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GC 2008 Press Coverage

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Other than AI improvements, I really think from what I'm seeing now that ArmA 2 is being over textured. when you compare the Arma and Arma2 screenshots, arma feels more like real world than Arma2. but I know it's still under development so.............

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I beg to disagree, I think ArmA II is far and away looking more like the real world than ArmA. Of course I'd like to hear why you reckon that's so. smile_o.gif

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Other than AI improvements, I really think from what I'm seeing now that ArmA 2 is being over textured. when you compare the Arma and Arma2 screenshots, arma feels more like real world than Arma2. but I know it's still under development so.............

ArmA 2 is waaaayy more real!

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Other than AI improvements, I really think from what I'm seeing now that ArmA 2 is being over textured. when you compare the Arma and Arma2 screenshots, arma feels more like real world than Arma2. but I know it's still under development so.............

What makes you think that? Can we compare two screenshots perhaps?

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Generally these conclusions come from knowledge of where you live, its best to review the absolute closest theatre being displayed on a map before calling it realistic or no. Arma1 was more tropical based, Arma2 is more European.

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I used Google translation. It worked well, though there's not really any new info.

Quote[/b] ]Game Star spoke with the ArmA-2-developers on the new micro-KI, dynamic missions and the helpful-Armed Assault community. Game Star: What awaits us in the campaign? Marek Spanel (Chief of Bohemia Interactive) and Ivan Buchta (Lead Programmer of ArmA 2) Ivan Buchta (Lead Programmer): The campaign of ArmA 2 consists of a short introduction and chapter six major scenarios, much more complex and extensive than the missions of Operation Flashpoint and various action ends open.

While in the missions of the predecessor for example, only a few opponents to defeat and occupy a village had to catch a scenario in ArmA so on until 2. With the village has a good starting position for the next major attack, or perhaps you can find lots of important information on enemy movements. Game Star: How will the game mechanics in the course of action to change? ArmA 2-interview Marek Spanel (Chief of Bohemia Interactive): The player begins as a simple soldier, but we are always new toys to him in the hand. Eventually, he is no longer just one of many, but one who at the strategic level, the fate of an entire nation determined. Game Star: Can you give us some details about the individual missions give? ArmA 2-Ivan Buchta interview: It is typical to military tasks. So must the players in a Mission, a camp of the rebels find and destroy the leaders arrested. Another time need for intelligence information gathered will be interrogated or people.

Moreover, there are secondary tasks that every time you restart at another location on the map taking place: an attack on the enemy position, the rescue of pilots crashed or escort for a convoy. The secondary tasks are optional, but when they met, for example, you get access to the UAV surveillance drones.

Game Star: How important is cooperation with the Razor team for the player? ArmA 2-Ivan Buchta Interview: Up to a certain point you can campaign alone play, but sometime you no longer to help the team around.

Marek Spanel: The team is the key to success in ArmA 2nd The player can be connected directly into the individual characters change into it, or give them commands the whole campaign in Koop spielen.GameStar: How the characters interact with each other? Are we really know the characters learn? ArmA 2-Ivan Buchta interview: In ArmA 2, with almost every person speak, even with their own team members. The Razors have very different personalities, and we want to take every opportunity, the characters to life. When Sykes, the sniper, sighted opponents, he remains very calm and controlled. Waffennarr Rodriguez loud roars on the other hand, rum and abused his Feinde.GameStar: The troops are using micro-AI-controlled. What exactly does the micro-KI? Marek Spanel (Chief of Bohemia Interactive) and Ondrej Spanel (Chief Designer of ArmA 2) Ivan Buchta: It determines the realistic reactions of soldiers, whether they go for cover, use smoke grenades, attack on the flanks , Retreat or as an attacking group.

Ondrej Spanel (Chief Designer): The micro-KI coordinates the group behavior. Each soldier will find matching attack positions and agrees that always makes sense with his squad members from. There cover a fire, the other changes the position, also works in cooperation with the player.

Game Star: How do you want ArmA 2 for a larger audience more attractive? ArmA 2-interview Ondrej Spanel: Very important is the story that much more exciting and better understand is, as yet in Armed Assault.

Ivan Buchta: For beginners, there is also a boot camp and support as many switchable auto-aiming. In addition, all game elements in the course of the campaign presented and explained exactly the player. We will play but not in an ordinary FPS transform.

The checks should be straightforward and intuitive, and the player will get more opportunities tactical error necessary. There is also a revised control helicopters that no fundamental change, but the flight model is more realistic and better simultaneously predictable. Moreover, there is a custom and configurable gamepad controller.

