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ArmA 2 Review

If you've got the time and patience, you won't find a better war game
Shooters make a pact with you. Half-Life 2, Far Cry, even BioShock all have a basic formula: standard controls, guns that put bullets where you tell them to, enemies who are just looking for a lead injection. These games spit in their hand and tell you: "Yes, we will make shooting many, many people an easy thing." Offer your saliva-soaked hand to ArmA 2 and the game will slap it away. If you want easy, go somewhere else. What you'll get in ArmA 2 is a soldier's worst nightmare.

Head over to the ArmA II launch website.

Before you know it you're the leader of a four-man squad, creeping through the darkest night you can possibly imagine, crouch-running through a village looking for a hidden transmitter, and hoping you'll get out without seeing the slightest movement. Movement means people. Enemies, civilians: both bad. Bullets fly. You push yourself to find any cover - even corpses provide some - and hope your squad's out of enemy sight. Orders are barked and the map hastily checked. It only takes one bullet to kill you, and to catch one means you've done something wrong. You will die.

ArmA IIOfficial trailer
1:54  *Not* from the guys that are bringing you Flashpoint 2.
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ArmA 2 is the latest in the hardcore soldier sim series that began with Operation: Flashpoint and continued in 2007's ArmA: Armed Assault. Both turned the relatively simple notion (in gaming at least) of moving through a battlefield into a complicated series of button gymnastics. In Bohemia Interactive's games, war isn't a scripted series of dramatic set-pieces, but a fluid, dangerous and sometimes stunning approximation of a soldier's life.

This time we're in the politically complex faux state of Chernarus, a dynamic world that, at 225km2, is larger than a game this detailed has any right to be. The Americans are attempting to stabilise the region, but Chernarus's multiple factions are doing their best to tear it apart. At its best, ArmA 2 will leave you with war stories to tell, vivid, unexpected fights to describe, and a world to explore. The flipside is the weight of the simulation crushing what's underneath. Without structure and direction, ArmA 2 is liable to break like the previous games did.

The singleplayer game escalates at a slow pace, putting your small team through scene-setting missions that take you from squad leader to commander of an entire army. The four-man team you're part of is a recon squad that will stick together throughout the campaign. You're in charge of the team's movements, a notion that's made clear when you begin. Nearly every FPS finger-memory you have will betray you: the number keys, the preserve of weapons/powers in other games, are what you use to control your squad.

Every number brings up a menu, enabling you to set such things as combat state, formation, team configuration. You go to select a shotgun and instead you're given the option to split the team into colour coded groups. As they say: RTFM.

Yet every menu that pops up brings you a little closer to understanding what ArmA 2 is all about: control. As the squad leader, you have to make decisions on the fly to make the squad function. You're up against good AI: they zig-zag when fleeing, they aim carefully when shooting.

A bullet in ArmA 2 is a beautiful ballistic entity, capable of dropping you or a teammate with just one hit. You have to be careful at all times. Paranoid, even. You simply must have an absolute level of control over how your team approaches combat situations. The interface, how you tell them to move to a specific building in a particular way, is 80% great. The missing 20%? When the shit hits the fan, the same setup seems rigid and unhelpful. ArmA 2's ordering system is many things, but it's not quick. It takes time and a lot of effort to be comfortable with.

In dangerous situations you have to think your way out of trouble. If my panicked stabs at the number keys and the map are anything to go by, the system could do with some refining. There's an easy 'regroup' command, but tactically it doesn't cut it, particularly when the AI decides to have a bit of a quiet moment to itself.

That AI is capable of astonishing feats. For the opening missions you're given a helicopter to taxi you around. All you need to do is call in a request and wait for it. I love waiting for the choppers: I imagine the simulated gears grinding, the pilot spinning the blades up, taking off and proceeding to cover the distance from the base to me. You often hear it before you see it, a gentle but increasing thump approaching your position, then a dot that quickly turns into your ride. It spins around your designated co-ordinates, looking for a place to pick you up, then calmly sinks to the ground, hovering just above the grass, kicking up dust.

