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Nyheter!

 

 

BIS har faktisk fått en god idè her.

 

En blogger ved navnet "William Porter" har posted et bilde over Armed Assault's nye kart, "Sahrani".

"William Porter" er en amerikansk soldat starsjonert på øya, og det er nærmest det eneste vi vet om han til nå.

 

Men jeg tror bloggen kan forklare litt bedre:

Blogg (link)

 

 

 

Enjoy! :D

 

 

EDIT: Trykker du på Victor Bocan's bilde så får du opp den samme siden.

Pokker ta BIS, de legger brødsmuler over alt :p

Endret av Colossus
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Jeg var ikke helt sikker på om dette var riktig, men etter å ha sett flere kilder tror jeg nok dette er sant.

Som "William Porter" sa i bloggen sin så er ikke dette bilde av kartet helle kartet, bare en bit av det.

 

I don’t have a map of the whole area, but I’ve posted what I do have here. If anyone has a bigger map with more of the local islands, feel free to post it in the comments.

 

Med det som et lite hint vil jeg fortelle at kartet faktisk er 400 km².

 

På fjorårets E3 fortalte BIS at kartet ville blir 100 km². I desember var det 200 km². Og nå er det forbløffende 400 km²!

Om dette kan svekke spillbarheten og kvaliteten på kartet er det ingen som vet. Bortsett fra BIS da...

 

 

Kilder: Willian Poter - My Blog, Bohemia Interactive og IDEA Games

Endret av Colossus
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Gitt ut den 9. April (Gry.o2.pl's intervju)

Klecha (Gry.o2.pl): As an intro, tell a few things about yourself and your role in the development team.

 

Paul Statham (Bohemia Interactive): My name is Paul Statham; I work for Bohemia Interactive as PR/Community Manager. My role in the team is a mixture of tasks which involved working with both the press and the community. Obviously at times it can be difficult to balance the interests of the press with the interests of the community, but at the end of the day I think all sides want the same thing, good quality, deep, intelligent, games developed, released and played by a wide audience.

 

With the press my role is to raise the profile of the company and our games, inform them of significant news, write press releases, arrange and participate in interviews, previews etc. etc.

 

The work I do in the community is especially rewarding because it's more on a one to one personal level with the people who choose to play our games. The interactions takes many forms, things like reading/replying in the forums, replying to Emails, talking to people who run fansites or work on addons/mods etc. You never know what the next forum post, or Email, or instant message will contain, maybe it will be someone having a technical problem that can be solved really easily and gets them back playing again, maybe it'll be someone wanting to show us a great addon they've worked on.

 

Most often it's simply "I can't wait to play your next game, when's it out?" Sometimes the messages display a frustration that the new game isn't out yet, but really it's a backhanded compliment, if Flashpoint hadn't meant so much to people, if ArmA didn't arouse so much excitement, there wouldn't be such a passion and fire building up in people as they wait for our next game.

 

Klecha (Gry.o2.pl): Were you happy with the response that the original Operation Flashpoint received from gamers and critics?

 

Paul Statham (Bohemia Interactive): The response received by Operation Flashpoint can be summarized as "phenomenal", even more so when you consider factors such as Flashpoint being a rookie game by a rookie studio, also the well documented problems in getting the game published certainly could have harmed the reception for the game.

 

Really you can view the response on a number of levels:

- The fact that Operation Flashpoint received countless glowing reviews around the world, as well as numerous awards for the game and the studio;

- The fact that Operation Flashpoint and the Resistance expansion have totalled sales approaching 2 million units;

- The fact that today, nearly 5 years since the original release, thousands of fans continue to play the game, continue to be active in the community, continue to sacrifice huge amounts of their free time to creating all manner of custom missions, campaigns, addons, mods.

 

Awards will fade and gather dust, sales records will become old news of interest only to accountants and bank managers, but what doesn't fade is the passion and will of the gamer, the desire to continue playing the game, even when the press, or peers may think they should move on to something else, something "shinier" or "flashier". Instead of giving up they [gamers] work hard to make Operation Flashpoint shinier themselves with new addons and mods, of course they often do this whilst also complaining to us that they're want our next game ;)

 

The continued passion and enthusiasm from the fans is really the ultimate measure of the game's success.

 

Klecha (Gry.o2.pl): What can you tell us about the storyline in ArmA?

 

Paul Statham (Bohemia Interactive): ArmA is a new game, new technology, new content, but essentially it's about age old problems, the kind of problems that have dogged mankind since the first animal bone was used as a weapon, politics, misunderstanding, hatred, intolerance, jealousy, greed, all the ingredients that lead up to war.

