ArmA II: Operation Arrowhead Review

Introduction:

Three years after the events recounted in Chernarus ArmA 2, the Green
Sea region threatens to flare up again. This time Takistan to intervene
to restore order and prevent further civilian casualties. ArmA 2:
Operation Arrowhead is a standalone expansion, it does not require the
base game to run. Needless to revisit the concept behind of ArmA II:
Operation Arrowhead is the same as for the base game and in this sense,
it is important not to compare the title of the Bohemia Interactive-run
action game first person view.

Perfection and its conjunction with realism, is something virtually
unattainable. When you try to imitate some aspect of reality, it’s hard
to be faithful or accurate. The kind of simulation is a little paragraph
enacted within the current standards, especially if we left the driving
games. More and more players who prefer fast and concentrated
experience, and do not want to get lost in intricate and complex game
systems worlds.

About the game:

Set into the new, visually attractive environment of hilly central Asia,
Operation Arrowhead will offer realistic combat simulation experience
in a modern day setting with unprecedented freedom of movement, actions
and tactics. Players will enlist into various roles within the US Army,
from basic infantrymen, through special operatives, to pilots and tank
crew in this new installment in the award winning line up of military
simulators for PC from Bohemia Interactive.

Game Features:

  • Islands:
    • Takistan:
      160 square km of Central Asia modeled with extreme precision using real
      world data.
    • Zargabad: 70 square km of extremely realistic
      environment including full areas of dense urban CQB conflicts.
    • Desert:
      Empty desert map to be filled with randomly generated settlements using
      the town-generation module.

  • Vehicles:
    • AH-64
      Apache, MH-47 Chinook, AH/MH-6 Littlebird, Stryker variants, M3
      Bradley, T-55, BTR-40, BTR-60, M113, UH-1H, Praga V3s variants,
      Landrover

  • Weapons:
    • FN FAL, FN SCAR
      variants, Lee Enfield, Revolver, M14, Glock 17, Micro Uzi


When Bohemia Interactive released at the time the excellent Operation
Flashpoint, the community was amazed at his approach. A realistic first
person game where rewards and survival strategy rather than direct
combat, and wild? Would it succeed? Well, I did. And there were many
players who were dazzled with the striking proposal of Bohemia
Interactive. Operation Flashpoint (which enjoyed after several
expansions and modifications), offered what until now had almost no
title: a vortex of realism and ambience in an action game. We could
control the strategy and approach of the mission, arming and equipping
our men according to our plan or pilot and specialize in any military
branch imaginable. And all this without speaking of the technical
section, which was quite honored at the time. As a first step in the
simulation of war, Operation Flashpoint his way into an award-winning
glory in the pantheon of the game realistic.

Time passed, and Bohemia Interactive lost its franchise license. They
renewed their credentials, and put together (and never better) the basis
for ArmA. ArmA was an overhaul of their previous games, with more
options and configurable items. Greater draw distance, better graphics.
Its second part, some say, improved criticized all aspects of the first
game (AI teammates and enemies) and returned to Bohemia Interactive for
the post due to her. Now, after two deliveries, ArmA is back on the
chandelier war simulation with independent expansion we will discuss
below, Operation Arrowhead.

The pretext for war:

Bohemia Interactive has always considered his titles, like little
reflections of certain simulated conflicts. In ArmA II, for example,
lived a radical ideological revolt in a country in central Europe,
Chernarus in the orbit of the former Soviet Union. International troops
(led by the United States), decided to act in a lightning operation and
devastating to quell the revolt and allow the rest of the contingent
arrived in time to land in the vicinity of the country and to begin the
operation. This expansion independent of the original title, the events
are different.

We are in May 2012. The Green Sea region, the country of Takistán is
waving a defiant attitude to the international community. Takistán is
governed by a military dictator and is destroying his political
opponents and civilians. Individual freedoms are at stake, and last but
not least, Azin (commander of the country’s military forces and enemy
number one in our mission), is moving its troops and troops to the
border of the neighboring country to control borders and juicy and large
oil deposits in the area. In this situation, the Alliance, led by the
United States, to take a hand in the matter and prevent the country from
east to destabilize the area and civilian casualties continue to occur.
While the argument (or excuse) in these games is often complex and
dense, the truth is that most of the time will serve as an excuse and
reason for the mission or objective which we will comply.

Most of the time during the history of the operation Arrowhead, we will
be unveiling at suitable (and well recreated) news programs. In
addition, and as usual in the series, the abundant information provided
in the planning of the game, help us to install in the context of the
facts of the game. Operation Arrowhead This gives us an interesting
perspective on what should be the invasion of a fictional Middle Eastern
country, with all its light and dark. Without going any further,
Bohemia Interactive’s approach allows us to make decisions that
decisively influence the future of the facts of the game.