I spend most of my time in vehicles deferring to computer control. The complicated nuances of landing a jet or chopper are beyond my ken. On the ground I tend to crunch up people under tank tracks. But then I'm not the only one who has that trouble. At the start of one mission, I had to listen to a colonel lay out the situation, telling me what I could do to help his garrison. I stopped concentrating when, behind me, an APC was driving backwards and forwards, dangerously close to my character and the brass's tent.

The AI was acting like a learner driver trying to make a three-point turn. In the end it crushed another tent, leaving a square of grass and a desk. It looked like modern art. But this is a problem that has dogged both Op Flash and ArmA, and ArmA 2 is more ambitious than the pair of them. Its country is full of enemies, armies and insurgents, switching from urban and countryside warfare. You can get in a helicopter, fly halfway across the map get out and find someone to fight. Of course it breaks. If there's one thing I'd beg of Bohemia, it's to take a good look at the AI.

The inconsistency is more than comedic: there are frozen enemies, stuck allies, ridiculous vehicle crashes and awkward movement to contend with. It never functions 100% correctly, and makes the fidelity they're striving so hard for impossible to achieve. After all that work to make a believable world, the beautiful graphics and astonishing sound, it's a kick in the teeth to allow the game to break. I may not be a trained soldier, but to all intents and purposes the NPCs are. They shouldn't be killing tents as often as they kill the enemy.

Even so the fighting is remarkable. There are three stances in ArmA 2: standing, couching and lying. If you're standing when the combat begins, you're doing it wrong. It's terrifying. Bohemia's AI is so economical with bullets you can count the number of shots. It makes you think about movement: when, how, even if you should. Crawling along under bullet fire, hearing that twig-like crack from the gun and the high-pitched ping of the impact on the wall behind you is fundamentally shit-scary. It says: "Whatever's out there knows exactly what it's doing, and God help you if you make a mistake." There's no comfort zone.

It makes survival that much more exciting. If you look up 'accomplishment' in the dictionary it'll explain what the word means. But the feeling you have after wiggling your way out of a tight situation... that's the real thing. Missions are meted out by superior officers, but you'll be given multiple objectives to do as and when you please. One asked me to patrol a wooded area, looking for scout camps and the main camp of a local warlord. You're given the area to patrol - a massive chunk of forest and hills by any normal game's standard but a relatively sane landscape by ArmA 2's - and some orders.

The rest relies on your understanding of the provided intel, an ability to prioritise and a calm, patient approach. You're not led through the space, you don't have any overriding orders other than your own initiative, and this is precisely the reason to play ArmA 2. During my patrol, things got nasty. I blundered across an insurgent camp because I was using the freelook camera to admire the gorgeous forestry. My team were given permission to engage and we slaughtered the little squad easily enough. I was too focused to notice a truck moving in from the rear.

One of my squad screamed and his icon turned a worrying shade of red. I hit the grass and desperately summoned the map screen to see what I'd missed. Soldiers were fanning out from the truck, I was one man down and face first in the dirt. The camouflaged enemy were only visible thanks to their movements, so I was shooting where they'd been, not where they were. Squad members were shouting positions and returning fire. Fubar.

ArmA 2 does this a lot. The chaos of war is never as loud or scripted as Call of Duty makes it feel. It's just you trying to outthink a capable, deadly enemy. I died and restarted. In the second patrol, I was given an order to help and assist with a downed helicopter that never occurred in the first playthrough. Dynamically generated missions? Brilliant!

If the main set of missions isn't enough (and it won't be), you can use the game's editor to create a single or multiplayer mission anywhere on the map. Feed the game intro and outro conditions, plonk down some enemies, bases and vehicles and set the thing in motion. It can be done via a simple UI: load up a multiplayer server, and there's an option for a wizard that'll help you create and host a game. It's as easy or as diverse as you want it to be. Slightly more complicated sessions can be created in the editor, setting waypoints for troops and vehicles. Higher-end players will find a scripting language in-game of frightening exactitude. If you do pick up ArmA 2, this is where you'll find yourself six to twelve months from now. It extends the game to a ludicrous degree, giving you freedom to create whatever scenarios you choose.

