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  Arma 3 E3 hands-on preview: 8 important questions answered Community    

Evan Lahti has released an Arma 3 E3 hands-on preview: 8 important questions answered article on PCGamer. Here are some extracts :

Instead of writing a standard preview, I wanted to directly address these big concerns. I asked Twitter to give me Qs, and I’ve provided 1,400 words of As based on my hands-on.




Which improvements over Arma 2 did you notice immediately? (@keenanw)
Scale and terrain detail. Creative Director Ivan Buchta gave me an exclusive look at Limnos by hopping around different points Arma 3’s editor. It’s more beautiful and authentic than any developer- or player-made island I’ve seen in Arma.

Myrina, its largest city, is easily two or two and a half times the area of Chernogorsk (Arma 2’s largest city). But it’s not just “more objects;” the variety of structures and the detail they’re granted makes the terrain feel much more developed and authentic. Buchta showed me an enterable airport terminal, a cemetery, a power plant, school playground, high school athletics track, a beach with colored umbrellas stuck into the sand, and a basketball court at night, lit by floodlights.

Exploring Limnos is going to be a joy. I can’t wait to fight in these areas; structures instantly appeared and felt less static, and less like cardboard facsimiles, as they sometimes do in A2. 80-90 percent of the buildings I saw were enterable.

Another instantly noticeable difference was lighting. The night section of the demo showed a few soldiers idling under a full moon with chemlights, a campfire, and other light sources around. The exception to this is the nightvision, which other than being a little less neon than A2’s pale green filter, still doesn’t really resemble authentic nightvision.

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How do the new animations affect close quarters combat? (@craig_vg)
You heard it here: Arma 3 is balanced for double lean. The new stance animations operate as modifiers. Like Arma 2, you still hit Q or E to lean, X to crouch, and Z to go prone. But you can take an additional step left or right by hold Ctrl and hitting Q or E again. These adjustments are specific to each stance, so if you’re crouched and hit Ctrl + W, you’ll poke your head and upper body up a bit. If you’re prone, you can twist to the right by hitting Ctrl + E.

There’s at least one ridiculous animation, too: when you’re prone, if you tap Ctrl + W, you go into this “last stand” kind of pose, you lie almost flat on your back, cradling the gun on your left forearm with the barrel pointed forward. And you can fire while doing this. It looks lazy and heroic and hilarious. I didn’t experience too much CQC in the demo, but mostly I’d expect these commands to increase the viability of fighting from windows/openings. They definitely let me peek around corners without taking awkward, stuttering steps, as is often the case in A2. We’ll finally have the movement flexibility to pop in and out of cover without being at a disadvantage





Read the full Arma 3 E3 hands-on preview: 8 important questions answered article on PCGamer

  June 7th, 2012 - 23:51 By Old Bear   Comment (0)  

 
 
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