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Thread: TG Review of ArmA 2 - London 20/05/09

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    TG Review of ArmA 2 - London 20/05/09

    ARMA 2 TACTICAL GAMER REVIEW


    On wednesday this week, 505 Games hosted an ArmA 2 launch event in London. As TG are running 2 of the biggest and best servers in the world, we were invited along. This is the report our man Jason sent back. Enjoy!

    Arma 2 pre-release demonstration review. May 20th 2009

    505 Press launch in London for Arma 2

    By Jason for Tactical Gamer


    Event: James and Jan from Bohemia Interactive showed a gameplay demonstration of Arma 2 and answered questions from the press. The journalists and guests were then allowed to play Arma 2 first hand on pc’s provided by Nvidia.


    First impressions:

    We jump into a mission scenario and I can instantly see the graphical improvements. The detail of every object is much higher compared to Arma 1 and the new hemispherical lighting system makes for a very real and enticing environment.

    [img]http://img132.imageshack.us/img132/2492/arma2ingamescreenshot01g.jpg[/img]
    Anyone watching cannot help but become instantly immersed in the vast landscape and then wonder at the infinite possibilities available before us with the mission editor alone.

    But before I get carried away with my own imagination, lets see what Bohemia Interactive have come up with to entertain us.

    So we have arrived in Chernarus as marines to provide a peacekeeping force amongst the civil unrest with multiple factions fighting for power and territory. The campaign begins on an aircraft carrier just off shore of Chernarus. As a member of Razor team, a rapid reaction forces team we are deployed to take control of the situation.

    This is where I can see the appeal of the campaign is far greater than Arma 1, which had a linear approach with main and secondary target in phases one after the other. The campaign in Arma 2 is much more organic and has many variables that affect the outcome of your success and failure. You will have multiple options to choose from at each step of the way. How you collect information from local civilians and friendly faction members will be vital. All conversations and key information is stored in a handy diary log for you to refer to when planning your next move. The new dynamic conversation system with other people opens up a new dynamic of adventure. Upset them and they may be hostile towards you, be helpful and they will help you.

    Maybe a convoy was spotted heading south from a local town, maybe rumours of an ambush is planned at a checkpoint. How you react to each piece of information will lead you on a different journey.
    [img]http://img132.imageshack.us/img132/8357/arma2ingamescreen040932.jpg[/img]


    So with the impressive campaign taster out of the way, I got to view some more of the landscape, weapons and vehicles that are available to us.

    Firstly, the landscape. The detail and lighting looks fantastic and is a worthy upgrade from Arma 1. From the rocky coastline to the mountainous and forest covered hills of the north, it all looks beautiful. I’m thinking, lets have a picnic and go for a walk, let alone contemplate starting a war. There is so much to see.

    The ambient wildlife and civilians add greatly to the environments and make the world feel like it is truly alive around you. The cows look up from grazing as you approach and are only startled if you cry, “one more for the barbecue” while wielding your gun at them. Chickens make a mess when you shoot them too  .. well I had to try didn’t I. I saw goats, boars, dogs, sheep, rabbits, chickens, cows and horses along with birds and insects. You could be happy to just go hunting animals if immersive conflicts are not your thing.

    Of the massive 225 square kilometres available to us in our missions, the surrounding areas are not sky domes as suggested in some forum discussions, but a never ending, randomly generated landscape. While randomly generated hills and towns appear before you, your team mates and opponents will see the same landscape detail as you in the same gaming session, so no continuity will be lost.
    [img]http://img132.imageshack.us/img132/738/arma2int200808221625460.png[/img]


    The vegetation and buildings all look great. I could not see a fall off point for the grass over distance unlike in Arma 1, so the landscape feels complete and believable around you.

    So, to the infantry experience. On the ground and running and I am happy with the feel. Much more fluid than Arma 1. The running feels like a natural motion and the improved frame rate adds to the experience. All animated sequences such as weapon reload and sight raise, etc are slicker. Close quarter combat was a lot of fun and felt less clumsy than Arma 1. During a mission in a small town my AI team grouped intelligently with me as we moved around and used the terrain and buildings for cover. I even saw an AI comrade leaning from behind a wall to give cover, as another AI comrade ran up the road to the next building.

    The new medical assist is a large part of successful gameplay in Arma 2. With multiple injury scenarios. you may need a simple bandage or full medical assistance with morphine injections from your team members. You all have to help keep each other alive in combat and this adds greatly to the drama.

