This community FAQ is intended for the community to ask Bohemia Interactive anything they want about all aspects of the company and our projects, we already had an Arma 2: Operation Arrowhead FAQ prepared so we're including that here as it should hopefully answer a lot of questions, of course we expect there to be further questions which should be placed in the Discussion Page, the wiki page will then be locked May 15th to allow us time to prepare the answers, we'll then post the answers May 30th all being well, obviously we cannot guarantee that all questions will be answered, it depends on how many there are and on what subjects they cover etc. etc.
Takistan is smaller (well, the infinite terrain surrounding it is still infinite). We designed it to be less resource hungry and also use lower variety in the environment (Arma 2 used almost 700 unique object types in the map, Arrowhead uses "only" 400 unique types of objects).
There are four main characters available, each of them serving in a different branch of the US Army: airborne infantry, helicopter pilot, tank commander and special forces operator. The campaign highlights the battles which are interesting for a particular role, so the player will have a chance to play on foot, in vehicles or join a special operation without losing focus on the storyline.
Of course. The four main characters are all present and can be played for in all campaign scenarios. The nature of cooperation will be different from Arma 2, as the players are not part of the same groups. The scenarios are designed in a way which allows players to support each other's advancement in the battle, and some story-related parts are simplified for the multiplayer, so that group of players can fully focus on the cooperative action.
Thermal imaging capability in Arrowhead is modeled very accurately, closely based on what is available to real soldiers in our simulation program for armed forces - VBS2 and is one of the most prominent new features in Arma 2: Operation Arrowhead. The heating and cooling is simulated, as well as other features associated with thermal imaging (e.g. ability to see through smokescreen).
Vehicles, weapons and soldiers are easy to port as both Arma 2 and Arma 2: Operation Arrowhead share the same engine. These addons would only require minor tweaks to reflect the new engine additions and improvements in Arma 2: Operation Arrowhead (e.g. thermal imaging). But the fact we have managed to allow the entire Arma 2 content (which is huge) to run nearly seamlessly in Arma 2: Operation Arrowhead already, is perhaps the best indication as to how compatible Arma 2: Operation Arrowhead is with the original Arma 2 game.
As usual, Bohemia will try to provide the best after release support as possible (as our past track record shows). This time, we also have plan to release some significant DLC for Arma 2: Operation Arrowhead, more details about these plans will be revealed later.
ArmA 2: Operation Arrowhead released today . It's the most realistic military sim ever made. It's the proper successor to Operation Flashpoint. It lets you missile terrorist camps from eight kilometers away with remotely-controlled aerial drones. And you should absolutely play it--but not for any of those reasons.
Steam tells me I've donated 11 days of my life into ArmA 2. Nearly all of that has been in co-op, jogging through sections of "Chernarus" (fictional Czech Republic, satellite-modeled directly after the country) with my band of e-brothers, 12 or 20-some PC Gamer community members at a time in assassination or demolition missions. This is how the most active members of ArmA 2's playerbase consume the game, downloading player-created missions by the dozen from armaholic.com and hopping in as a squad with little or no foreknowledge of the ambushes, counter-attacks, and Harrier strafing runs that may lie ahead.
Some of my finest moments in the game (a hat-tip to Mikeon for his video captures) have been driven by that unpredictability--calm helicopter rides that become panicked skydiving or spontaneous, ill-advised pursuits after a little peer pressure from the people you're riding with.
I hope these videos convey it: ArmA 2 is an anecdote machine. That's a trait of many other PC games we regard well: we like Deus Ex because it's a parade of stealth punctuated by frantic hacking, meleeing, or pepper-spraying as many AI guards as you can; we like Oblivion because thieving clay pots and cookware on a whim from a peasant's house while he's sleeping can be more fun than saving Cyrodiil.
Call it emergent gameplay if you'd like--ArmA pairs hundreds of square kilometers of open terrain with unscripted AI, a playbox of military equipment, and high-fidelity ballistics modeling--but it really boils down to player agency. What ArmA 2 allows the player to do is absolutely vast.
Watch the video above of our community playing a convoy mission, " Insurgent Surprise ." In bland terms, it's a skirmish where I sat, stomach against the grass, with 10 other men while we waited for a line of trucks and APCs to pass over our mines. It took five minutes of preparation, and another 10 of quiet waiting...after which I died instantly after peering my head from behind a rock. Time-wise, that's a heavy investment for little payoff. But when you've got a group of people that buy into collaborating on an experience together--being patient, contributing minor bits of roleplaying through half-authentic, half-Rambo radio comms (I can recite the better part of the NATO alphabet thanks to this)--that time spent lightly coordinating, positioning yourselves, and building up a playfully-dramatic idea of the ambush you're about to produce is more fun to me than racking up headshots.
It's player-driven narrative. And that sense of ownership can be more valuable than fulfilling a set of plot points someone else has written for you. Most of that is driven by the community of people that you play with-- we've got a great one, as do the folks at Shack Tactical and Tactical Gamer . Having a crew to chew through co-op missions with in ArmA balances the hard, nuanced, nose-in-the-grass realism that's often frustrating in its single-player campaign (accounting for bullet drop and recoil; wrangling the vehicle dynamics) with a healthy amount of co-op camaraderie and nonsensical multiplayer. At its best, ArmA resembles you and your eight-year-old friends playing backyard army--taxiing teammates to a sniping point in your tank, chasing down parachuting enemies by motorbike, or firing advanced weapons that you have absolutely no certification in.
Evan's a hardcore FPS enthusiast who joined PC Gamer in 2008. After an era spent publishing reviews, news, and cover features, he now oversees editorial operations for PC Gamer worldwide, including setting policy, training, and editing stories written by the wider team. His most-played FPSes are CS:GO, Team Fortress 2, Team Fortress Classic, Rainbow Six Siege, and Arma 2. His first multiplayer FPS was Quake 2, played on serial LAN in his uncle's basement, the ideal conditions for instilling a lifelong fondness for fragging. Evan also leads production of the PC Gaming Show, the annual E3 showcase event dedicated to PC gaming."}), " -0-9/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Evan LahtiSocial Links NavigationGlobal Editor-in-ChiefEvan's a hardcore FPS enthusiast who joined PC Gamer in 2008. After an era spent publishing reviews, news, and cover features, he now oversees editorial operations for PC Gamer worldwide, including setting policy, training, and editing stories written by the wider team. His most-played FPSes are CS:GO, Team Fortress 2, Team Fortress Classic, Rainbow Six Siege, and Arma 2. His first multiplayer FPS was Quake 2, played on serial LAN in his uncle's basement, the ideal conditions for instilling a lifelong fondness for fragging. Evan also leads production of the PC Gaming Show, the annual E3 showcase event dedicated to PC gaming.
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