Arma 3 will offer "radical engine improvements" and a "unique sandbox-style military gameplay experience," when it arrives in summer 2012, the developer promises.
Set in the near future, after years of intense warfare against Eastern armies, Europe has become the last stand for the battered NATO forces, reads the story blurb.
"On the verge of being driven into the sea, NATO command embarks upon a most desperate measure. In the hope of seizing what seems to be a well-guarded military secret, Operation Magnitude is launched.
"A small group of Special Forces and Researchers are sent to a Mediterranean island deep behind enemy lines. However, the mission is compromised and the task force destroyed, leaving Cpt. Scott Miller washed ashore upon the hostile island.
"In his effort to carry out the mission, he will face the dangers of modern warfare, an unforgiving environment, and the consequences of his own decisions..."
Arma 3's key features include:
Single-Player Campaign - Evolve from a lone prey into a military commander in the open-ended & story-driven campaign.
Vehicles & Weapons - Control a multitude of aircraft, vehicles and ships with accurate simulation; shoot anything from pistols to sophisticated weapon platforms.
Physical Simulation & Improved Animations - Take advantage of PhysX supported vehicle simulation, in-game interactions and the revamped animation system.
Rich & Authentic Environment - Explore an unsurpassed military combat experience set on an authentic Mediterranean island modelled from real geographic data.
Multiplayer Gameplay - Experience both cooperative & competitive scenarios with the full support of dedicated servers for both Windows and Linux.
Completely Extensible & Moddable - Design & create countless customizable scenarios using the intuitive & easy-to-use mission editor.
Customizable Soldier Load - Choose your uniform; assemble your weapon kit; change your load-out; get loaded up.
Bohemia Interactives CEO, Marek Spanel, explained: ''We're happy to bring the next generation of the Real Virtuality engine to life. The increased potential of the engine should allow Arma 3 to become our best-looking, most detailed and innovative military simulation game to date.''
Ivan Buchta, Creative Director of Arma 3, added: ''Our ambition is not only to deliver the next generation of Arma with the improved engine, but also to fully exploit the potential of our new technology in the gameplay. You can look forward to the unique experience of blending sandbox-style combat with a rich story.''
Operating system: Windows 7 / Vista
Processor: Intel Core i5 or AMD Athlon Phenom X4 or faster
Memory: 2 GB
Video card: Nvidia Geforce GTX 260 or ATI Radeon HD 5770 with Shader Model 3 and 896 MB VRAM, or faster
DVD: Dual Layer compatible
Hard disk: 15 GB free space
Other: DirectX® 10
Sind doch die gleichen Bilder wie bei PcGames -.-
Jupp, mehr Bilder gibt es ja auch noch nicht. Ist nur für die faulen Säcke gedacht, welche nicht auf den Link klicken.
Limnos ist eine griechische Insel in der Nord-Ägäis. Seit 2011 bildet die Insel die Gemeinde Limnos (Δήμος Λήμνου) und gemeinsam mit Agios Efstratios den Regionalbezirk Limnos (Περιφερειακή Ενότητα Λήμνου) in der Region Nördliche Ägäis. Nach der Volkszählung von 2001 zählt die Insel 18.104 Bewohner. Verwaltungssitz sowie wirtschaftliches und kulturelles Zentrum der Insel ist die mehr als 5.000 Einwohner zählende Stadt Myrina.
Die Insel Limnos liegt in der Nord-Ägäis zentral zwischen der Halbinsel Athos im Nordwesten und dem kleinasiatischen Festland im Osten. Die nächstgelegenen Inseln sind Samothraki 42 Kilometer nördlich, die türkische Insel Gökçeada 22 Kilometer nordöstlich und Agios Efstratios 31 Kilometer südlich.
Mit einer Fläche von 476,28 Quadratkilometern ist Limnos die neuntgrößte Insel Griechenlands. Sie erreicht in West-Ost Richtung ihre maximale Ausdehnung von etwa 35 km. Die Nord-Süd Ausdehnung im Osten beträgt vom Kap Plaka (Ακρωτήρι Πλάκα) dem nordöstlichsten Punkt der Insel zum Kap Agia Irini (Ακρωτήρι Αγία Ειρήνη) dem südöstlichsten 29 km. Im Westen liegt sie bei 18 km vom Kap Mourtzefalos (Ακρωτήρι Μούρτζεφλος) im Nordwesten zum Kap Tigani (Ακρωτήρι Τηγάνι) im Südwesten. Die schmalste Stelle von etwa 4 Kilometer liegt zwischen dem tief in die Insel einschneidende Golf von Moudros (Κόλπος Μουδρου) im Süden und dem Golf von Pournia (Κόλπος Πουρνιας) im Norden.