 

We still don't want to give away too much about the storyline of ArmA, but essentially the campaign will feature two very different countries which happen to share a border. The countries are different in many ways, politically, militarily, philosophically, when two countries are so different it's not hard to understand how simple, small matters can quickly escalate into full scale war.

 

Klecha (Gry.o2.pl): How much historical research are you doing for using them in ArmA?

 

Paul Statham (Bohemia Interactive): Whilst the location and people involved might be fictional, they are essentially based on reality, recent historical events, real world political doctrines and military strategies, so a lot of that information is provided by historical research and news reading.

 

Because the weapons and vehicles that the player will use or see in game are all based on reality they themselves are based on extensive research that has been undertaken for a number of years and continues to be done. All of the designers in the team are constantly looking for research materials, making contacts with active military personnel, finding new videos to download which show equipment being used, anything that can help our content to be as authentic as possible, it certainly doesn't hurt that our Australian studio develops one of the foremost military training simulators!

 

It has to be said of course that we are developing games, whilst it might be nice to think that all parts of the game can be simulated exactly as in real life, it's often impractical to think this way, not least because we have to find a balance between fun, realism, accessibility etc. etc. but certainly the experience from developing Operation Flashpoint and feedback from members of the press and community help us move towards our goal of blending high realism with great gameplay.

 

Klecha (Gry.o2.pl): What is the gameworld like, what variety of locations does it include?

 

Paul Statham (Bohemia Interactive): ArmA's new island, currently known as "Sahrani" will be a large, richly detailed and varied location, size wise it covers approximately 400km2, which is an area larger than Malden, Everon, Kolgujev & Nogova combined. The environments are much more detailed; there is a greater density and number of objects, at least double the number of objects that were seen on the Nogova island of Operation Flashpoint: Resistance, these kinds of details really help the island to come alive, to look and feel like a true location.

 

Because of the large area that the island covers it's not totally unsurprising to discover that there are quite substantial differences in the terrain as you travel from place to place: you will find low lying coastal areas, pleasant beaches and such. As you travel further you will find woods and forests, populated by individual trees which can be uprooted, rather than the blocks of indestructible trees as seen in the first game. You will of course find a number of different towns and cities, populated by a variety of building styles. Travel far enough and high enough and you may even see a little snow atop a small mountain range!

 

Klecha (Gry.o2.pl): What sort of skills will be available in the game?

 

Paul Statham (Bohemia Interactive): There isn't a contrived skill system per se, the way the game works it's realistic and simulation based from the off, the only skills you develop are the ones the player learns as they're actually playing the game. So new players will perhaps find that missions progress around them at first, thanks to the highly intelligent friend & foe AI they don't have to worry about being some "Rambo" type character who must kill 50 enemies single handed for the mission to be completed, they will find that as long as they manage to keep themselves alive there's a good chance that the mission can be completed successfully.

 

Of course as the player becomes more familiar with the various aspects of the game they will find that their involvement will become more and more pivotal to the overall success. But no matter how wise and experienced the player may be, it only takes one bad decision, one mistake, one wrong move and the mission can end with an enemy bullet to the brain. That's one of the key elements that make ArmA one of the few realistic, tactical shooters available to gamers.

 

Klecha (Gry.o2.pl): How many weapons are there in the game?

 

Paul Statham (Bohemia Interactive): There will be a large number of weapons in ArmA, ranging from small arms (pistol/revolver), rifles and machine guns (M16/AK/G36 etc) on to various anti-armour weapons (such as RPG/Law). Some of the weapons will be very familiar to players of Operation Flashpoint, whilst some will be less familiar as the new modern setting in ArmA makes certain weapons obsolete, we don't want to give away too much of a complete list of weapons, it's fair to say that there is something for all tastes available.

 

Klecha (Gry.o2.pl): How different vehicles are in the game? What do players have access to?

 

Paul Statham (Bohemia Interactive): There will be many, many different vehicles available in ArmA, plenty for each of the warring factions, with additional civilian vehicles thrown in as well, there's nothing more surreal than a group of soldiers traveling into combat in a "borrowed" civilian sports car ;)

 

We'd like to retain a little surprise for now as to what vehicles are included in ArmA, but it's fair to say there is a good mix of ground and air based vehicles, everything from heavily armored tanks, trucks, jeeps, helicopters etc. etc.

