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This is Mi-24, version V I think
which is armed with the turret here
over there is another version...
This one belongs to the government forces of the game's world,
that means the regular Chernorussian army, who use more modern armament.
Then we also have another factions in the game,
not only there are Americans and Russians,
because the country is in the area of influence of both.
It's placed somewhere on Caucasus or somewhere like that...
A bit disturbing is that we started preparing the story like a year and a half back
and in the light of the present situation (Georgia) it is a little bit...somewhat...unpleasant...
But it really wasn't a purpose - it's really a simple coincidence.
I guess you already heard we used a part of Czech Republic, to transfer it whole into the game.
Well, basically this saves you quite a lot of work in a way,
because by creating a fictional world you spend a lot of time
and it still won't look real because you can't really imagine all the connections between buildings, towns, roads, etc.
All of this depends on a lot of things and you can clearly see it on the environment.
Fields are changing into forests, which are not just a few random trees, but have glades and so on.
I was creating this for ArmA 1, basically the whole island of Sahrani
and when I was trying to make the northern part in European style
which was indeed very hard - figure out where to place stuff to make it look real.
That's why we decided to basically take the real world and put it in the game.
This is really unchanged terrain of Czech Republic, well, with a sea coastline instead of a riverside,
However when it comes to the locations of roads, fields, forests, villages, towns, all of this is same.
We changed the overgrowth a bit to make it fit the Caucasus region.
Anyway, this is the Hind - it's one of my most favorite choppers - look on that detail, really just...
...I really can't imagine if you can reach anything more, when it comes just to the graphics and modeling of the vehicles.
Don't know if you agree with me here...
I gotta say the flight model really satisfies me, it's not an arcade, it really takes a while to get used to it.
Of course you can control it with a keyboards, you can learn that very fast, it's not that strict.
Some of the phenomenons of a real chopper flight had to be left out because nobody would ever take off with it then.
ArmA now supports more input devices so real enthusiasts can connect pedals, throttle control and so on.
Here on top, you can see I have TrackIR, we also cooperate with Matrox and their TripleHead2Go,
that's displaying on 3 monitors at once.
Well, now I'd like to show off with the game's environment...
At this moment the map has over some 200 square kilometers,
and we're able to reach a view distance of about 6 kilometers,
which really is quite unimaginable.
From the ground we have improved everything we could - weapons, ammunition, ballistics.
You can see here on the tracers that some of the bullets bounce of the ground, just like in real life.
And they still cause damage when they hit something.
Of course all the vehicles have correct armament:
rockets - guided and unguided, anti-air, anti-personal, everything.
There's really nothing to rebuke.
Nor there is that much to mess up when you are careful and when you give it enough time.
Of course the most important part of the game will be the story - the singleplayer,
even though I know quite a lot of people who say the mission editor is the most important part for them.
The story focuses on a Special Force squad of the Marine Corps
There are 5 main characters, 4 of them playable.
And to avoid the system of dying out we have, of course the system where
when the player becomes the squadleader he can use our command interface,
that has also underwent a little development.
It's context-based now, which means by default when selecting a unit it offers us logical actions
so you don't have to click through to them.
That means when I aim on a unit or a vehicle it shows me all the things that are or may be connected with such situation.
However it's possible, if needed, to open the complete commands similar to what players know from the previous games,
it offers the same and some more.
Sometimes the player really needs to, if he likes to play as the team;
he may of course just go through the game, leave the soldiers alone, take care of them when injured at most
so he can continue in the game.
Or he can enjoy the commanding for a change,
either this way he is commanding as player - the leader,
or he can switch between the characters.
That mean I'm not the commander right now, so I can play on my own.
And when I basically move the soldier on a certain spot, for example here...gonna open the door...
...switch to another one, I can the unit stays there and covers its place.
We have another thing in ArmA 2 which wasn't in ArmA 1
- a really advanced system of injuries.
that means, because these are really unique characters, we want the player to live through the story with them
so, because in such simulation of war it's not uneasy to be killed, and really fast...
Also we didn't like that when a unit is injured, it may be just crawling, but it's still very combat-effective
while in real life when someone is hit in the shoulder, for example, he might not die, but is still basically excluded from the fight.
That's why we made this system of injuries, which basically simulates the unit is unable to fight.
It lies on the ground for a while until we help it out, and if we don't it dies in the end...
...but we have some time to save it.
If we're under fire, we can just grab the soldier and drag him out to safety.
If I want to carry him further or faster...
...I can just put him on the back.
"But I've restricted movement, slower walking...?"
Of course, walks slow, can't aim, can't shoot, basically nothing.
It's just about getting the soldier into safety.
This works in multiplayer too! That means, you get rid of the necessity to respawn...
For example in the cooperative MP it's quite unpleasant when the players play, one is killed so the respawn itself is a bit unrealistic,
so some people just don't like it.
Or on the other hand you restrict respawn then they're just floating around as seagulls, as is a tradition in our games,
then he has nothing to do for a change.
So here he's disabled from the fight, but if his people take care of him - if the team works then he can get back to it.
So for example here I put the soldier down, provide him with first aid..
"Can every man do this or just the medic?"
Eh, I'm not really sure now, but I think just the medic can do it.
However even AI can do this, for example now an NPC is helping me and it's a medic, so he automatically took the role.
"I can see that all the texts are in English now, are you planing a Czech localization?"
All of our games so far were localized so... (end of video, but Czech localization was confirmed)