Fake oder sieht man hier schon Teile des HUDs?
Und auf der kleinen Insel im Norden steht ein Kasino, da kommt man aber nur hin wenn man das Spiel vorbestellt!
Wie großartig wäre es, wenn die Features aus Take on Helicopter in Arma3 miteinfließen!
Inteview with Ivan Buchta, Creative Director of Bohemia Interactive, about Arma 3.
Everyeye:The revamped singleplayer looks very promising. We understand that you implemented some kind of quest-system in the sandbox environment. Would you give us an example of what this means? How do you obtain them?
Ivan Buchta:We decided to create a more open structure, although we use the means already present in the game since Arma 2: tasks, conversations system and FSM scripting techniques. With the flexibility our engine and tools provide, we are able to employ them in a new way and on a larger scale.
In the game, the player can obtain either "quests" directly related to the story, or some "side-quests" which would help him to get something special: equipment, information, guerrilla support, vehicles and so on. For example, your main objective may be to destroy an enemy base, because a friendly force is threatened by the enemy presence. By following some hints, you may eventually get a local guerrilla chieftain to distract the OPFOR in order to weaken its defenses or receive some close air support, all of which can make your effort much easier. Maybe you would even stumble upon a piece of Intel which would make the friendly command reconsider their intent. To achieve such changes, you would probably have to do a favor for the guerrilla commander or to prove the need for CAS by delivering some extra Intel - simply to accomplish a "side-quest".
I would also like to note that we are not abandoning the scenarios (missions), which are much simpler and shorter providing the element of instant fun. I am sure this kind of gameplay will be attractive for many players including the seasoned Arma veterans.
Everyeye:Two problems of the full-scale battles in ArmA 2 were that the enemy AI was really good at spotting your unit and that your soldiers were too good at shooting them and some times you won an entire mission without shooting once. Are you addressing these in the new AI system? On what exactly are you focusing, beside those?
Ivan Buchta:The case you mention illustrates how the mission design works in our games. Arma has never been player-centric, and the things may always proceed towards a certain set of conditions which indicate the mission end: we do not ask the player to fulfill an objective, we rather ask whether an objective is accomplished. Imagine yourself as a Special Forces guy behind enemy lines tasked to blow up an enemy ammo dump. You may either do it yourself, or you may ask local resistance to do this task for you. In both cases, the ammo dump would eventually get blown to pieces, and you win. However, lots of testing and balancing will be done in order to avoid putting the player in the role of a mere witness. In the campaign, there are a numbers of unavoidable tasks or decisions.
Regarding the AI improvements in general, we would mainly like to achieve more natural movement of the AI soldiers. The Micro-AI system already makes the AI entities formidable opponents, but there is a lot to improve in terms of the visuals. Also, we put a lot of effort into "teaching" AI to use the new features, e.g. underwater movement, first aid routines or customizable loadouts.
Everyeye:Will you ever introduce some kind of cover-system or blind-fire?
Ivan Buchta:Most probably not. The blind-fire (probably meant as shooting without aiming from behind a cover to suppress the enemy) is probably nothing a real soldier would do on a regular basis. Also, these features are quite common and important in console shooters, where they compensate for the less precise controls. with Arma 3 being developed exclusively for PC, we don't feel any need to implement such features at the moment.
Instead, it would be much more interesting to make the AI use more suppressive fire and smoke grenades, as well as to make the suppressive fire more accessible to human commanders.
Everyeye:Another big new feature will be the underwater combat. Will you introduce larger ships to board and sabotage, submarines perhaps? Will sea currents be implemented as well?
Ivan Buchta:So far we plan only the smaller vessels, but the sabotage missions involving placing charges is something we would really like to introduce.
We don't plan to implement sea currents, as it would only complicate matters for the AI. However, such feature can be probably scripted in case we'd need it for a particular situation in the campaign.
