Those weaponmodels looks pretty sweet imo. I just don't get why they went with the XM8 instead of HK416 and 17.
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For variety maybe. But I would've preferred those(hk416 etc) as well.Those weaponmodels looks pretty sweet imo. I just don't get why they went with the XM8 instead of HK416 and 17.
Furthermore, I suspect that Operation Flashpoint 2 may be the slicker of the two products. Even at this early stage of development, there’s a certain kind of confident presentation here that ArmA 2 lacks. The graphics are a little more stylised, and even though the build I played used a lot of placeholder audio, the vocal work sounded emotive and high quality. Codemasters has a lot more experience than Bohemia when it comes to dealing with a wide gaming audience, and it's made some wise moves. One key example is the way difficulty is being handled: on easier settings, the game’s AI and mechanics will remain the same, but the player will be given more visual information about what’s going on – there’ll even be a compass-like indicator to show the locations of enemy forces. Little aids like these may be shrugged off by the elite, but they could make all the difference when it comes to attracting casual gamers. Needless to say, we’ll be keeping a close eye on both projects as 2009 rolls on.
Exactly, the forests in Operation Flashpoint are so believable and immersive, even without the ambient sounds...I think something where ArmA2 is really in front of OFP2 is the terrain. If I look at any OFP2 videos(techdemos or gameplay) there's no real forests and villages don't really look too real either. ArmA2 on the other hand seems to have a bit of balkan-flair plus from what I've seen forests look really great. Most important thing about forests imo is that you really kinda feel that you're not out in the open anymore but in a completely different area. If I remember OFP1 for example, if you were in the middle of a forest you could really feel the silence and it felt like you were somewhere completely different. Much of that atmosphere is created by the density of trees, because in a real forest it's much darker than outside due to the trees blocking the light to some extend. OFP1 did that quite well and looks like ArmA2 will handle forests even better.
I do like the minimalistic HUD where BI has definately gone off the chart though.fail
Notice the huge drawdistance of the grass, the cool grain effect and the high amounts of AA used.