Multiplayer is another boon. The games can be as small or as big as you choose. For example, there's been a shift in ArmA 1, dictated by its remarkable community, toward a RTS-style of multiplayer game that takes advantage of the massive landmass. The commander builds a base, helicopter pilots ferry ground troops, jets scream overhead. It's never as simple as deathmatch: there are ongoing campaigns between factions, with multiple objectives, squads, even civilians. This community has sustained Bohemia since Op Flash, generating missions, fixes, new islands, new factions, and more for both games. Buying ArmA 2 with an expectation of more of the same would be a good investment.

Yet ArmA 2 has issues beyond the occasionally twitchy AI. Most importantly the engine and technology only felt smooth on my work PC: an overclocked, water-cooled mammoth the specs of which you'll find on the review intro page. On my more modest Q6600, Radeon 4870 PC at home, it struggled to top 20 frames per second. I still feel the UI needs a complete overhaul, to make the experience smoother.

It's fine being complicated, but I really see no need for the multiple button presses and myriad menus you're required to grapple with. Yet Arma 2 continually wowed me. I subjected my squad to frequent helicopter rides just to sit watching the world pass below, wondering what would happen if I ordered the chopper pilot to drop us off in the villages below. One mission was interrupted by one of our recon planes being shot out of the sky by a rocket, which had nothing to do with anything. I've yomped through forests to stumble across tank battles in full swing without me.

The singleplayer storyline genuinely takes the ArmA series and war games to new places, and the multiplayer, although I've not yet had the pleasure of a 50+ player battle, has all it needs to bring you back when you're done. Even a ten-minute fiddle in the editor gives you something fun to do.

If ArmA 2 hooks you in, you've just found a war game capable of providing infinite entertainment, and that's astonishing.

Buy ArmA 2 - Play / Amazon

PC Gamer Magazine
// Overview
Verdict
A brilliantly in-depth and vast war simulator that rewards your patience. But buyer beware: this game has AI issues.
// Screenshots
// Interactive
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Read all 16 commentsPost a Comment
Man! That does sound good. Parts of the review gave me flashbacks to basic training in the army. Covering squad movement (half cover while the other half advance, then vice versa, etc.); slowly walking through a field of high grass trying to look in every direction waiting for an attack and then suddenly hearing the first cracks of gunfire and the sergeant shouting the command word for seeking cover from a simulated grenade attack...the sun in yours eyes as you lie uncomfortably hot and sweaty in a dry field of grass, disoriented and desparetly trying to determine where the attack is coming from (muzzle flashes are hard to see during day time,) debating whether to brave raising your head above the tall grass line to get a better view vs. the potentially deadly consequences....ArmA2 sounds like it's pulled these aspects of soldiering off quite nicely. A shame the AI issues and bugs appear to hamper the game. I'll wait to see what OpsFlash 2 is like, and maybe by then some of the issues will have been ironed out in this game.
The_KFD_Case on 17 Jun '09
This game sounds alright but is it coming out for 360, I don't have a computer made of lasers and this game was announced for 360 but I heard it was cancelled
trooperdx3117 on 17 Jun '09
This game sounds alright but is it coming out for 360, I don't have a computer made of lasers and this game was announced for 360 but I heard it was cancelled
no i think its PC only. if you cant play it (which is a shame) then wait for flashpoint in the fall as that is for the consoles as well, how good it will be is the million dollar question though

and the bugs will be fixed as bohemia really do support their games post launch with fixes and extra sp/mp stuff.
Sleepaphobic on 17 Jun '09
The game looks great and sounds amazing, i just think its going to be a little bit too hardcore for me. Not sure i have the time to invest to really learn to think like a soldier, nor the patience for that matter. Shame as the premise really appeals to me, i just know my lack of patience and skill wouldn't allow me to get the most out of it after playing other FPS.
Adam81uk on 17 Jun '09
And the bloody spec of the machine used for the review was??????????????????????????????????
I know it'll come down to it was a box on the page of the magazine, but jez do these articles ever get reviewed before getting uploaded?
lmimmfn on 17 Jun '09
3 GHz Quad core, 4Gb of RAM, 512Mb 3d card.