Everyeye:Speaking of vehicles, which level of realism do you want to achieve? We saw Take-On Helicopters for example and it sure takes a lot of practice to master such a complex model. We wonder how driving a tank would be...
Ivan Buchta:Tank controls shall be the same as in the previous titles of the Arma series. We already offer a vast number of features, therefore we don't want to complicate the vehicles controls any further. We only consider allowing the player to experience the helicopter flight model from Take On Helicopters based on the game difficulty.
However, the tank driving will be a lot better experience thanks to the improved physical simulation of driving and collisions.
Everyeye:What changes to the weapons behaviour are you introducing in ArmA 3 (i.e. the new wind system physics etc.)?
Ivan Buchta:We mainly focus on adding the customization options: with various accessories and optics, a single weapon can turn into anything from a night-ops special forces rifle to a marksman rifle with anything in between.
Addition of more complex windage simulation is not planned. We already have bullet drop and weapon zeroing capability both working nicely even for the AI; anything more complex would probably only complicate the matters (weapon control, performance) without adding much to the gameplay.
Everyeye:Why did you choose DirectX 10 for the new game engine, while the new DirectX 11 libraries are out?
Ivan Buchta:The game will be released only for DirectX 11, but the engine is still capable of running in the DirectX 10 environment. The new possibilities offered by DX11 still wait to be fully explored by our programmers.
Everyeye:We would like to know, if possible, which of these technical features you are planning to introduce out-of-the-box: SLI / Crossfire, Nvidia Vision / AMD 3DHD, Nvidia Surround / AMD Eyefinity?
Ivan Buchta:The engine has been capable of running on a multi-GPU setup since Arma 2; however, things work a bit differently: the hardware manufacturers maintain compatibility with the games, not vice versa. Regarding the new technologies, NVIDIA Vision and Surround as well as AMD 3DHD and EyeFinity are partially supported since Arrowhead, and we hope to be able to further enhance and expand the support.
Everyeye:About the Multiplayer, are you planning any new modes?
Ivan Buchta:We would like to focus mainly on cooperative gameplay, but it is too early to reveal any details. I can safely say we will make sure to use the unique possibilities Arma games have over the competitors: huge environments, simulation of large numbers of AI entities, various vehicle types including aircraft, capable AI or scenario parametrization.
Everyeye:With the increasingly number of players after the success of ArmA 2 will there be any kind of in-game clan support or ladders? Finally, what about dedicated servers?
Ivan Buchta:The social aspects of multiplayer gaming are certainly interesting and an increasingly popular part of network gaming. We would like to make clan support more intuitive for casual players. Ladders and achievements are among the features considered, but there are still a lot of open questions.
Dedicated servers including a Linux server will be present, of course. The in-game interface for the dedicated server may receive some improvements, and we constantly improve the engine's multiplayer protocol based on user feedback from Arma 2 and Operation Arrowhead.
Everyeye:We are seeing great things forthcoming for the FPS genre and ArmA 3 is one of those titles that will most likely make the difference. You already have a solid fan-base and that's certainly a great opportunity for you to make it even bigger within the ArmA franchise. What are the ArmA 3 key elements and innovations that, in your opinion, would appeal to a larger gaming public?
Ivan Buchta:Most shooting games keep focusing on the action-packed cinematic experience, emphasizing the little details at the cost of the player's freedom and gameplay possibilities. We would like to deliver a completely different experience, offering player true and unparalleled freedom of choice in an environment which reacts to his actions. In other words, Arma 3 will hopefully be more demanding on one's brains than fingers, rewarding the creative players with a proper response to their tactical efforts.
Everyeye:In the shooter history Operation Flashpoint marked a milestone no doubt. How does their creators look at the new releases of their first warfare brand?
Ivan Buchta:We will have to take a look.
PC Gamer Artikel:
Reports of new and experimental military weaponry and vehicles are torture for modern warfare simulation enthusiasts. High-tech toys, such as the XM25 semi-automatic grenade launcher (capable of detonating explosives mid-air to hit enemies behind cover) have just come into service, and even more potent weaponry like the terrifyingly powerful GM6 anti-tank rifle are so close, and yet so far. In Arma 3, the next super-realistic war-sim sandbox from Czech developer Bohemia Interactive, those guns, plus some awesome weaponry of its own design, will be placed in our eager, trigger-happy hands.
