Ready for Boarding! Twenty four years after the original Carrier Command was released, we've declared its modern-day successor seaworthy and launched it from the virtual drydock!
Developed for Windows PC & Xbox 360, Carrier Command: Gaea Mission features a refreshing blend of vehicular combat with tactical and strategic elements. In a massive open sandbox, players set out to conquer the archipelago on the planetoid Taurus.
The game will be released in North America on Tuesday... together with the launch trailer!
Latest trailer "Fundamentals of Warfare":
*UPDATE* -Patch 1.02 has been released-
We advise those who have bought the PC version of Carrier Command: Gaea Mission to apply update 1.02 right after installing the game.
* Save game corruption bug fixed. * Improved stability. * Various Walrus AI improvements. * Numerous Localization fixes * Various campaign script fixes and improvements.
Together with today's interview about Arma 3's new lighting from BI Developer's Blog , we've got a special bonus video! It's a developer's look a some of the lighting at work, and a sneak peek at some of the forthcoming E3 2012 content!
Next up in our 'Report In!' series, a discussion with one of Bohemia Interactive's veteran artists, a selection of new screens, and a fantastic showcase video have been declassified and are ready for immediate analysis!
We're often asked to let some of our people talk about what it's like to develop a game at Bohemia Interactive (BI). 'Report In!' gives you a more personal perspective on our team, a more detailed look at the way we go about our work, and fresh information about our ongoing projects.
In the spotlight this week is Pavel 'Gugla' Guglava, who's responsible for the overall colour and lighting settings of Arma 3 (A3), and drives much of the research and graphical advancements of the Real Virtuality (RV) engine. Below, we focus upon some of the fantastic advancements to lighting, taking a look at how these new changes improve the overall 'look and feel' of A3, the underlying gameplay, and how everything fits together with engine optimisations. ... Look & Feel How did you begin the task of 'improving lighting' in A3? What does it really mean, anyway?
Gugla: The impulse to improve lighting in the RV engine has been present during all my years in BI. Thanks to some key changes in HDR (High Dynamic Range), we’ve been able to finish most of our 'wishlist' of improvements to lighting, point-lights and even in light-emissive materials. The goal was always clear: make the lighting as realistic as possible.
The HDR improvements chiefly address the improvement of shading in the game environment. High Dynamic Range basically means the brightness of the picture adjusts to the light conditions in the scene, so player can see the surrounding environment in the best quality - neither too dark nor too bright.
Night-time in A3 already feels a lot more engaging, but it's made up by various subtle advancements working together. What, for you, is the one stand-out improvement-in-progress?
Gugla: I have to go with the glorious HDR improvement. Without this, none of the implemented enhancements to lighting and light-emissive materials would even be possible! Vehicles :: Almost all our vehicles now feature improved headlights, taillights, and more...
The new volumetric cloud technology, which we've already seen rolled out with Take On Helicopters, has a big impact upon the feel of any scene. What further enhancements have been made with A3?
Gugla: Clouds are part of the lighting setup. It is possible to continually change their brightness and colour both during the night and day to reflect different lighting conditions. For A3, cloud settings have been adjusted to best match the location (partly a product of the research done in the field) and a performance optimisation. When you're in an early-morning mission, I dare you to take a breath and just enjoy the sunrise.
Ahead of that, here's a quick peek at the background and history of Limnos: "Amid the events of 2033, the island was defended by a weakened contingent of the Hellenic Air Force and Army - elements of which successfully repelled Iranian attacks for several weeks - before succumbing to occupation by the Iranian Armed Forces. In the weeks and months following the Jerusalem Peace Accord of 2034, which crystallised Iran's position in the Aegean, a small group of Greek forces established a resistance movement, covertly backed by the United States and Great Britain.
Your area of operation is the island of Limnos, once an important Greek air force base in the Mediterranean, now a remote hostile territory deep behind enemy lines. Still partially inhabited by a fraction of the original Greek populace and refugees from the Eastern Mediterranean, the island bears many scars from the fierce battles between NATO and the invading Iranian troops in 2025. The large airfield and the adjacent military base now serves as a basis for a fairly large Iranian force servicing the objective Omega.
