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ArmA 2

Preview: Much more than just ArmA in a greener locale
Will Operation Flashpoint 2 turn out to be a war hero or a disgrace to the regiment? After a day spent discussing and playing rival soldier sim ArmA 2 at Bohemia Interactive Studios' forest-hemmed Czech HQ, it's tempting to answer: who cares?

Almost two years on from the release of the excellent (once patched and modded) ArmA, BIS are well on the way to completing a sequel that's bigger, smarter, and more realistic. Thanks to an intriguingly complex backdrop and a character-crammed campaign with more twists than a narwhal's tusk, ArmA 2 should also prove far more involving than its predecessor.

That backdrop is NE Chernarus, a 225km2 portion of a fictional Caucasian nation gripped by civil war. Think early '90s Yugoslavia spliced with contemporary Georgia/Ossetia. Enter a NATO rapid reaction force, the diamond-hard tip of which is a player-controlled five-man USMC Special Forces group, Team Razor.

While the country and combatants are fictional, the studio have chosen to base their vast seamless venue on a swathe of authentic Czech countryside. As lead designer Marek Spanel puts it, "There's logic in a real landscape. Dozens of generations created the villages, forests grew naturally... you can't hope to create that look artificially."

The architecture and place names have all been Russified and a convenient river transformed into a Caspian Sea coastline, but there's still sure to be a few Czech gamers who find themselves fighting in eerily familiar surroundings.

Not only is the landscape more credible in ArmA 2, it's also more lively. New excuses for screwing up rural ambushes will include "I was distracted by a snuffling boar" and "If I'd set off the satchel charges, I might have hurt that ickle fawn." In more built-up areas domesticated fauna and a wide variety of civilian models including Chernarussian babushkas will provide the distractions.

Though Marek was keen to stress that the series still placed more value in RPGs (rocket propelled grenades) than RPGs (roleplaying games), interacting with locals does appear to be more important this time out. One situation described to me involved players trying to persuade a suspicious granny to leave her dacha before laser-guided munitions start raining down. If you lose your team's Slav speaker such conversations will be difficult if not impossible.

With comrades so useful, it's splendid that BIS are finally allowing us to drag, carry, and treat wounded soldiers. Hauling an injured buddy to safety while bullets fizz past has to be one of the most exciting and gratifying things you can do in a military shooter.

Whether AI enemies will help each other out in the same way remains to be seen, but they should take advantage of the other AI improvements. Expect to see hostiles using building corners for cover and - this one's a biggy - using speculative suppression fire to support advancing comrades. As near-misses now cause weapon shake (more fear = more sway), such tactics can turn firefights.

Other reasons to be cheerful about ArmA 2? It's going to feature over 70 portable weapons ranging from civilian hunting rifles to MANPAD missiles, and 136 different vehicles including UAVs, fishing boats and bicycles. HALO parachute insertions are now possible. You can play through the entire branching campaign co-operatively. The old sound engine has been replaced, meaning vehicle signatures now consist of dozens of separate sounds.

Just about the only area of ArmA that BIS might have improved but haven't - not significantly at least - is the clunky menu-driven interface. If Operation Flashpoint 2 doesn't feature a slicker, more intuitive GUI I'll eat my sweat-stained boonie hat.

Of course, the really interesting question is "Can OpFlash 2 compete in more crucial areas like AI and operational freedom?" As soon as we've gathered enough intel to hazard a guess, you'll be the first to know.

PC Gamer Magazine
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Read all 7 commentsPost a Comment
Excellent, thanks.

Although, I dont mind the menus in ARMA. You get used to them.....after a few years.
Speciala on 3 Jan '09
Even though I loved ArmA, OFP+R was still far better due to the engaging storyline and the odd mission (the one where you're stranded on your own is still one of mu favourites). Hopefully they'll realise this and go along that line, I mean in ArmA I never gave a crap about who I was fighting for as the story was so weak.

But more seriously adding stuff is all well and good it's just the implimentation that has been weak in BIS games. Yes the piucture of the guys in the bunker looks good, but try and do that in game and you get horrible clipping issues and stupid AI shooting each other.

Why has the clipping in ArmA and OFP always been so awful?
ShowMeTheMonkey on 3 Jan '09
Looks promising. 2009 is shaping up to be a heck of a year for the PC. I'm torn between rubbing my hands together in glee or drooling copiously. Perhaps I should do both... Wink
The_KFD_Case on 3 Jan '09
can some one tell me if this is a pc exclusive or what? hope its out on ps3 like operation flashpoint 2 is cus if not i know which one il prefer! lol
steveboy32 on 4 Jan '09
I'm so excited.. and I just cant hide it..

This game sounds better and better everytime I hear about it. And I agree Specialia the OFP/ArmA menus are like second nature to me now. OFP2 might be more polished/smoother interface bla bla but there is no way Codemasters can rival the detail, freedom and versatility that over 12 years of programming will give ArmA 2.
LkS on 5 Jan '09
The UI is very important to me, it certianly put me off persevering with ArmA at a time when i was embroiled in BF2RazzR and RO so I hope they do improve this.
Dirtyrat on 5 Jan '09
Hope the soldiers vocal responses are better ...
Mooks on 17 Jun '09
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