The context is new and bleak: in the near future, the US and its allies are underdogs in World War III against a powerful, Iran-led military that has occupied Europe and Northern Africa. The nuclear gloves have come off, but there’s still a world left to fight over with our new fictional conventional warfare toys—in particular, a large Mediterranean island called Limnos.
“It’s not lasers or science-fiction stuff,” Creative Director Ivan Buchta assures me during our hours-long interrogation session. The intel I’ve extracted suggests that while A3 will continue to carry the banner of realism, freedom, and fidelity that’s defined the series (and Bohemia’s Operation Flashpoint before it), the development team is taking some liberties with reality to ensure that its next game won’t be the by-the-book sequel we expected.
Turning the tables
Bohemia’s mission statement is to put the player into a different situation from what modern militaries face. That means taking a step away from present-day realism, where the US always has the most resources. “The Allies are not as good as the bad guys in terms of technology. The bad guys have more resources, more clever stuff. The Allies have to cope with it, and naturally they adopt guerrilla tactics,” says Buchta.
You won’t be leading a squad of rag-tag freedom fighters, but expect to make improvised decisions on the move. Buchta describes what were up against: “They’re in bases. They have artillery support. They have armor. They have helicopters. They have drones. So you might have to steal something first and learn to operate some very basic weapons platforms.”
Harassment tactics—and making clever decisions with the resources you’re given—are the kind of thinking that Bohemia Interactive wants to stimulate. “Imagine you have a mortar,” Buchta says. “You have a crew to operate it on some safe spot, and you have something like 20 shells. But you also find a box with three shells which can be laser-guided or remotely operated. Suddenly you have some extra resources that you can use in a very creative way against the enemy.”
A3 needs new weapons to stimulate new combat experiences and set it apart, so it’s bringing in gear like the Mk8 Swimmer Delivery Vehicle—a miniature submarine designed to covertly insert small teams. Buchta talks me through a scenario: “The player can don a diving suit and a rebreather, man the SDV and move to a coastal enemy base from an unexpected direction. Using the SDV’s periscope, he can steer his way through the patrols while staying undetected, insert saboteurs to mine the roads near the base or to booby-trap the patrol routes, place charges on the bottoms of the enemy boats, raid the command compound, and exfiltrate while leaving a bloody mess behind.”
Considering that in A2 water might as well be lava, impassible except for a few unimpressive motorized rafts, the amphibious options that A3 will open up make me giddy—especially given that A3’s battlefield is an island. Limnos is based closely on the real-world isle of Lemnos off the coast of Greece in the North Aegean Periphery. “It’s way more populated, compared to A2: Operation Arrowhead’s Takistan,” Buchta says. “It will be the biggest and most ambitious map we’ve done so far.” Buchta compares Limnos to Operation Flashpoint’s Eberron map in some ways—it’s dotted with cities, harbors, villages, mountains, plains, arid land, orchards, and even some industrial facilities, ensuring that players will have a wide variety of terrain to fight over—and thus many different battle experiences.
In the spirit of guerilla warfare and dirty tricks, A3 throws in a feature I never thought I’d see in the series: wearing enemy uniforms. When fighting undercover in the single-player campaign (which is separate from the co-op scenarios), you’ll have the option of borrowing an enemy’s colors and equipment. While it’s primarily a single-player feature at this stage of development, the prospect of how it might function in PvP or online co-op is even more exciting to me—in A2’s 64-man multiplayer matches, a covert spy could relay key information to the other side.
Without promising anything, Buchta is willing to speculate on how uniforms might function in multiplayer. “If you change your uniform, it should be functional—it should not just confuse the players, but also AI. Imagine you see a guy 200 meters away in an enemy uniform. You’d immediately start shooting. But it may be your friend trying to play some dirty tricks on enemy soldiers. If he fails to let teammates know, then friendly players might fire on him. Such accidents would probably happen.” Buchta adds that Bohemia is exploring IFF (Identification Friend or Foe) technology—if you’re carrying an enemy’s IFF transponder, for instance, a hostile chopper on patrol would ignore you.