    When lying in tall grass areas it is possible to flatten the grass down by moving around to help visibility if trying to aim at the enemy as the grass remains trampled. It is also a good gauge to see if activity has occurred in an area as grass remains flattened when trampled by other troops and vehicles.

    Parachuting is improved and a fun experience as we jump from aircraft and freefall. The motion blur effect captures the feeling of speed as we plummet to earth at high speed. I could control my dive rate and glide left and right before I opened the parachute. Then once I deployed the chute, I was able to steer to my preferred landing zone.

    With regard to the command interface. This is broader in options and more intuitive to control larger groups of units and squads. The high command options allow greater control of units in realtime. Select units or groups, then place waypoints and add behaviour tags to each waypoint as desired during combat. Far greater control of placement is now possible as units can be positioned to within a cm in Arma 2 instead of within meters as found in Arma 1.

    All aircraft have improved flight control models and appear smooth and responsive. I am however not a huge fan of the new bright and large cross hairs in some of the aircraft, but am sure the community will offer an alternative for this very quickly if Bohemia Interactive do not

    I saw someone else flying a lynx and a very cool HUD slid down on command in front of the pilots eye to show a weapon aiming reticle for combat situations. This can be stowed away again at the press of a button for greater visibility when required.

    Of the land vehicles I tried. The M1A1 tank felt slick and familiar. I had a session of blasting some buildings to test the new destruction system and was not disappointed. Depending on where you hit and with what weapon you use, it is possible to blow sections of some buildings away. While not as impressive as destructible environments found in Crysis, I feel Arma 1 fans will be please with the improvement and will embrace the new combat situations that will arise from partially destructible buildings. The commanders machine gun firing felt nice to use, as the combination of superb new sounds, convincing tracers and puffs of smoke made me want to start searching for chickens and make a mess again.

    This brings me to the sound quality. After multiple and impressive sound mod releases for Arma 1, fans will be pleased with all audio in Arma 2. From engine start ups, weapon reloads, aircraft flybys, it is all in there and adds to the immersion of living and breathing in Arma 2’s world.

    Now to the editor. It will be familiar to Arma 1 gamers, but is much easier to create more complex missions with a long list of selectable scripts that can simply be dropped onto units, vehicles, objects and waypoints. The ui is cleaner and more options are available right down to ambient objects such as clouds. You can even play mission as animals if that’s your thing. The community is bound to create some interesting mods and missions with the endless possibilities available.

    The aircraft carrier is a large and complex object with interior sections, so is an immovable object and sadly cannot be sunk. However, it is a nice addition and many fun hours are to be had whilke attempting to land on her.

    Overall I believe gamers are really going to enjoy Arma 2. Whether you have played Arma 1 before or not, there is no other game that competes with the detail and endless possibilities available. From young players to seniors gamers, the appeal of Arma 2 is massive and will thrill everyone.

    Some of you will be interested to know that the German release in May will not be as complete as the version due to be released by 505 Games on the 19th June. There will not be an option for English language in the first German version as found with the original German release of Arma 1. So my advice is hang on for just over two weeks and you will have the English version and be able to enjoy the full experience of Arma 2 as Bohemia Interactive intended.

    More information, screens and videos will be released over the coming weeks, so keep an eye on the Tactical Gamer forums for the latest information.

    ENDS

    Find attached here the 2 downloads for the Screenshots he brought home, and the PDF with all the game features.

    Screenshots

    Info

    Also find some more preview shots at the following link over in the ArmA forums:

    LINK

    Many thanks to all involved for the organising, Dan from 505, and Jason for taking the time to travel to London!
    Last edited by Apophis; 06-05-2009 at 10:07 AM.
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    viper1986's Avatar
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    Re: TG Review of ArmA 2 - London 20/05/09

    AAAAHHHH i gotta get into that hind!
    |TG-1st| Viper - Commanding Officer


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    Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness, that most frightens us. Your playing small does not serve the world. There is nothing enlightened about shrinking so that other people won't feel insecure around you. We are all meant to shine as children do. It's not just in some of us; it is in everyone. And as we let our own lights shine, we unconsciously give other people permission to do the same. As we are liberated from our own fear, our presence automatically liberates others


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    Re: TG Review of ArmA 2 - London 20/05/09

    Man, o man. An enjoyable, freeform campaign? That alone will be awesome!



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    Shiner's Avatar
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    Re: TG Review of ArmA 2 - London 20/05/09

    Ready to get back in the OFP/ARMA saddle





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    Re: TG Review of ArmA 2 - London 20/05/09

    Thanks for going on behalf of TG Jason!