 

Klecha (Gry.o2.pl): What enemies will be a part of the single player game and how are you developing the AI for the enemies?

 

Paul Statham (Bohemia Interactive): The enemy in the game is a country that you share a Northern border with. Basically this country is opposed to the political and democratic nature of the Southern country and at a time that it perceives the country to be in a weakened/distracted status it chooses to invade.

 

Also there will be a number of single missions which will allow the gamer to experience different modes of play as well as various combat situations. There will also be an extensive training mode incorporated into the single mission structure which will allow gamers to try the different gameplay elements of ArmA, the training mode obviously aims to further experience and improve skills for the gamer without being involved in a pressurized and consequence based situation such as during the campaign.

 

 

The core AI will be based on the already impressive and proven AI from Operation Flashpoint which was then improved upon in Operation Flashpoint: Elite for the Xbox. Essentially the AI works on a basis of knowledge and awareness and communication which means that the AI observes behavior around them, processes it, communicates the information if applicable and reacts upon it. This means that if for example a couple of lone enemy soldiers spot your squad approaching them, they may communicate the situation to other nearby enemy soldiers, then formulate a plan based on the situation, if they're outnumbered the plan may involve attempts at setting an ambush, or possibly a flanking manoeuvre of some kind.

 

There are many different skills and behaviors already programmed into the AI, the key is to look at which ones work well and which don't, we then look at ways to improve upon the AI where possible to make their behavior tactically realistic, challenging but essentially enjoyable, nobody wants to play a game where the AI (friend or foe) stands around doing nothing but serving as cannon fodder, conversely nobody wants to play a game where the AI instantly spins round and shoots you in the head from 8 kilometers with a hand gun, the key is finding a good balance which satisfies everyone (as much as is ever possible).

 

Klecha (Gry.o2.pl): What elements of gameplay you are planning to put into ArmA that you think are unique and important?

 

Paul Statham (Bohemia Interactive): The core elements of ArmA that make it unique and important are the elements that really define it as belonging in a totally separate and unique genre to other games. The large scale attributes of the game, the fully open and accessible environments, the fact that you're not forced to exist in some restrictive location that the game doesn't rely on some archaic system of pigeon holed environments that must be loaded between missions.

 

In ArmA you can go anywhere, do anything, do it how you want, when you want. The excitement and challenge is created by the scope of the game, the openness, the limitless opportunity, the vast number of weapons & vehicles available to the gamer. If you have to travel to a location you can choose to do it stealthily by foot, or you can do it by "borrowing" a nearby vehicle and driving yourself there, maybe you want to go by air but don't like flying? Then you could simply tell one of your AI to fly you there in a helicopter whilst you operate the door gun.

 

There is so much size, and scope, and possibility to ArmA that it's hard to understand that other so called realistic/tactical shooters are so limiting.

 

Klecha (Gry.o2.pl): Can you give us some example of mission?

 

Paul Statham (Bohemia Interactive): Taking the campaign into consideration, ArmA's missions will vary as the campaign progresses, starting off the player will find themselves outmanned and outgunned, later the story progresses to result in a less defensive posture, enabling the player to partake of missions which involved striking back aggressively against the enemy.

 

Klecha (Gry.o2.pl): What are the features of your engine you are using for the game?

 

Paul Statham (Bohemia Interactive): ArmA's engine is the successor to the engine used in Operation Flashpoint; whilst keeping the depth, scope and flexibility of that engine it significantly enhances and updates it with modern features such as DirectX 9 graphics implementation, fully streaming environmental technology, updated sound and physics. Also we will have a fully reworked animation system for characters.

 

Also subtly implemented in the engine will be features such as ambient lighting, real time shadows, HDR rendering and dynamic ambient life.

 

Klecha (Gry.o2.pl): What multiplayer modes will the game have?

 

Paul Statham (Bohemia Interactive): Multiplayer is an area that we're really striving to make a significant part of the ArmA package, we want it to be accessible, exciting, challenging and enjoyable. There are many different games available which offer multiplayer but they generally fixate on one type of gameplay; they offer solely capture & hold type gameplay, or solely deathmatch, or occasionally a game will go that bit further and offer COOP, but really there is no game which is capable of catering to all tastes. If gamers want fast, dirty, aggressive close quarters deathmatch or C&H type combat in an urban setting then ArmA can give them it, if gamers want an extensive, realistic, online battlefield which portrays a varied, multi-goal perpetual battlefield experience, ArmA can and will give them it.

