB DDRAM
ATI Radeon X1600/128MB VRAM
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/sex wee
/sex wee
/sex wee
/sex wee
/sex wee
/sex wee
/sex wee
/sex wee
/sleep
/sex wee
/sex wee
/sex wee
/sex wee
/sex wee
/sex wee
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It's playable at reasonably decent settings, but not ideal on my Athlon 64 3500, 1GB, 7600 GT PC.
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True pros can do something like this :
[link url=http://www.rkslstudios.i nfo/index.php?option=com_remository&Itemid=38&func=fileinfo& id=7
]http://ww w.rkslstudios.info/index.php?op...[/link]
Personally I regard ArmA as a quasi-follow up rather that a true sequel to OFP. Bohemia's next PC game 'Game 2', is aiming for a Falcon 4 style dynamic campaign. Don't expect it anytime soon though.
There will be an ArmA single player demo in the future apparently.
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- HDR broken (world goes grey with coloured speckles)
- Helicopter flight model totally impossible to use (like tap the turn button and spin uncontrollably)
- textures failing to load right
- ballistics fucked into a cocked hat
- full of stupid stuff like inability to change weapon while moving
- a fraction of the units OFP had once it reached final patch status (yes, more than OFP had at launch, but this is supposed to be a new game, not a remake)
- Physics completely unpredictable (drive over a rock in a BMP, enter low earth orbit)
- The problem most certainly IS with the AI, which is psychic
- It's pretty. Woo. So was OFP when it came out. It's not that incredible; the huge environment is of course great but stuff like destructable scenery looks really basic and rushed, and the people look better but are no more lifelike than any other current game, and less so than many.
Essentially this is OFP in a dress that doesn't fit. Unless it's been massively patched for this release already, it's frustrating and just the right side of broken.
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Only one bug really concerned me during my playtest (savegames crashing) and I've had assurances from BI that this didn't make it into the UK release version.
Ignore YourMessageHere's comments. Most of them aren't relevant anymore.
Errol. Sorry, I didn't get round to meaningfully sampling the MP. Just getting to grips with SP side was a gargantuan task.
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With ArmA, MP was implemented from the start of development and BIS have used their knowledge gleaned form OFP:Elite and Xbox Live!
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As for the AI, play against a competent human sometime. They are even more tricky for some reason.
By the way Mr. Clare, thanks for a 'deeper' review that gets into the atmosphere, scale, and emotion of the game, instead of a simple-minded punch list of features and glitz. Much appreciated.
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hopefully someone will make a little mod which gives you more health. problem solved.
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Edit: To see the gamut of graphics on all different levels, visit : [link url=http://www.flashpoint1985.com/cgi-bin/ikonboar d311/ikonboard.cgi?s=1c57aa776b96d0bbd37b9cb63b29f996;act=ST ;f=64;t=55733;st=255
]http://ww w.flashpoint1985.com/cgi-bin/ik...[/link]
for the image thread. good, bad, and ugly.
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How hard can it be to sort the grass visibility problem out? I have strated coding the routine for the patch below. No fee required.
Visibility check program
Global values per foot density reduction in visibility
Stationary
Saw grass =33%
Reeds = 12%
Bush = 50%
Moving multiplied as a percentage of movement speed up to a maximum of 75% against stationary values.
Is soldier in grass?
Yes = Grass height check
No = no affect on visibility
Is grass higher than solider?
Yes = % chance of invisibility = Type of foliage x length of foliage from spotter - movement value.
hahaha obviously thats all nadgers but surely it can't be that hard.
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It's not just when you're shooting directly at them, though. I kept trying to do this one ambush mission, and every single time without fail they would turn toward me the moment the first satchel charge went off, even though I'd run off the road and hidden in the bushes. I was watching through binos, the bomb exploded and the tanks swung their turrets toward my position and started firing.
The AI is a cheating bastard.
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MP is a bit of a mess right now of that there can be no doubt but that doesnt suprise most OFP vets, it took till iirc patch 1.6 of OFP:R to really smooth out the online game.
Oliver you might want to consider doing an online review after the UK release like EG has done with Gears of War.
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The AI is a cheating bastard.
That's definitely not my experience. I agree the AI spots you too easily, but it's not omniscient in the way you describe it, and they never knew where I was after I used a satchel charge, if I was hidden. Needless to say I finished the ambush mission. ;p
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Yes. That is unfortunately true and bugs me too (hope it gets patched soon), but are there any other issues you see that could be attributed to the simulation of skills? I've heard many gripes, but this is the only one I've seen that isn't just a run-and-gunner that's bugged by not being a godlike killer in ArmA. Many people don't want to have others as good as they are. They want to say 'Pwned' and crap like that.. (as you know by playing) that is not this game.