For exercise purposes, we have the Armory, a terrain on which the player all the vehicles and weapons in peace can try. Game Star: What is the Armed Assault community can expect of you? ArmA 2-interview Marek Spanel: We always have our community and strongly supports both Operation Flashpoint and Armed Assault are veritable meadows for Modder game has become. With ArmA 2, we continue this tradition. Many of the tools and programs from Armed Assault will work for our next game.

Ondrej Spanel: We make everything available, what is to create vehicles or missions and to integrate new elements into the game needs. We also try our wiki, so much information and explanations as possible, even from the community.

Ivan Buchta: We have received many suggestions from the community to work on ArmA 2, some people have even directly on the game mitgearbeitet.GameStar: What are you busy? Marek Spanel: We have the game almost together. Play will be played and improved, because if 90 percent of a game has finished, you have to adjust next 90 percent. And that is precisely what we do right now.

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Game Star spoke with the ArmA-2-developers on the new micro-AI, dynamic missions and the helpful-Armed Assault community.

Game Star: What awaits us in the campaign?

Ivan Buchta: The campaign of ArmA 2 consists of a short introduction and chapter six major scenarios, much more complex and extensive than the missions of Operation Flashpoint and various action ends open.

While in the missions of the predecessor for example, only a few opponents to defeat and occupy a village had to catch a scenario in ArmA so on until 2. With the village has a good starting position for the next major attack, or perhaps you can find lots of important information on enemy movements.

Game Star: How will the game mechanics in the course of action to change?

Marek Spanel: The player begins as a simple soldier, but we are always new toys to him in the hand. Eventually, he is no longer just one of many, but one who at the strategic level, the fate of an entire nation determined.

Game Star: Can you give us some details about the individual missions give?

Ivan Buchta: It is typical to military tasks. So must the players in a Mission, a camp of the rebels find and destroy the leaders arrested. Another time need for intelligence information gathered will be interrogated or people.

Moreover, there are secondary tasks that every time you restart at another location on the map taking place: an attack on the enemy position, the rescue of pilots crashed or escort for a convoy. The secondary tasks are optional, but when they met, for example, you get access to the UAV surveillance drones.

Game Star: How important is cooperation with the Razor team for the player?

Ivan Buchta: Up to a certain point you can campaign alone play, but sometime you no longer to help the team around.

Marek Spanel: The team is the key to success in ArmA 2nd The player can be connected directly into the individual characters change into it, or give them commands the whole campaign in coop mode.

Game Star: How the characters interact with each other? Are we really know the characters learn?

Ivan Buchta: In ArmA 2, with almost every person speak, even with their own team members. The Razors have very different personalities, and we want to take every opportunity, the characters to life. When Sykes, the sniper, sighted opponents, he remains very calm and controlled. Waffennarr Rodriguez loud roars on the other hand, rum and abuses his friends.

Game Star: The troops are using micro-AI-controlled. What exactly does the micro-AI?

Ivan Buchta: It determines the realistic reactions of soldiers, whether they go for cover, use smoke grenades, attack on the flanks , Retreat or as an attacking group.

Ondrej Spanel: The micro-AI coordinates the group behavior. Each soldier will find matching attack positions and agrees that always makes sense with his squad members from. There cover a fire, the other changes the position, also works in cooperation with the player.

Game Star: How do you want ArmA 2 for a larger audience more attractive?

Ondrej Spanel: Very important is the story that much more exciting and better understand is, as yet in Armed Assault.

Ivan Buchta: For beginners, there is also a boot camp and support as many switchable auto-aiming. In addition, all game elements in the course of the campaign presented and explained exactly the player. We will play but not in an ordinary FPS transform.

The checks should be straightforward and intuitive, and the player will get more opportunities tactical error necessary. There is also a revised control helicopters that no fundamental change, but the flight model is more realistic and better simultaneously predictable. Moreover, there is a custom and configurable gamepad controller.

For exercise purposes, we have the Armory, a terrain on which the player all the vehicles and weapons in peace can try.

Game Star: What is the Armed Assault community can expect of you?

Marek Spanel: We always have our community and strongly supports both Operation Flashpoint and Armed Assault are veritable meadows for Modder game has become. With ArmA 2, we continue this tradition. Many of the tools and programs from Armed Assault will work for our next game.

Ondrej Spanel: We make everything available, what is to create vehicles or missions and to integrate new elements into the game needs. We also try our wiki, so much information and explanations as possible, even from the community.

Ivan Buchta: We have received many suggestions from the community to work on ArmA 2, some people have even directly on the game.

GameStar: What are you busy?

