War games tend to present the battlefield
as a place where heroes are born and enemy casualties
increase in steps of 100. They also tend to give players
the impression that fighting in a war is one of the
coolest things that could happen to them. This has
been going on since the very start of video games,
so Bohemia’s Operation Flashpoint took us all
by surprise. War was no longer fun. Enemies were no
longer mindless drones and it took considerable skill
and strategy to bring down a single trooper, let alone
a squad. A single stray bullet was all it took to
end the mission and have one of the famous war quotes
the game liked to throw in the players face when he
died printed on the screen. No, war was no longer
fun.
Aspects of the game left fans
crying for more
This (re)volution happened back in
2001 and today the game has a huge following. But
even though Bohemia did an exemplary job with OFP,
some aspects of the game left fans crying for more.
Over the years the insane amount of mods available
made most of the complaints moot, but the announcement
of OFP2 still made a lot of people ecstatic. After
years without a single word from Bohemia, fans started
to get worried and after Bohemia lost the rights to
the franchise things looked very grim. Luckily Bohemia
didn’t intend to go down without a fight and
the result of their strong will is Armed Assault.
While the game doesn’t share
the name with OFP, that’s probably the biggest
difference between the two. From the moment you start
the game up the similarities just keep jumping at
you. The menu system is a bit more streamlined, but
it still feels the same as before. The choices presented
to the player are pretty much the same as well. Single
player missions, a lengthy campaign, a robust multiplayer
component and an extremely powerful editor. Not all
of the missions are unlocked at first so the campaign
should be the first stop for the majority.
Expect quite a few scenic
rides
Those of you who played OFP might
remember that the game took place on three separate
islands, each of which was roughly 100 square kilometers
in size. I doubt anyone thought the islands were small,
but Bohemia still decided to kick things up a notch
for Armed Assault. There are only two islands available
this time around, but each of the two is bigger than
all of the old islands combined. Because of the sheer
size of the playing field some of the missions in
the campaign take the opportunity to show that size
off, so expect quite a few scenic rides before and
after some of the combat operations.
I wasn’t a fan of these drawn
out mission starts at first, but towards the end of
the campaign I got used to them and actually started
appreciating their effect on the atmosphere. You know
how you sometimes hear on the evening news that a
convoy in Iraq was ambushed? Unlike every other action
game out there Armed Assault does a fabulous job of
presenting such “mundane” combat encounters
in a very realistic way. There is no dramatic music
to prepare you for what is about to happen and because
of the attention to detail the authors put into crafting
the two islands you can’t tell a certain spot
on the map away from the rest either (a typical example
of this would be a fishy texture in a part of the
level where you can tell straight away that something
will happen). When the first barrage is fired or an
anti-vehicle rocket appears from behind some bushes
a delicate dance starts that has little in common
with action movies or Call of Duty-like games.
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The major difference here is that
your chances of survival are no better than those
of your opposition. A shot to the head is all it takes
to finish you off and catching a hail of bullets to
the legs is usually a one way ticked to heaven. Rambo
tactics are obviously out of the question, but even
hiding in cover and only peeking out to fire the occasional
round into the distance usually ends with a third
nostril. Instead you have to stay in cover, work with
your teammates and try to flank the enemy soldiers.
There are no lone heroes in Armed Assault, strength
can instead be found in numbers and cooperation.
Speaking about your companions, the
AI is surprisingly lifelike. At the start of the campaign
when you are just a regular soldier you’ll be
getting orders from your sergeant. Except for the
few scripted scenes most of the calls the AI makes
are dynamic, so knowing that you aren’t being
ordered around by an idiot is nice. In fact, I learned
a lot by paying attention to the commands, so when
I became a squad leader myself I was able to use some
of that knowledge to my advantage. The enemy’s
AI is just as good, so you’ll never experience
a situation where the two sides would just stay in
place and exchange bullets. The dynamic nature of
the AI also ensures that playing through the campaign
twice will result in two completely different experiences.
Just like with OFP the game isn’t
just a foot soldier simulation either. You can drive
every vehicle you come across, which includes civilian
cars, tanks, APCs, and even helicopters and planes.