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Too few writers bother to explain how it feels to be part of the game, and the interesting vignettes they experience in a really good one. That's far more interesting than yet another rehash of the game/platform's history or some laboured jokes IMO.
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[link url=http://www.computerandvideogames.com/article. php?id=157672&site=pcg
]http://ww w.computerandvideogames.com/art...[/link]
OK so which is it, is the (UK) release version OK or does it need patching?
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'I bet the reviewers that trashed ArmA loved the Battlefield series and GTA'
Different game type, much steeper learning curve needing study and practice, and different method of development (dedicated small business that has to evolve a game, compared to monster business that has the manpower and cash to throw the polish on from the start, then goes hands off)
Yes, it has bugs. Yes it needs polish. Yes it is getting them. And again, some will not like it. Some will not be patient. Some will not trust the dev's will fix the problems. Many don't know about the years long replayability this has. Ah well. I've said enough. Good balanced review, Thanks.
Scrub
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KG
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Maybe in a few months if they've released a lot of patches by then.
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I've ordered it not only on the premise of the review but also on the potential it has to improve in the next 12 months. Plus as I said above, its half the price of Xbox360 games.
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I think I'll just wait for STALKER instead.
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It's Operation Flashpoint 1.5 with some rather nice upgrades, it is a bit rough around the edges (quite why my soldier had a spike coming out of him in third mission in 3rd person view I don't know) but I know this is going to be the best 22 quid I've spent on a game for a long time. It's also bound to be something I'll be playing for years to come as well, just like its predecessor.
Does it need patching and tweaking? Almost certainly, BIS do over stretch themselves a bit but they keep supporting their games.
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Can anyone suggest a strategy for the 2 HMWWV mission? Charging in == death, shooting from range == evil AI-accuracy death.
The only thing left to try is cunning, which seems against the mission somehow...
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It isn't even OPF 1.5, it's OPF 1.1 with all the bugs back. I can't believe Bohemia have the gall to release a "new" game that patently uses the old Flashpoint engine, with some awful new textures that look years behind even the community mod stuff that's freely available on teh interweb.
Mix in some really poor voice acting, controls that are spongy at best ( I know Flashpoint aways had this, but we are 7 years on ffs ), and a liberal sprinkling a texture corruption and bugs and you've got a pretty piss poor effort in my opinion.
Now I know Bohemia have a reputation for being bone idle but it shocks me how little they've actually done over the past 5 years. This is nothing more than an add-on pack, and one that is weaker than a lot of the community stuff put out over the years.
I'd suggest Bohemia stop pissing away the royalties and do some work.
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Like others have said, hopefully this can all be patched out but for now its a long-term investment....
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Why can't we get a striaght answer on how buggy it is. I *want* it to be good, but maybe it is pants.. :S
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"Here's a stereotypical response that at times isn't far from the mark:
'I bet the reviewers that trashed ArmA loved the Battlefield series and GTA'
Different game type, much steeper learning curve needing study and practice, and different method of development (dedicated small business that has to evolve a game, compared to monster business that has the manpower and cash to throw the polish on from the start, then goes hands off)
Yes, it has bugs. Yes it needs polish. Yes it is getting them. And again, some will not like it. Some will not be patient. Some will not trust the dev's will fix the problems. Many don't know about the years long replayability this has. Ah well. I've said enough. Good balanced review, Thanks."
-Scrub
I agree strongly with Scrub's comment except that the review failed to mention one VERY important aspect - the multiplayer. The multiplayer, afterall, is the one area of the game that is least affected by AI players. If the reviewer is going to slam the game's AI (which I am not saying he shouldn't), he should at least give the multiplayer a fair look and see.
To those who complain about the bugs in the game: I bet there will be patches to address these issues. Let's just face it people, in this day and age, you are not going to find a PC game that is in no need of patching after hitting the shelves. Every developer out there will release their games unpolished (a.k.a. unfinished), and they can get away with it because of online updates. So blaming a single game of being released with bugs is a folly.
To those who think OFP is too hard and/or plain dumb: You are obviously not doing something right because I can get through OFP alright on Veteran settings with the newbish white aiming cursor turned off (as it should) and with the Super AI on. Playing like that is superb fun in my book. If OFP is too hardcore of a game for you, and if you can not handle its focus on realism and survival, then at least have the good grace of not bashing it. Instead, go and play BF2, which is a non-realistic but decent team based game, or you can stick with CS in which case you pretty much do the same thing over and over for each map (lacks variety). I, on the other hand, will look forward to completing Armed Assault under the same difficulty settings.
That is all for my ranting.