Marek Spanel: We have the game almost together. Play will be played and improved, because if 90 percent of a game has finished, you have to adjust next 90 percent. And that is precisely what we do right now.

- Just sorted out some sentences so it's easier to see where each person speaks. Thanks for the translation Praelium. smile_o.gif

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thanks for the translation, added it to the frontpage. smile_o.gif

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What caught my eye was that still the animations look somehow robotic...soldiers all run in perfect sync, head turning looks clunky.

There should be different running styles, maybe 3-4 randomly initiated.

Atleast now you can reload while walking&running.

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I noticed that the tank blowing up on the runway in the video went through the same sorta animations it did in ArmA.

Got hit, turret drops, texture change to scorched, explodes. What?

When a tank gets hit, the developers could easily hide all the stages of destruction which we don't need to see with an initial explosion plus smoke and dust.

It's still unconvincing and quite unrealistic, I hope details like that will be fixed before release, including the blast area from a tank exploding, vehicle destruction was one issue I had with ArmA.

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I noticed that the tank blowing up on the runway in the video went through the same sorta animations it did in ArmA.

Got hit, turret drops, texture change to scorched, explodes. What?

When a tank gets hit, the developers could easily hide all the stages of destruction which we don't need to see with an initial explosion plus smoke and dust.

It's still unconvincing and quite unrealistic, I hope details like that will be fixed before release, including the blast area from a tank exploding, vehicle destruction was one issue I had with ArmA.

I think it should burn a while before it gets scorched.

edit:

I have attempted to clarify the language in the above translated interview.  There were a few very ambiguous sentences that I was forced to take an uncomfortable amount of license with, and those are marked with (???).  Also, I omitted a few words completely (such as rum), because I couldn't sort out any satisfactory context for those words.  I assumed those were part of some idiomatic thing that I was not party to.  If those who know the original interview in the original language spot errors, please feel free to correct this text.

Quote[/b] ]

Game Star spoke with the ArmA-2-developers about the new micro-AI, dynamic missions, and the helpful-Armed Assault community.

Game Star: What awaits us in the campaign?

Ivan Buchta: The campaign of ArmA 2 consists of a short introduction and six major scenarios.  It is much more complex and extensive than the missions of Operation Flashpoint, and more open ended.

While in the missions of the predecessor for example, you had only a few opponents to defeat and a village to occupy to end a scenario in ArmA. Now in ArmA 2, the village may be a good starting position for the next major attack, or perhaps you can find lots of important information on enemy movements within it.

Game Star: How will the game mechanics change over the course of the game?

Marek Spanel: The player begins as a simple soldier, but there are always new toys on hand for him. Eventually, he is no longer just one of many, but one who determines the fate of an entire nation at the strategic level.

Game Star: Can you give us some details about the individual missions?

Ivan Buchta: They are typical to military tasks. For instance the player may need to destroy a camp of the rebels find and arrest the leaders. In another the player may need to gather intelligence, perhaps by interrogating people.

Additionally, there are secondary tasks that may change locations every time you restart a mission: an attack on the enemy position, a rescue of crashed pilots, or an escort of a convoy. The secondary tasks are optional, but when they met, for example, you get access to the UAV surveillance drones.

Game Star: How important is cooperation with the Razor team for the player?

Ivan Buchta: Up to a certain point you can play the campaign alone, but at some point you'll need the team (???).

Marek Spanel: The team is the key to success in ArmA 2.  The player can take direct control of the individual characters, or give them commands.  The whole campaign is available in coop mode (???).

Game Star: How do the characters interact with each other? Do we really get to know the Razor Team?

Ivan Buchta: In ArmA 2, you can speak to almost every character, even your own team members. Each of the Razors have very different personalities, and we want to take every opportunity, to bring the characters to life. For instance, When Sykes, the sniper, spots opponents, he remains very calm and controlled. Sgt. Rodriguez roars loudly, on the other hand, and abuses his friends.

Game Star: The troops are micro-AI-controlled. What exactly is micro-AI?

Ivan Buchta: It determines the realistic reactions of soldiers, whether they go for cover, use smoke grenades, attack on the flanks, retreat or attack as a group.

Ondrej Spanel: The micro-AI coordinates the group behaviour. Each soldier will find matching attack positions that always make sense with his squad members' positions.  One will provide covering fire while another changes position.  They will also works in cooperation with the player.

Game Star: How will you make ArmA 2 more attractive to a broader audience?

Ondrej Spanel: The story in ArmA 2 is very important- moreso  than it was in ArmA.  It is more exciting and easier to understand also.