The controls for the ground vehicles are almost perfect
and driving a tank feels like it should (as far as
I can tell). Airborne vehicles are a bit more problematic
though. While the controls for handling a helicopter
aren’t that bad and just require some getting
used to, flying an airplane is a nightmare. I have
no idea why Bohemia decided to implement such stupid
controls, especially since the ones in OFP were so
much better than the new ones.
It is finally possible to
hide in the high grass areas
So far all of the features I mentioned
were found in OFP as well. So what new features does
Armed Assault bring to the table? First and foremost
an improved graphical engine. I’ve already mentioned
the increased size of the battlefields. The most noticeable
improvement however is the amount of detail the new
engine displays. Grass is no longer a flat texture
on the ground, so it is finally possible to hide in
the high grass areas. Forests aren’t composed
of a single body of trees anymore either, which is
especially noticeable when flying a helicopter over
them. Urban areas also got a face lift. In OFP the
biggest civilization centers were still just small
villages, so fighting in a town with real streets
and alleys for a change is nice. The AI has some problems
navigating the tighter alleys, but for the most part
the whole urban combat aspect of the game is handled
decently.
Unfortunately for all, the game tends
to run like an asthmatic war veteran with full gear
on. Simply put, even the best gaming rigs out there
will have problems running the game with all the details
maxed out. Luckily the amount of options is just staggering,
so almost everybody should be able to tweak the game
so it runs at a playable framerate. Personally I found
the resolution to have the biggest effect on the framerate,
so I ended up at 1680x1050 instead of 1920x1200. This
allowed me to crank up the draw distance though, so
the end result was very pleasing on the eye. One effect
I could have turned off but I simply refused to, was
HDR. The simple reason for that is that the HDR implementation
in Armed Assault is the best I have ever seen. It
doesn’t look as good as the one in Oblivion,
but the way Bohemia tied it in with the gameplay is
just amazing. To give you an example: If you use night
vision during a mission and suddenly decide to turn
it off, it will take you up to ten seconds before
your eyes get adjusted to the new lighting conditions.
You will effectively be blind for the whole time.
The sound front of the game didn’t
change much from the days of OFP. The game still simulates
the traveling of sound, so you’ll hear an explosion
from the next cliff with a short delay. Other than
that the sound effects sound very realistic, from
machine gun fire to the sound of a tank’s engine.
The voice acting in the campaign isn’t bad either,
though the animations of the protagonists are very
rigid.
If you want to experience
war without rising your life, this is the way to do
it
Regardless of the professionally done
campaign the main selling points of Armed Assault
are the editor and the multiplayer aspect. The first
is as fleshed out as it was before, so it is still
possible to create virtually any situation imaginable.
A beginner can create simple battles while experts
have all the tools necessary to create huge battle
operations with hundreds of participants.
This ties in directly with the multiplayer
experience. Checking the game’s online browser
in the middle of the day (which is not the peak time)
reveals hundreds of servers running custom missions,
so running out of content is nearly impossible. I
should point out that if you will want to get as much
from the game as possible you’ll have to join
a clan sooner or later. It is here, in clan matches,
that the game truly shines. If you want to experience
war without risking your life, this is the way to
do it.
Conclusion
Underneath all the changes Armed Assault
is just an upgraded version of Operation Flashpoint.
For the most part this is a good thing, but in 2007
some parts of the game feel a bit dated. While it
was possible to forgive OFP it’s very rigid
animation system back in 2001, it can’t be ignored
it this time around as well. And no matter how realistic
the game is trying to be, the interface could be more
user friendly. But these are just minor annoyances
that pale in comparison to some of the amazing firefights
you can experience in this game, whether in the campaign,
a custom mission or online.
| Gameplay
|
8/10 |
The
most realistic combat simulation ever released,
end of story. |
| Graphics
|
8/10 |
It’s
OFP with a lot of plastic surgery. There is
still some fat remaining, so have a decent rig
if you want to enjoy it fully. |
| Sound
|
7/10 |
Back in
2001 we applauded the system. Today it still
does a good job. |
| Value
|
9/10 |
The campaign
will keep you occupied for a while. The editor
and the countless custom missions available
guarantee years of replayability. |
| Preference
|
8/10 |
A decent
netcode and some of the best confrontations
available will keep you coming back. |
| Overall
(not
an average) |
8.2/10 |
It
is not OFP2, but it’s what version 1.9
would probably look like. Highly recommended! |