And as was said in the review, that made it smooth.

Players who bagged an early copy are reporting that it needs to be better optimised but that was to be expected. Most blame the fillrate slider that acts as a replacement for AA
SAeN on 17 Jun '09
3 GHz Quad core, 4Gb of RAM, 512Mb 3d card.

And as was said in the review, that made it smooth.

Players who bagged an early copy are reporting that it needs to be better optimised but that was to be expected. Most blame the fillrate slider that acts as a replacement for AA

Thanks for the info. Asides from the Quad Core bit (I use a Duo Core,) my PC rig meets all of those specifications. Still, as previously stated, I'll wait until OpsFlash 2 is out before making my final decision. Perhaps a more optimized version will be out by then.
The_KFD_Case on 18 Jun '09
Agreed. Looks promising enough but definitely not the complete package. Will wait for OP2 and make a decision then.

It does seem the same problems that plagued the first generation games are still here (AI, specs, bugs) which is disappointing. I would prefer a complete game experience straight off rather than waiting until a couple of patches come out.
darthmelly on 18 Jun '09
The game is more than playable. The bugs wont stop you enjoying the game. If they do stop your enjoyment, the game is not for you.
Speciala on 19 Jun '09
Ok the competition link in the CVG email redirects to this page, is there even a competition to win a monitor cos I can't find one! Crying or Very sad
Alex on 19 Jun '09
Found it!

For those who are also lost go here:

http://www.computerandvideogames.com/article.php?id=217925
Alex on 19 Jun '09
You know, I heard someone say that this game would be 'genre defining' a few weeks ago on these forums, and I thought that they were being sarcastic, but the more I read up on this game, the more I realise that they might have been serious. Might have to go pick this up.
lordirongut on 20 Jun '09
I was really looking forward to this coming out. All the previews seemed to indicate it would be so much better than its frankly woeful predecessor.
Got the game today, and it's just more of the same. Same naff menus, same laggy mouse control that makes hitting anything more luck than judgement, and graphics that will require several hundred pounds of hardware upgrade in order to make it playable.
I'm all for pushing technology forward, but please developers, make your games playable on normal hardware - we don't all have access to quad processors and dual SLI graphics.
Let's hope Flashpoint 2 is better, 'cos this was a waste of f'*king money.
eksistenz on 20 Jun '09
Quite enjoying it myself Craig. You need to spend a hell of a lot of time learning the controls and practising them but it's worth it.

Haven't stumbled over any game-breaking bugs yet although I can't help thinking text-to-speech would do a tenfold better job of the in-game dialogue.

You're also right about the AI. For the most part, they are crack shots and bloody smart, but driving is certainly not a strong point. Too many times I've seen an APC fly down the road straight into a parked bus or zoom past it's turning by 30 feet, still try to make the turn, take out two signs and whatever else is nearby.

Helicopters are easy enough to fly but VTOLS are a different breed. Way too twitchy. Getting stuck in trees is a favourite pastime of the VTOL too.

I really hope the bugs get ironed out as they're only little things but it's just the amount of them. When it's working properly, this thing will be epic.
Serenity on 21 Jun '09
This game is like crack, I'm totally addicted, it's the best infantry simulation I have ever played.

It has some annoying bugs in the training missions (which the patch seemed to fix), but I am really enjoying learning to fly and command tanks etc. I do agree the controls aren't very intuitive, but if you put some time in, they start to become second nature.

This game is going to eat up a lot of my time, the editor is fantastic...
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