Limnos, spreading over an area of almost 300 square kilometers, is situated in the Northern Aegean (39°54’04″ N, 25°14’25″ E). The terrain of its North-Western part is remarkably hilly, gradually lowering Eastwards into the flatlands; its highest peaks reach to almost 400 meters above sea level. The island’s climate is Mediterranean, with particularly strong winds and average temperature, slightly colder than Greek mainland, mild winters with the occasional snowfall.
The most inhabited and developed areas can be found on the South-West of the island. The current population (excluding military personnel) is partially scattered amongst the isolated farms and villages, estimated to be approximately 2,000.
Limnos played a vital role for many cultures throughout history. There are many traces of antique history to be found across the island. The island became particularly important to Allied troops during the Gallipoli campaign and later in 1918, when the armistice between the Allies and the Ottoman Empire was signed in the city of Moudros.
The most recent history is partially unknown due to the general lack of records from the contested territories after the outbreak of hostilities in the 2020′s. During 2025, the island was defended by the 27th MEU of the United States Marine Corps, elements of which successfully repelled Iranian attacks for several weeks despite the sinking of the MEU’s amphibious assault ship early in the campaign. In the following years, the island has been under the administration of Iranian armed forces. Around 2029, the puppet government of the New Greece was created with the support of Iran; on Limnos, local government collaboration with the local Iranian military was established (see Factions – Militias). In 2030, the first incidents of armed resistance against the New Greece government and Iranian troops was recorded; ever since, Iranian troops and N.G. militias are engaged in a low-intensity COIN campaign. Situation
Most of the formerly inhabited areas are currently unpopulated; highest population density can be found in the vicinity of Myrina and along the Southwestern coast. The biggest settlement is currently the military base, inhabited only by Iranian troops.
The basic infrastructure is mostly decayed due to combat damage and no maintenance. Limited support is available in the housing of Myrina: electricity, intact sewage systems, drinking water distribution. Local economy is based on direct bartering on local products, mostly vegetables, genetically modified corn and olives, meat and fish. The services are limited, probably strongly dependent on educated or trained individuals as in similar societies throughout the European war zone, there is a general lack of hi-tech equipment, medical supplies, clothing and luxury goods. Due to regular supplies from Turkey, fuel and ammunition are well accessible in the New Greek areas.
Majority of the island is in the hands of hostile forces. In order to maintain the security over the area, many observation posts and checkpoints were established, many of them in remote parts of the island. Several resistance groups are most probably hiding in the mountainous regions far from the frequently used routes and military outposts. Iranian troops are supplied by air and sea, the base provides power generation, water de-salter and other life support.
Security level is generally high in the areas under New Greek militia control or under direct surveillance of Iranian troops. Distant areas may be under the control of various paramilitary factions.
Last Spring, the Arma 3 development team were handed the ideal opportunity to get to grips with a powerful anti-materiel rifle, the Gepard GM6 Lynx.In a new developer’s blog post, Creative Director, Ivan Buchta, describes the field trip and offers up some behind the scenes imagery
“As with many exciting development stories, this one started with a rogue e-mail: “I talked to a guy in a Hungarian company manufacturing hi-calibre sniper rifles with unique construction. They are okay with giving us the CAD data and our using the rifle in-game, and we can visit to take pictures and record sounds if we want…” One of our artists had left me a message together with some YouTube links; well, that’s really all we needed to know! ....”
You can read the entire blog post on the Bohemia Interactive website (click here).
Daniel Musil has released some stunning news about Ama3 on the BIS Developer's Blog. The release of a playable build of Arma 3 called the 'Community Alpha' following E3 (June 5-7) and delayed full Arma 3 release confirmation are the main announcements.
After several months of radio silence - packed full of development and hard work - I'd like to outline some of our plans for 2012. It's been extremely rewarding to see how well things are moving forward, and, over the forthcoming year, we would like to share our progress with you on a more regular basis.
Recently, many new faces - from both other Bohemia Interactive studios and outside our company - have joined our team, which has significantly strengthened our development as a whole. It makes Arma 3 the largest ever project undertaken by Bohemia Interactive. Their experience, enthusiasm and excitement has been a welcome addition and is already paying back major dividends. An official 'welcome to the war', guys!
Looking forward, this year we're proudly showcasing our work at both E3 (June 5-7) and Gamescom Cologne (August 16-19). If you have the time, please come along and meet us to experience what we've managed to achieve so far, and get a sense of what's still to come. Of course, we'll set out more detailed information about our attendance closer to the time.