This means that if we propose a mission or a certain way, the game will
show us some consequences or results based on our actions. This system
leads to almost never see games or similar missions (although the
initial approaches are the same or similar) and enjoy the game several
resolutions and final terms. ArmA II: Operation Arrowhead, functions as a
nonlinear game, but with defined objectives. The crux of the matter is,
obviously, in manners and ways in which we want to overcome them.

Gameplay and Control:

ArmA II: Operation Arrowhead, brings very few new playable content
already seen in their previous game. Say, that practically, this is an
extension of equipment and with a slight development of certain
failures, but not with a new proposal as some expected (perhaps the
wrong way, given the expansion of this concept of game.) As usual in the
series, Operation Arrowhead not offer a friendly experience in terms of
gameplay. Supported by a complex control and interface, the player can
take control of four types of combatants: a soldier, a special forces
command, a helicopter pilot or a driver of armored vehicles.

Each has its own peculiarities and aims at tackling the missions, and if
we choose some of them during the course of the game, the game will
take the action to the type of soldier that we have chosen to be. This
means that, while being a combat infantryman will be practically focused
on land, if we choose to embody a helicopter pilot, the game will be
part of the battle the enemies from heaven or earth would try to break
down in base to aircraft. The control as I have said, is hard, and here
the typical strategy of "going against the world" (so common in other
games of first-person shooter) shooting at anything that moves, is a
mistake.

Operation Arrowhead has a simple base control, but it is the combination
of several components and equipment which can make it more dense than
normal. The use of certain equipment, clearly changes the character’s
control. For example, using night vision or binoculars, change our
perception of the environment (especially in the case of night vision),
and therefore our way of playing. We must also take into account the
weight and model of weapon that we use. It is not the same thing using a
lightweight semi-automatic rifle to be a soldier, who plays a special
forces command with full equipment.

There are large-caliber automatic rifles that weigh enough, and as
usual, a slow our movement sharply. In Operation Arrowhead have been
more than three hundred new items and equipment that have made the act
of creating, which you can imagine the amount of interesting
combinations that can get to achieve with a little patience. The vehicle
control is not small feat, and although we are not talking about a
perfect and thorough simulation for each type of car, tank or
helicopter, we can say that each has its distinct characteristics.

Switching from one class to another is interesting, and the use and
equipment of the same (with an arsenal that has practically everything),
because the combination of several, open the key to overcoming many
missions in the field of Takistán . Overwhelming, right? Yet we must not
despair, because we have a great way to academia to help us take
control of almost any aspect of the game (from the core and individual
control, the parachute jumps, handling and driving or taking decisions
when we have troops under our command.) We thank, very much. Especially
for newcomers to the subject.

Operation Arrowhead has a luxurious location. We could almost say that
it is more varied than seen in previous games in the series, but perhaps
I may sound a bit daring. Broadly speaking, we could say that ground
Takistán is slightly lower than we saw in Chernarus. Takistán is divided
into several barren regions (mountain ranges and vast deserts) and in
several cities and settlements marked Arabic character, being Zargabad
the nation’s capital and main urban area of the game. During Operation
Arrowhead, visit the missions based on some other sites. And as usual,
we plan our tactics as the field of battle.

If, while in the deserts the support vehicles will be vital to progress
in the intricate and labyrinthine urban settings, the use of infantry
and special forces will be essential at the time to stand up to enemies
that can go from any corner street or roof. Takistán missions are
varied. As happened in the original game, Operation Arrowhead combines
all missions in the game’s development.

We will meet with fixed and mobile targets such as convoys of the enemy
that we must tear down and stop, or the fortified positions that we take
takistanies quickly and safely. We will also have stealth missions in
total darkness, where we will be raised with care and silence our goals
(using our night vision and our laser pointers to mark, for example).
The direct combat is also reflected, although will be the least, the
long gun battles between infantry groups are also given in our games.
There is everything for everyone. With or without vehicles. Stealthy or
noisy. Skirmishes and battles. We could say that ArmA II: Operation
Arrowhead many war games in one, and that’s what makes it so special.
Each phase or mission (within the pervasive and vast territory where we
have full freedom of movement), they may be different, as discussed
above.

Another novelty of this expansion incentive Operation Arrowhead is the
inclusion of allies in the region. The inhabitants of the neighboring
country (Karzeghistán), which will help us as guides and extra support
in some of the phases. These allies are quite aided, since they serve
most often as bait to our enemies, and others, such as excellent guides
for the most dangerous and rugged terrain. The enemies act according to
our approaches and strategies, and therefore adapt their objectives and
our priorities in line. Still, we must give a carrot and a sand: have
not been completed to correct the failures of artificial intelligence.

Although there are times where our enemies will have the record straight
and act in a logical and realistic, there are others where the obvious
gaps in performance and prediction of the soldiers contrary, are
evident. They’re not very consistent or obvious faults over a normal
game, but we’ll see ridiculous situations, "ARE warned. It is a shame
because in a game that tries to be realistic and complex approach,
control and playable level, can not afford failures of the stick. What
good be smart and not a gross attack if in the end the enemies end up
doing? It is a mistake, and hopefully be resolved soon.