All of this isn’t just being tacked on to A2’s engine—Buchta promises “radical” graphical improvements. Weather, for example, will get a volumetric cloud system, which should make lighting more natural. Ragdoll effects—and a revamped animation system—will replace (hopefully all of) A2’s existing, rigid gestures, and Nvidia’s PhysX is being implemented. As a gift to the hugely active Arma modding community, the mission editor is being upgraded as well, allowing for 3D editing.
A3 will push hard on its visual fidelity, something not a lot of games are currently doing. Though welding these advanced systems to A2’s already-complex core won’t mean much if A3 isn’t an optimized, smoothly running game, and it’s nervous-making that Bohemia is currently estimating that a Core i5 processor and a GeForce GTX 260 or Radeon HD 5770 will be the minimum spec. But optimization has only just begun, and the visual payoff of this new tech could be big.
For now, I’m reassured that A3’s planned departures from realism seem in service to creating combat experiences that are new, but equally hardcore. Putting fictional weapons into gaming’s most hardcore military simulation may sound like blasphemy—like building a disco in the middle of Stonehenge—but I think it’s exactly what the Arma franchise needs: a license to free itself from some of the constraints of painstakingly crafting tanks with the right number of rivets stamped on their sides, or assuring that the shoelaces of its character models reflect real-world boots. It’s freedom to focus on the difficult and complex task of developing an incredible sandbox game
Dwarden informed the community on the BI forums an Arma 3 development blog will be available in the future and although there is no blog yet as a suprise they already have posted 4 new screenshots for you to enjoy!
Quote Dwarden :
While there is no development blog yet we got some reveal(s) for you! Watch my Twitter.
Part 1) Four screnshot from development version of Arma 3!
Folgende Meldung lässt mich dann doch nochmal überlegen ob nicht auch dieses Jahr wieder auf die Gamescom in Köln fahre:Zitat
It´s our pleasure to announce that Bohemia Interactive will be exhibiting at the GAMESCOM 2011 in Cologne from August 17-19th (Hall 4.1, F47).
We will demonstrate the latest playable versions of our current projects: mil-sim, ARMA 3 (E3 2011 nominee, official PC GAMER selection), helicopter game, Take On Helicopters and sci-fi action game, Carrier Command: Gaea Mission (E3 2011 WINNER, official PC GAMER selection and Gamespot best strategy game of E3).
nterview: ARMA 3 Creative Director Discusses Authenticity, Accessibilty and Confirms DX11
22 September 2011 One Comment Tweet
Bohemia Interactive have been working on ARMA 3 for a while now. We’ve seen some great footage from the game already, and there’ll likely be a whole lot more before the game releases next summer. In a bid to learn where the series is heading with this upcoming release, we took the opportunity to ask a few questions of Ivan Buchta, the game’s Creative Director. Here’s how the conversation went:
The ARMA series has always been a little different to most FPS/Combat games. For newcomers can expain a little of what it’s all about and what your aim is?
Unlike a common exaggerated FPS game, Arma games have always attempted to provide players with a more complete experience of modern combat; which means we focus on an open and more challenging game offering a lot more possibilities compared to a corridor shooter. Arma 3 will bring the same great combat experience together with some substantial technological innovations.
In Arma 3 (and in the Arma series in general), the design is generally focused on authenticity of the experience. The scale and nature of combat are both close to the real thing: engagements happen at hundreds-meters range, even a single bullet can kill you, enemies are cunning, deadly threats can come from any direction at any time. Resulting gameplay is more slow-paced requires completely different approach than just run and shoot quickly: you need to plan your advance, use the terrain to your advantage and apply correct tactics. If you like things of a military nature and prefer thinking to shooting, Arma is the game for you.
What are some of the key new features in ARMA 3?
Let me name the most innovative and gameplay-changing ones: improvements in physics simulation, diving and underwater vehicles, customizable appearance and weapons as well as engine-supported unmanned vehicles. There are also many parts of the game and engine we are improving significantly: animations, injury simulation, parachuting, artillery…
There are several key features which are also present in our previous games, and which form the core gameplay famous to the Arma series: the large and realistic terrain, simulation of various types of vehicles, capable semi-autonomous Artificial Intelligence, and the non-player-centric design of the game’s content. We are not going to change this proven concept, but we rather attempt to expand and refine it.