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    Re: TG Review of ArmA 2 - London 20/05/09

    /me drools

    great write up!!



    HAHAHAHA, did you guys catch this screen shot!!!!

    [media]http://www.tacticalsites.com/~whiskeysix/screens/ArmA2Int%202008-08-06%2015-07-35-03_PS.png[/media]


    "It saddens me to see peace in the Balkans, but BC2 is pretty sweet!" - Bear61



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  9. #7
    Rocco's Avatar
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    Re: TG Review of ArmA 2 - London 20/05/09

    Thx for the info, i´m so proud to be a part of this great community!


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    mcice*PR*'s Avatar
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    Re: TG Review of ArmA 2 - London 20/05/09

    great report ! thx alot for giving us ur impression of the game !


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    Re: TG Review of ArmA 2 - London 20/05/09

    wonder what the multiplayer experiance will be like? hope its good! would love some TG squad action!

    edit
    no there was nothing sexual ment in last statment , before someone adds one in



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  13. #10
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    Re: TG Review of ArmA 2 - London 20/05/09

    I am most impressed by the PC's needed to run this, it is already more optimised than ArmA 1, and the PC's used for these screens apparantly had the following specs:

    - Windows XP 32bit
    - Core2Duo 8400 @3Ghz (not overclocked)
    - 3Gb of RAM
    - Nvidia 9800GTX+ Graphics

    They were able to run at these settings:

    - Screen resolution 1680x1050 on a 24" 16:10 TFT
    - Visibility (View Distance) "3499 m"
    - Quality Preference "Very High"
    - Texture detail "High"
    - Video memory "Very High"
    - Antisotropic Filtering "High"
    - Post Processing "High"

    So all in all looking good, and for those of us who surpass these specs, even better! I got the above info from FOXHOUND over at Armaholic.com
    |TG-1st|Jeepo
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    Re: TG Review of ArmA 2 - London 20/05/09

    Thanks Jason for reviewing this for us!

    Must buy!
    |TG-Irr| westyfield

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    Re: TG Review of ArmA 2 - London 20/05/09

    Holy......Oh my..... This is what all FPS'ers should be like...wow.....



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  17. #13
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    Re: TG Review of ArmA 2 - London 20/05/09

    TTP is hopeful this turns out well, too.

    I hope they realize that they're making the best game ever, and have been doing so for some time. They just fail to realize that, if they make it great on the front end, but neglect the server/admin/hosting design and optimization (voip, stability, connection, lag, interface, configs).....then it's hopeless, and will fall off the radar just as quickly as OFP, OFPII, and ArmA.

    TTP would like to get involved in this kind of stuff, too. Drop us a line next time they want to talk. We'll buy the beer.
    www.texasteamplayers.com


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    Re: TG Review of ArmA 2 - London 20/05/09

    Quote Originally Posted by ...bigdog... View Post
    TTP is hopeful this turns out well, too.

    I hope they realize that they're making the best game ever, and have been doing so for some time. They just fail to realize that, if they make it great on the front end, but neglect the server/admin/hosting design and optimization (voip, stability, connection, lag, interface, configs).....then it's hopeless, and will fall off the radar just as quickly as OFP, OFPII, and ArmA.

    TTP would like to get involved in this kind of stuff, too. Drop us a line next time they want to talk. We'll buy the beer.
    I respectfully disagree about both OpFlashpoint and ArmA dropping of the Radar, here at TG we have a large and very mature following fro ArmA, recently I have noticed more people in ArmA TS channels than in PR, and more people viewing the ArmA forums than the PR ones. Also the fact that we have a two servers ranked 5th and 20th in the world currently, and 1st overall for ACE Coop play.

    However, I do agree about the admin tools. That is one of the biggest drawbacks about the series, and needs urgent addressing. However, no info has been forthcoming. In PR for example, admins don't need to be on the server, as it is, if we have a problem in ArmA I have to join the game, log into the server, kick and ban the player by getting his number, and banning him server side. A CC like program would be a dream.

    Also, if you are serious about getting involved, feel free to hit me up a PM.

    J
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    Re: TG Review of ArmA 2 - London 20/05/09

    Thanks Jeepo for the post and big thanks to Jason for going out there and giving us a neat report!

    The gathering of intel from civilians really brings out a whole new level of ArmA which I am really excited about!

    Can't wait until it comes out!


    IN GAME ARMA: |TG-Irr| Lq.Snake



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