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. There are, of course, the new features which would require additional settings. 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. Making a silent approach :: The assault is made easier with the new chemlight illuminations Behind the Wheel :: Working mirrors and the video feed give more environmental awareness Coming In Fast! :: A fixed-wing aircraft dives down towards the Aegean Sea
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. Last, but certainly not least, we are committed to delivering you a slick and rock-solid multiplayer experience. it is HUGE, vastly beyond anything seen previously. The scale of the map truly cannot be comprehended from the screenshots. The visuals and graphics, such as color, lighting, and effects - are quite breathtaking and a massive leap forward for the series. The result is the most realistic animations ever achieved in the series, as well as additional gameplay features. We have reworked our animations using completely new motion capture recordings. 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. Indeed, ease of use, and particularly accessibility, has been an entire goal in itself. PhysX is working - particularly, rag-doll animation looks really impressive! The UI is undergoing a redesign, with the focus upon improved usability. We've achieved a great deal, but we don't want to rush things at the expense of what we finally deliver.ĭirectX 10/11 has been implemented. For us, it all comes down to delivering a quality product.
With this additional time, we're focused upon creating a feature-rich, polished, and bug free experience.
The exact details, however, we intend to set out closer to their launch.Īs you may have recently picked up on, we plan to delay the full Arma 3 release. Then, later on in the year, we'd like to open up our game up even further with a more extensive beta program.
It also enables our passionate community to prepare their mods for the very latest version of the Real Virtuality engine. 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. Ours is a large and complex game - being developed by a relatively small team - so we really appreciate your opinions, thoughts and feedback. 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. This process starts with the release of a playable build of Arma 3. Rolling Through :: Light wooded areas are the perfect place for an ambush! Rapid Insertion :: Operators coming into land amid the new Aegean vegetation Taking a Break :: The enemy patrol taking a rest, bathed in the headlamps of improved lighting technology!įollowing E3, we plan to open up the game to our players. Of course, we'll set out more detailed information about our attendance closer to the time. 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. Looking forward, this year we're proudly showcasing our work at both E3 (June 5-7) and Gamescom Cologne (August 16-19). Their experience, enthusiasm and excitement has been a welcome addition and is already paying back major dividends. It makes Arma 3 the largest ever project undertaken by Bohemia Interactive. 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'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. After several months of radio silence - packed full of development and hard work - I'd like to outline some of our plans for 2012.