Following E3, we plan to open up the game to our players. This process starts with the release of a playable build of Arma 3. We call it the 'Community Alpha'. It's intended to enable people who'd like to try the game early on in development help us to shape it up - and make Arma 3 the greatest release of the series. Ours is a large and complex game - being developed by a relatively small team - so we really appreciate your opinions, thoughts and feedback.
The Community Alpha will be quite limited in terms of the assets it includes, with the goal of providing enough content to experiment with the brand new bits of gameplay and technology. It also enables our passionate community to prepare their mods for the very latest version of the Real Virtuality engine. Then, later on in the year, we'd like to open up our game up even further with a more extensive beta program. The exact details, however, we intend to set out closer to their launch.
As you may have recently picked up on, we plan to delay the full Arma 3 release. With this additional time, we're focused upon creating a feature-rich, polished, and bug free experience. For us, it all comes down to delivering a quality product. We've achieved a great deal, but we don't want to rush things at the expense of what we finally deliver.
DirectX 10/11 has been implemented. PhysX is working - particularly, rag-doll animation looks really impressive! The UI is undergoing a redesign, with the focus upon improved usability. Indeed, ease of use, and particularly accessibility, has been an entire goal in itself. We've heard your feedback, and we want to make the game easier to learn for those new to the game, without sacrificing anything that makes our game unique. We have reworked our animations using completely new motion capture recordings. The result is the most realistic animations ever achieved in the series, as well as additional gameplay features.
The visuals and graphics, such as color, lighting, and effects - are quite breathtaking and a massive leap forward for the series. The scale of the map truly cannot be comprehended from the screenshots... it is HUGE, vastly beyond anything seen previously. Last, but certainly not least, we are committed to delivering you a slick and rock-solid multiplayer experience. You can already experience some of the low-level fixes and optimisations brought about by the major release of Patch 1.60 for Arma 2 Operation Arrowhead, and Multiplayer will be something we're keen to talk about as development continues.
We have adhered to a strong focus upon backward compatibility throughout the development, meaning we (and of course even you) are in a position to get older assets into A3 very quickly, just with few tweaks here and there. There are, of course, the new features which would require additional settings.
Looking at our previous work, the fidelity of the British Armed Forces units was the foundation for work on character models in Arma 3, which are of a quality far surpassing what we've created before. While technologies like shotgun dispersal in Private Military Company helped to provide a platform for the implementation of things like mines and explosives in A3. Take On Helicopters, meanwhile, goes from strength to strength with recent updates and the forthcoming 'Cougar' patch and Hind DLC. Various new technologies at work in Arma 3 - like volumetric clouds - are on display in this game, and of course, we'd recommend to take a look at all of these great games to get a flavour of what's yet to come.
I'm really looking forward to sharing with you the results of our development. To kick things off, we're in the process of putting together a couple of developer's blogposts starting with sound recordings and our field trip to Limnos. You can see the brand new screenshots we've made available, which give a flavour of the developments we're making. Nothing is more rewarding for us than working and getting involved with people from the community who are as excited about the game as we are. I look forward to keeping you informed about our development as often as possible!
Bohemia Interactive, has announced Arma 3 on their official site:
Prague, Czech Republic 19th May - Bohemia Interactive, the award-winning independent Czech development studio, is pleased to announce the development of Arma 3, the brand new installment in its series of critically acclaimed realistic military simulators. Combining over 10 years of experience, building upon the strength of its predecessors, and set in the most detailed environment of the series to date, Arma 3 offers gamers radical engine improvements and a unique sandbox-style military gameplay experience. The next chapter of this stunning military simulation game is scheduled for release exclusively for PC in Summer 2012.
SURVIVE in the rich & authentic environment ADAPT to the unsurpassed experience of modern ground combat WIN the open-ended & story-driven campaign
After years of intense warfare against Eastern armies, Europe has become the last stand for the battered NATO forces. 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...
Some of the key features of Arma 3 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 Interactive´s CEO, Marek Spanel, explains: ''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, adds: ''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.''
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Estimated system requirements OS - Windows 7 / Vista CPU - Intel Core i5 or AMD Athlon Phenom X4 or faster GPU - Nvidia Geforce GTX 260 or ATI Radeon HD 5770, shader Model 3 and 896 MB VRAM, or faster RAM - 2 GB HDD - 15 GB free space DVD - Dual Layer compatible DirectX® - 10