Introduction
A few years ago, a European based developer named Bohemia Interactive released Operation Flashpoint, a military action game set during the 1980's that was innovative on many levels, including a massive game world, tons of gameplay options and more. Last year at E3 Bohemia finally revealed Armed Assault, their next military action game that expands on what they did with OpFlash. With E3 getting closer, FiringSquad decided to contact Bohemia to get an update on Armed Assault and received some lengthy responses to our questions from their PR head Paul R. Statham.
FiringSquad:First, what were the lessons Bohemia Interactive learned while making the Operation: Flashpoint game series?
Paul R. Statham:One of the key lessons learned was if you build it, they will come, if you build a new type of war game, one that contains great depth and realism, one that requires smart thinking to truly succeed, a game with open possibilities and endless choice, then gamers will get sucked in by that, they'll buy it and play it and like it, and they'll keep playing it. 1.5 Million sales & 5 years later that's still true. We know that the success that we achieved was only partly due to the strengths and depths of Flashpoint, so we have to ensure that we retain the core ethos of what Flashpoint is about, despite our plans to improve and tweak and expand on areas of the game that we feel need work. If we were to try to release some kind of half baked, dumbed down concept in our new game we'd most likely be lynched, so fortunately for us that was something we could never consider.
FiringSquad:When the time came to start work on Armed Assault, what were the development team's main goals?
Paul R. Statham:One of the main goals was to retain the fundamental gameplay of Flashpoint, the impact the game had for those who played it due to its many levels of immersion and scope. The next goal after core gameplay is really about how we can look at creating an interface and command system which allows the player to concentrate on fighting with the enemy, not fighting with the UI or menus, we have to look at ways that we retain a deep level of command and involvement with the game world but doing so in a way which was as streamlined as possible. Further areas we wanted to look at improving were the layers of realism the game offered. Of course it's a game, not a military simulator, but because we're developing a game doesn't mean we have to develop it for chimps, so we worked hard to increase the level of realism by adding and tweaking features such as: accurately simulated recoil, ricocheting bullets, ambient wildlife, HDR lighting, bullet kinetic energy, multiple gunners etc. etc. Another thing that was really important was to again feature masses of military hardware, gamers like to find their favourite vehicle, have their favourite weapon, and ArmA certainly will give them plenty of choice, the precise list of vehicles and weapons is still being finalised, but right now we're looking at something like 50+ vehicles (everything from civilian cars, humvees, APC's, tanks, helicopers, planes) and around 40 different weapons.
FiringSquad:What can you tell us about the backstory and setting for the game?
Paul R. Statham:This time around we've gone for a more modern setting. The Island and the conflict involved in the story are fictional but moving to an updated setting allows us to explore a little of the recent current events and politics from around the world. By touching on some of the modern problems and issues it's something that gamers are familiar with, and aware of a little more than something like the cold war, so it helps to immerse them into the storyline and the people and characters around them. ArmA's story opens on the Island of Sahrani, the player is an American soldier on short deployment to the country of South Sahrani, a democratic monarchy. A small number of US troops have been sent to South Sahrani to help train the local troops, it's as much a PR stunt as it is a chance for the US to keep an eye on the Communist dictatorship in the neighbouring country of North Sahrani. The training period comes to an end so US troops start to return to the US, as the troop departure is nearly complete, Communist forces invade from Northern Sahrani, plunging the South into an expanding conflict. The player is one of the few remaining US troops left on the island and due to the circumstances is forced to become involved in the conflict.
FiringSquad:What sort of refinements to the typical military action are you planning for Armed Assault?
Paul R. Statham:Our games have always had a uniquely gritty and realistic approach to combat scenarios. Whilst we have streamlined the interface in many aspects, Armed Assault continues to uphold this sense of dynamic combat, without a need for Hollywood effects or drama. In ArmA, as with Flashpoint, the core gameplay ethos is that you can go anywhere, do anything, it's about freedom for the gamer, of course you have objectives and orders but most of the time you're free to decide how and when you complete these tasks, linear pathways aren't something we feel should be part of any game, especially not one purporting to simulate military action.
FiringSquad:What can you tell us about some of the more unique features from this game that will make it stand out from the crowd?
Paul R. Statham:One of the first things to stand out about ArmA, especially for the gamer who sits playing it, is the size and scale and openness. In most modern shooters you're never really free to follow your own path, you're funnelled along down a narrow street or ravine, forced to move from A to B to C. In ArmA that's not the case, the island of Sahrani is 400kmē (250 milesē), once the mission has loaded the whole island is available, you can go anywhere, do anything, use anything you find, finish the mission fast, take it slow, explore, anything you like, the only limit to how you complete the mission is really up to your tactical preference. The other elements where ArmA stands out from the crowded genre it gets placed in is the layers of realism and strategy that the engine and its features provides, things such as: Multiple gunner positions on vehicles. HDR lighting, if you stare at the sun you damage your eyesight, common sense really! Simulated weapon recoil, the more powerful the weapon, the more powerful the kick. Bullet kinetic energy, different bullets travel varying distances and the damage they do is affected by distance/ricochet etc. Ambient world, insects and animals move around, adding life and distraction to the world, trees and flora moves in the wind or chopper downwash. Enhanced AI, friend or foe, they think smart, act smarter, don't be surprised to feel like you're the dummy in this war!