If you played a game called Operation Flashpoint a few years back, then
you’re in for a serious case of déjà vu. ArmA is developed by the same studio
behind Operation Flashpoint and shares that game’s look and feel, interface, and
style of play. This also means that it pretty much has the same good and bad
points as Operation Flashpoint, so just like that game some people will love
ArmA while plenty of others will want to stay far away from it.
ArmA is set on the fictional island of Sahrani. The island is divided between
two nations – a totalitarian dictatorship in the north and a monarchy aligned
with the West in the south. As part of a small US military garrison assigned to
the island, you find yourself in the thick of things when the north invades the
south in an attempt to take control over the entire island. You fill a variety
of roles – rifleman, tank jockey, helicopter and A-10 pilot, to name a few – as
you help the south fight to retain its freedom.
Like Operation Flashpoint before it, the most impressive aspect of ArmA is
its scale. The game models the entire island of Sahrani to scale – all 250
square miles of it. If you so desired you could spend the entire day walking
from one end of the island to the other, taking in the island’s sights such as
its cities, mountain ranges, and beaches. ArmA is not quite as pretty as other
military shooters, but it’s easy to cut it some slack when you see how much
territory it’s rendering. You can climb a hilltop, look down at a town in the
valley below, and see soldiers and vehicles moving around its streets. If you
decide to enter the town you don’t have to follow a specific path laid out for
you by a level designer, you can enter it from any street or alleyway you like.
The sheer scope of the game becomes even more apparent when you take to the air
and look down on several towns at once or see the coastline stretch to the
horizon.
As for the gameplay itself, ArmA is far more of a military sim than it is a
typical first-person shooter. Often times your first encounter with the enemy
will be when a bullet comes out of nowhere and strikes you dead. ArmA is a hard
game and it’s difficult to play it for long without getting frustrated, even if
you know what you’re getting into before playing it. The first time I played the
game my entire squad was shot dead within the first two minutes of play and I
never saw where the gunfire came from. The next time I played the mission I
never saw the enemy or fired a shot. I ran around listening to the radio
chatter, saw a few dead bodies in the streets, and then made my way to the
extraction point when the call was put out to do so. I suppose all of this is
similar to what you’d encounter in a real war, but this is a game and as such a
lot of people will be turned off by some of the things they’ll experience right
off the bat in the opening missions.
The game’s campaign offers up optional side missions that can have an effect
on the difficulty of the main missions. For example, you could strike an enemy
camp behind lines to reduce the number of troops you’ll face in the primary
mission. This is a pretty cool concept, but the side missions make the regular
ones feel like a Sunday stroll in the park. The difficulty of the side missions
becomes apparent pretty early in the game, as one of the first ones sends you
alone behind enemy lines to strike some armor parked at a camp. You’re alone,
there are sentries everywhere, and if you manage to blow up the first tank
you’ll find enemy soldiers swarming all over you in no time.
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