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Feature: SimHQ @ E3Expo2006 - Wednesday
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Land Combat
Armed Assault
Bohemia Interactive/Idea Games:
Honors for SimHQ's first scheduled interview at E3 '06 went
to the dev team working on the military tac-sim "Armed
Assault." Near the back of Kentia Hall's meeting rooms,
we were greeted by Dr. Robert Hoffmann and Jiri Rydl of Idea
Games and introduced to the latest build of their two upcoming
titles: Alpha Prime, a sci-fi shooter set in a mine on another
planet, and Armed Assault, the latest iteration of the Operation
Flash Point/Virtual Battle Space game engine.
Jiri
and Dr. Hoffmann were eager to show us Alpha Prime, but honestly
we knew that what our readers really wanted to know about
(based on the questions you asked in the E3 forum) was the
status of Armed Assault. Here's what we learned:
Armed
Assault looks and feels like OFP. It should, since the title's
is built from an upgraded and improved version of the same
game engine. In fact, Armed Assault is essentially a public
entertainment-ized version of the "Virtual Battle Space
2" military tactical simulator currently in use by the
USMC and Australian Army, among others. As a result, Armed
Assault has the look and feel of the USMC in terms of soldier
uniforms, equipment and weapons, such as the M1 Abrams tank,
AH-1Z Cobra attack helicopter and spiffy digital camouflage
uniforms.


Dr. Hoffman
described the concept for Armed Assault quite well. He said
that if you consider Call of Duty 2 as the analog to a war
movie with lots of action, then Armed Assault is analogous
to a TV documentary on war.
Refining
an issue from the original release of OFP, Armed Assault's
difficulty level is more variable, hopefully easing the unforgivingly
steep learning curve of the original title.
Notes
From The Interview:
- Vehicles kick up dust as they move,
and it looks very realistic.
- The visibility of surrounding terrain
were quite realistic looking, and adjustable in the in-game
settings. Although the GUI slider for visibility range can
go out to 10000 meters, the sweet spot for fps and gameplay
seemed to be around 1600 meters (approximately 1 mile) and
quite acceptable for most tactical needs. The game engine
now supports day/night cycles, making the transition more
natural.
- A VOIP comms system is now embedded
in the game engine, making multiplayer online play more
coordinated.
- The game uses "aim down the
sights" weapon aiming graphics to add a touch of realism
when using a rifle in combat.
- The mission map and graphics look
a lot like OFP, only refined. I liked the maps, which can
be zoomed in on to show the location of every tree, building
and vehicle in play. At certain zoom levels the maps looked
very similar to 1:50,000 scale maps used by infantry and
helo crews in combat.
- In the campaign, each main mission
is accompanied by several support missions that the player
can choose to enter as an alternative to the main campaign
mission, both during the pre-mission planning and while
in-game. Examples provided in the demonstration included
flying an AH-1Z interdiction mission, or conducting a special
operations direct attack on an enemy headquarters. While
the demo mission offered 2 support mission options (sniper
and helo assault) Dr. Hoffmann told us that each mission
offers between 1 and 5 separate support mission options
to choose from.
- During campaign missions, changing
battlefield situation may cause mission objectives to change
in mid-mission. The player is alerted via a text message
if this happens, very similar to actual combat ops.
- Multi-player features Co-op mission
options and can support up to 200 players, with multiple,
independent mission taskings.
- Like OFP, every vehicle is usable
in the game. And like OFP, the method of control (particularly
of ground vehicles) is just challenging enough to convey
the unique needs of operating that vehicle. In addition,
tanks have multiple stations that can be co-operatively
by multiple players in online games. Cool.
- NaturalPoint TrackIR support is
provided, which should be great for vehicle operations.
- Damage modeling: Although there
will be a medic option, damage for soldiers is simple; one
hit may only injure the player, but a second hit always
incapacitates him. The player has the chance to jump to
one of his secondary mission options and assume that role,
but if the secondary options are killed while in AI mode,
they are no longer available to the player. During the demo,
Dr. Hoffmann's main mission character was killed, and he
jumped to his secondary mission player just as the enemy
engaged and killed him. Frustrating, but a good demonstration
of how challenging Armed Assault can be.
We received this update Thursday evening
on the question of system specification from Ondrej Spanel,
Lead Programmer at BIS: "While 64-bit architecture
performance is very good when running 32 bit code and it is
possible ArmA is doing very well on 64b computers, Armed Assault
is still a 32 bit application and there is no specific 64
bit support. On the other hand, current video card drivers
often contain significant dual core optimizations, and as
a result the framerate can often be 20-30% higher on dual
core CPU."
Since Armed Assault is derived from
the OFP engine, the Doctor told us that the game will easily
run on typical systems in use by most simulation fans.
That being said, while running a mission
with visibility set to 1600 meters, and running on a high-end
Dell XPS gaming system, Armed Assault demo mission looked
to be running at about 20 fps. Time will tell just how smooth
this game runs on a "modern" mid-grade system, described
by Dr. Hoffmann as a 2 GHz-ish CPU and a GeForce 6600-ish
GPU.