Have you done anything to make it a little more accessible to the general gamer? Previous ARMA games have often been viewed a very specialised.
There are two main factors resulting in “accessibility”: the complexity of the gameplay and game controls more or less coping with the complex possibilities of a game. The titles in the Arma series are certainly very complex, and we could hardly make Arma 3 less complex without losing the unique gameplay, so the only way to increase accessibility is to make sure the player is properly guided, the controls are ergonomic and the rules are clear.
We’ve designed the campaign of Arma 3 in a way which would allow novice players to learn the basics first and get enough practice with the new features. If it would work as intended, playing through the campaign should turn a raw recruit into an experienced Arma veteran knowledgeable of all the features the game would offer. Of course, Arma 3 will feature tutorials for all major features, which worked nicely in Operation Arrowhead. Also, we are working on a clever hint system, which should offer less experienced players much needed guidance in the vast arrays of the game’s controls.
Can you tell us a little about the in-game editor and what it’s capable of?
The basic logic of mission editing remains the same as in our previous games of the series: one may insert units and objects, assign some waypoints to the units, design triggered events or add some scripts or FSMs if he wishes. There is extra infrastructure we’ve developed in order to make the population of the map with objects and special locations faster and more user-friendly. Also, the editor will probably have a full 3D editing capability similar to the 3D editor present (and partially hidden) in Arma 2 and Operation Arrowhead.
Are you planning to release any in-house DLC or expansion packs in the future?
The DLC business model recently became largely popular and Arma 2 has been no exception, therefore I can say we would be looking at this possibility for Arma 3. However, I cannot confirm anything at the moment, although there are some great ideas emerging inside the team.
ARMA 3 will be supporting PhysX, but is it likely we’ll see any other features such as DirectX 11?
Arma 3 will run under DirectX 11, but it’s probably too early to talk about the degree of DX11-only features which would be used in the game. Hopefully, DX11 will allow us to boost the game’s graphics; we hope its advanced shader possibilities will allow us to improve the object lighting and water, but I am unable to list the specific cases at the moment.
Although it’s early days, is there any idea on minimum specifications required?
It’s quite early for solid information indeed, but I can probably reiterate the information published earlier: Arma 3 would require a multi-core CPU, Shader Model 3 GPU, 2 GB of RAM, Windows 7 or Vista system and about 15 GB of disk space. We’ve had good experience with SSDs, which are definitely recommended.
Any plans for a public beta or an idea of a release date?
Arma 3 is planned to be released Summer 2012, but I cannot be more specific at the moment. We’ve been considering a public beta lately, also based on the generally positive impact a public beta had on our “Take On Helicopters” simulator. The beta will become available 1-2 months before planned release, but the plans may still change.
Anything else you’d like to add?
Obviously a big thank you to your readers for their interest in Arma 3, we’re excited to be working on the project and especially interested in doing a slightly futuristic setting to see how it will be received, we’re obviously well known for accuracy and authenticity so it will be very interesting to see how we’re received when we add in a dose of imagination and tech-predicting to the mix as well!
Ok, das Flugverhalten wird wohl in Arma3 integriert werden, in wie weit wohl auch so ein schickes Cockpit in Arma3 Einzug hält bzw halten kann....
Arma 3: Release erst im vierten Quartal 2012
Bisher war der Fahrplan klar für Fans der Arma-Serie: Entwickler Bohemia wollte den dritten Teil im Sommer veröffentlichen. Doch dieser Release-Termin ist jetzt Geschichte, denn auf der Webseite und der Facebook-Präsenz prangt nun das vierte Quartal als neuer Veröffentlichungszeitraum.
Arma 3 kommt nun doch später als angenommen. Nachdem zuletzt der Russen-Shooter Metro Last Light auf 2013 verschoben wurde und auch Stalker 2 frühestens nächstes Jahr kommt, müssen die Entwickler von Bohemia Interactive nun auch bei Arma 3 eine Verspätung einräumen. Der bisher geplante Sommer als Veröffentlichungszeitraum kann nicht eingehalten werden, alle Webseiten sprechen nun vom vierten Quartal als Releasefenster. Gründe für die Verspätung gibt es bisher noch keine.