Ivan Buchta: For beginners, there is also a boot camp and other support such as auto-aiming. In addition, all of the game elements will be presented and explained to the player directly in the course of the campaign.  It will not play as an ordinary fps (???).

The objectives (checks???) should be straightforward and intuitive, and the player will get more opportunities for tactical error (???). We have also revised the helicopter controls. There has been no fundamental change, but the flight model is more realistic and more predictable. Moreover, there is a custom configurations for game-pad controllers.

For exercise purposes, we have the Armoury, a terrain on which the player can try all the vehicles and weapons in peace.

Game Star: What can Armed Assault community expect of you?

Marek Spanel: We always have our community in mind, and strongly support both Operation Flashpoint and Armed Assault. These games have become veritable meadows for game modders. With ArmA 2, we continue this tradition. Many of the tools and programs from Armed Assault will work for our next game.

Ondrej Spanel: We make everything available to create vehicles or missions and to integrate new elements into the game. We also have our wiki, where we have as much information and explanation as possible, from us and from the community.

Ivan Buchta: We have received many suggestions from the community to work on ArmA 2. Some people have even worked directly on the game (???).

GameStar: What are you busy with now?

Marek Spanel: We have the game almost together. The game will be played, assessed and improved.  Changes made to one area may require changes in other areas to accommodate it (???).  Chasing those down is precisely what we are doing right now.

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I wish BI would send us some more info to feed the bears...

Just a few screenshots to have our fix and drool for another 3 months...

It's been a long time already since Leipzig.

Please ?

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I wish BI would send us some more info to feed the bears...

Just a few screenshots to have our fix and drool for another 3 months...

It's been a long time already since Leipzig.

Please ?

there was some big presentation for the press few days ago, so after the end of information embargo, we'll all get a lot of the new stuff I believe. In 9 days I think...

here's a little pre-preview from that event with two new screens at the bottom

http://www.gamestar.hu/armed-assault-2-helyszini-riport.html

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Thanks for the info guys, I dont know about the article but the video that they link to seems to be from GC2008 (check this  this youtube channel) I dont know why they did not release it until now  huh.gif

Some gaming sites are incredibly slow when it comes to releasing information.

I'm amazed that after getting exclusive footage and info from a game developer they hold on to that footage and finally release it when it's dated  confused_o.gif

I'm looking at you games.tiscali.cz and gamestar.hu!  whistle.gif

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Not sure if this was posted here already:

http://www.youtube.com/watch?v=eAK6q7YvtLw

Couple of things I've noticed:

+ finally, we have distant shadows, you can see them for the houses, although not for trees

+ explosion effects are quite pretty, with some separated burning parts from the UAZ

+ nice graphics, static objects and weapons look really well, although the grass rendering distance seems quite short

- Eotech is quite hard to see through; Aimpoint dot and Eotech reticule seem to be painted on the glass

- animations still look pretty much the same, transitioning from stand to crouch while moving doesn't seem to be possible yet

- a personal observation, the lack of viewkick a la Infiltration makes shooting the MG a bit too easy and recoil still goes straight up even when you're leaning

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Not sure if this was posted here already:

http://www.youtube.com/watch?v=eAK6q7YvtLw

Couple of things I've noticed:

+ finally, we have distant shadows, you can see them for the houses, although not for trees

+ explosion effects are quite pretty, with some separated burning parts from the UAZ

+ nice graphics, static objects and weapons look really well, although the grass rendering distance seems quite short

- Eotech is quite hard to see through; Aimpoint dot and Eotech reticule seem to be painted on the glass

- animations still look pretty much the same, transitioning from stand to crouch while moving doesn't seem to be possible yet

- a personal observation, the lack of viewkick a la Infiltration makes shooting the MG a bit too easy and recoil still goes straight up even when you're leaning

Thanks for that, hadn't seen that before....

Looking good. Weapon animations need to be fixed, so do the death animations (at the end with the Mark 48, he poped that guy in the head and it had the wock ArmA death animation...)

But looking very nice, M4 could do with a bit of a spruce up rather than the exact same model from ArmA 1. That Fire animation, although much better than ArmA 1 still could do with abit of work. Let's hope they worked on these aspects between GC and now, and until Christmas/New Year when the game's meant to go gold. smile_o.gif

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In the vid where they show different light effects and picture filters... i wonder what the red/orange "Bloodrage" filter is being used for.

If i fill a special gauge i can switch to bloodrage now and kill all enemies with one shot? tounge2.gif

*j/k*

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Looking good. Hopefully things like more animation transitions will be included or at least possible with more modding functionality in the future.

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