Idea Games & Bohemia Interactive
have not yet found a publisher interested in Armed Assault.
However, they expect to find one soon. When asked if they
would consider offering the game direct from the developer
ala ISI's rFactor, the answer was that it is an option they
are prepared to take if no publisher is found.
Although Jiri stated that the game
is still in a late Alpha development stage, he expected the
game to be ready to go "gold" in July of 2006.
Gut Feel: Armed Assault feels
like a blending of the best elements of Operation Flash Point
and Novalogic's Tactical Operations and EA's Battlefield 2.
It should be a fun title with a lot of flexibility, yet retaining
a very tactical and challenging feel.
Motorsports
Sim Racing
Cockpit: VRX, a Canadian company (eh?!), offers a nifty racing
cockpit that was on display again this year in Kentia Hall,
near the 1C and CH displays. VRX previously only sold to customers
in North America, but has recently signed a manufacturing
deal in Poland to build and supply European racers with the
VRX cockpit.
Priced
at $3495, the VRX is a "rolling chassis" concept:
The unit is complete and ready to go, requiring only a monitor
or large screen TV to start racing. Built on a chrome tube
chassis with adjustable support panels for monitor, wheel
and pedals, the VRX comes equipped with a Sparco racing seat,
5.1 sound system, and a "Butt Kicker" 1000 Amp sub-woofer
mounted below the seat. While it may sound expensive (and
it is), at a price point 1/10th that of the superb Virtual
GT simulator, the VRX is a very competitive product in it's
market niche. For example, VRX PR rep Colin Plint told us
that Frito Lay recently purchased 4 VRX cockpits, using them
to promote their sponsorship of a NASCAR team. Their utilization
concept is to take the VRX cockpits to Wal Mart stores near
NASCAR race events, and allow consumers to compete head-to-head
in EA's NASCAR Sim Racing (the official race sim of NASCAR,
regrettably). Winners receive Frito-Lay themed prizes.

Much to Hornit's chagrin, guod, Chunx
and 20mm had a great deal of fun turning laps (after lap after
lap) in the VRX cockpit, finding the sound system and Sparco
seat to make for very comfortable driving experience. And
while it's nice that the VRX provided an entertaining diversion
for our reporters, more importantly the VRX cockpit in served
as a vehicle (pun) to showcase not only SimBin's GTR2 but
also Logitech's new G25 force feedback wheel (and in another
location, rFactor's collaboration with Intel Corp. More on
that later). Without a doubt, the VRX/GTR2/G25 combo provided
some very enjoyable laps at Spa Francorchamps that sucked
in guod, 20mm and Chunx like a Sim Racer Roach Motel: SimHQ
racers climb in, but they won't climb out (just ask Hornit).
Look for more on GTR2 and the
Logitech G25 wheel in later reports from E3.
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