 

ArmA will offer many different multiplayer modes of play: Deathmatch, Team Deathmatch, Capture the Flag, Attack & Defend, Capture & Hold, and Cooperative. We will also introduce new groundbreaking gameplay modes not seen in other games.

 

One of the great things about ArmA's multiplayer is that not only can you have 60+ humans playing at once but you can also have many additional AI units taking part as well, they can be used to fill up numbers on one side or the other, or they can be used to completely fill the opposing enemy force, the level of AI in ArmA is so advance that at times you really won't know if you have a Human or AI in your sights.

 

This time around there is no need to wait for a server to start a new game before you can join, with fully incorporated "join in play" you can enter the battlefield whenever you want. There's nothing worse than your connection dropping out two or three hours in to a deeply intensive mission, now you will be able to jump straight back in and continue as if nothing happened.

 

Klecha (Gry.o2.pl): At the moment, are there still plans to keep the game mod-friendly for mod authors?

 

Paul Statham (Bohemia Interactive): Without question we want to keep the game as open and mod friendly as possible, we consider it an important area of the game's development, Operation Flashpoint would not have been the success it was if it weren't for the way that the game could be built on, added to, even improved by the talented men and women of the community.

 

We will continue to look at ways we can improve the "mod-friendly" nature of the game, whether by support within the game, after release support via documents or any other support forms that we can think of.

 

Klecha (Gry.o2.pl): Currently what is the status of the game's progress and when do you think it will be released to stores?

 

Paul Statham (Bohemia Interactive): The game is progressing well, of course it's difficult to say when it will be available in stores as that's a decision for the publisher, until ArmA has been signed to a publisher we have to guess based on when we believe we will have the game complete. It also has to be remembered that some publishers might want to do a lengthy marketing campaign, whereas other publishers do little in the way of marketing, so there are lots of factors which have to be taken into consideration.

 

In December we predicted a H1 2006 release and that probably remains the most accurate we can predict for now.

 

We understand it's frustrating for gamers not to know when they will be able to get there hands on our new game, but I hope they can console themselves with the fact that we continue tweaking and sneaking in new features until the absolute last second before the gold master gets sent for production, we're definitely not slacking off while we wait for the game to be signed and published!

 

Klecha (Gry.o2.pl): Finally is there anything else you wish to say about ArmA?

 

Paul Statham (Bohemia Interactive): Without doubt we'd like to say that we're excited with the progress that has been made with ArmA, and we're really eager to get the game published and onto shelves. We believe that the game will be well received by gamers and will introduce many new fans to the game and its community. We're also definitely intrigued to see what kind of things the modding community will be able to come up with, certainly they'll have some surprises up their sleeves that we haven't even thought of!

Ikke mye nytt her, men jeg tror nok når de får en utgiver så skal det nok bli fart i PRen.

 

PS: Det er rykter om at "William Porter" skal gi ut flere bilder om noen få dager.

PSS: IDEA-Games skal være med på E3 som kan bety at Armed Assault er med på programme deres.

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Må si at jeg liker de nye screenshotene veldig bra.

 

Er fristet til og si at det er over hva jeg forventet, men har lært etter såpass mange år som gamer at jeg ikke dømmer spill før jeg iallefall har testet en demo :thumbup:

 

Men det skal nok kjøpes uansett for å støtte BIS da OPF er mitt favorittspill :tease:

 

Lurer på hvordan Game2 blir seende ut, håper på screens fra E3 :w00t:

Endret av Archangel
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Game 2 kommer til å bli ... aner ikke :!:

 

Men jeg tror nok at E3 kan gi oss en god del godsaker.

Som f.eks. live visning av Armed Assault:

These include live demonstrations of key unsigned titles such as Alpha Prime and Armed Assault.

IDEA Games

Kanskje kan det bety at en demo er være på vei og?

 

Men jeg tror kanskje også at noe info om Game 2 kan komme på E3, visst vi er heldig. ;)

Endret av Colossus
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dette blir bare bedre og bedre... engelig litt nytt fra game 2 og.. liker det ene screenshotet fra game 2.. er ikke sikker hva det er.. en SAM eller noe.. bra detaljert..

 

og som det sto.. 2 år igjen av developement.. skal ikke se bort i fra at det vil bruke DX10 da... ;)

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Gjest Slettet+56132

HJELP! Dette ser ut til å bli så sinnsvakt bra. Jeg klarer ikke å utrykke meg hvor mye jeg gleder meg til dette spillet og Game 2.

 

Bohemia for teh win!

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