But not only the campaign mode you live. Operation Arrowhead offers
other options to play, which helps greatly in duration. Apart from the
well-known multiplayer mode (where you can play with others of fatigue
in an excellent cooperative mode based on the main campaign missions
though different), we also have a full map editor and missions, a way
based on the achievement of individual objectives ( the typical
skirmish) and an armory where we want to test the equipment to get used
to their control.

An Ugly War:

The realistic aspect of ArmA II: Operation Arrowhead is evident in each
and every one of the pixels that make up the game. Bohemia Interactive
has had several months of development, and have been dozens of satellite
photos and real countries which has taken as references to the field
when creating the fictional country of Takistán. So everything ends up
having a consistency and realism rarely seen, which facilitates many
things when we play. As I discussed above, the variety of scenarios,
while not overwhelming, it is enough to provide unparalleled realism in
terms of environmental issues.

We have urban complex networks, full of details (civilian homes, public
buildings, palaces) that make you really feel we are inside a capital of
a Middle Eastern country. Visit vast deserts where we can not hide or
spend large complex mountain flying. The scenarios are filled with
different elements, such as burning and rusting cars on the streets, or
small groups of shrubs and small trees in the vast desert steppes. Each
scenario much with its own atmosphere, avoiding excessive repetition of
decorative elements, and that is appreciated. And last but not least,
the scenario is completely destructible. The draw distance of Operation
Arrowhead is extensive, although the distance tends to lose definition
of a markedly, giving an overall effect a bit strange to play in certain
situations. Still, environmentally, Bohemia Interactive has done it
again.

The modeling of the soldiers (both enemies and allies) line also at a
high level, noting particularly that of U.S. soldiers, whose uniforms
are recreated with a superb attention to detail. It is curious when, for
example, we get to play with the camera, allowing us to see our limbs
and body perfectly recreated. Our enemies, most of them with basic
equipment, outdated, not that they are especially varied, but they do
their job and do not clash at all within the global section of the game.
As is normal and logical, we also find with civilians, whose
representations are not behind either. Once again, it demonstrates the
consistency in Bohemia Interactive graphic appearance. Nothing out of
tune.

Perhaps the best graphics, removing the side locations, vehicles are.
Everyone, absolutely everyone, enjoy near perfect finish, with realistic
texture maps and modeled complex until exhaustion. We could almost say
without fear of being wrong, that many of the vehicles shown in this
Operation Arrowhead little or nothing to envy the game models based on
the simulation of either extreme. The huge armored tanks (the M1 Abrams
are identical to their real world counterparts), the fast and light
vehicles like Humvees (whose recreations are not far behind), the
Blackhawks … Everyone, absolutely everyone. All are represented in a
pride. But the main element, and perhaps that has made others scratch to
a good standard, is lighting. The lighting in ArmA II: Operation
Arrowhead is the constant leitmotif when realistic representation that
we want to move the game. Is always present. And essential. We can only
take our hats off to Bohemia by the degree of realism achieved in this
regard.

The noise level is less, and though the music leaves much to be desired
(with compositions monotonous, boring and cutting machine), the audio
level design, not far behind compared to other visual aspects. Each
weapon and vehicle has a special sound design, and each type of
material, with a unique sound when fired upon it.

As for requirements, Operation Arrowhead calls for above-average team.
Significantly higher, at least to be enjoyed with the quality that truly
deserves. To wonder with photo-realistic quality is necessary to have a
PC to match. Good graphics, a powerful processor, and a great deal of
available RAM. While the initial configuration is usually sufficient
evidence to see if we can pull comfortably (or not) the game in our
equipment and support, I recommend that these parameters conformed to
the maximum. Many times, lowering the detail on some elements, optimal
results can be achieved without sacrificing all the gaming experience.
Anyway, Bohemia Interactive, has been optimized to a decent title.

Conclusion:

Operation Arrowhead is not a title for everyone, nor were their previous
releases and expansions. Bohemia Interactive is well aware of its
potential market, and as usual, is launching their games in accordance
with the expectations and demands of their major buyers. Operation
Arrowhead provides no new revolutionary or essential elements within the
normal experience of this type of security, but does improve certain
aspects of the original delivery. It has been slightly revamped the
graphics, and included new equipment. We have designed from ground zero,
and a story that can be played and integrated into the original game
(though Operation Arrowhead is a standalone expansion) in order to
broaden the experience.

Although it has serious flaws in the artificial intelligence of enemies
in some situations, and you need a high-end computer to play in good
conditions, it is a game worth for all those original fans, and for
those players who want to try a new experience in military simulators.
Neophytes, if you do not know you are going to play, flee. Operation
Arrowhead is a game not for cadet fresh from the academy for its complex
and intricate control. If you want to enjoy its benefits, who does, and
peers, train hard. Operation Arrowhead, is available from late June for
the PC.

 

 

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