Arma 2: Operation Arrowhead
WarZNight3[2]


The War Z is giving me mood swings. I feel like I have a pair of contradictory spirits on my shoulders; Yes, I would like another open-world, PC-exclusive survival game, Shoulder Ghost #1. Duh. But the promises made by the game's creators (who are so newly-established that they don't have a website) invite arm-crossing and skepticism. Can these guys really execute the tremendous list of features they’ve laid-out? 250-player capacity, PvE/PvP, unrestrictive-but-accessible gameplay, multiple open worlds that will rival or exceed the size of DayZ’s, free content updates, player-owned servers, and stuff like bounties and vaccination?

I got Executive Producer Sergey Titov talking about his studio's lofty promises for The War Z, and poked him for hard details on its systems and what sort of shooter it’ll be.

PCG: The War Z seems an extraordinarily ambitious type of game to design so quickly. Is it accurate to say—from start to the planned release later this fall—The War Z will have taken about a year to make?

Sergey Titov, Executive Producer: Well, actually there is a little more to it. It’s true that The War Z specific features, characters, art, animations, etc. have come about over the past year, however the evolution of the game has really been in process for quite some time. We’ve actually been thinking about and drafting the design for a large, open world, zombie-survival game for the last couple of years. We also already had the technology, solutions and expertise that had been developed over the last few years with our game engine, licensing that engine, and developing/operating War Inc. Battle Zone. So we literally spent several years prepping ourselves for this production cycle.



Is The War Z more of a shooter or more of an MMO?

ST: The War Z is first and foremost a game of survival. Your goal is not necessarily to hunt zombies, or unlock achievements, or shoot anyone. Your goal is to explore the world and survive. It’s up to you if you want to work to rebuild society or destroy it and we really don’t set hardcore goals for you to achieve. As for the game controls and the game feel, it’s more of a shooter. You have a choice between first-person or third-person perspective and you’ll have very tight and direct control over your character and actions. The MMO aspect comes into play because the world will be persistent and populated with many other players besides you.

Will The War Z have traditional quests?

ST: There are no quests or missions in the traditional gaming industry sense of the word. We’re not building an objective based game, but instead building a sandbox with lots of tools that will allow players to create their own experiences. We took a basic theme that we love—the zombie apocalypse/survival genre—and asked ourselves what the world would look like in this scenario? What means of interacting with the world or other players would be available? What would the world economy look like? We built the game design around that. If you think about our feature set with that perspective it makes more sense. For example, we have what we call “safe settlements,” that are really not completely safe at all. They are built by people that survived the infestation and are working to rebuild civilization, so they are taking precautions to make sure that their home remains safe. If you obey the rules, there’s no danger for you, but it’s not a place that you can go anytime and expect you’ll be 100 percent invincible.

The same thing goes for currency. We’ve seen some comments that “gold coins” takes away from the realism. But, if you think about it—gold has been around for ages and, until very recently, it was the ultimate measure of wealth. In the game, Wall Street and other financial institutions have collapsed so we’ve reinstated gold’s value as a universal currency. That said, it is not the only currency in the world and, more importantly, we’re not forcing it on the players. We’re not saying “you either look for gold or you can’t buy anything.” Nothing prevents you from taking ammo for guns and using it as currency when bartering with other players. I don’t even actually remember using gold in the alpha version of the game. I think I used M16 ammo more often as a way to barter with other players for food



One thing that’s unclear to me is how much of—and what sort of—shooter The War Z will be. What will your guns feel like?

ST: Think of Battlefield 3 and think of War Inc. Battle Zone. I think those two examples best depict what the shooting and gun handling experience will be.It’s taking the reloading realism of War Inc., for example, where if you drop a half emptied clip and put in a new one, you effectively just lost all the bullets that were left inside the old magazine. Firing will have similar ballistic characteristics as you see in Battlefield—that is, if you shoot at longer distances, you’ll have to take distance and bullet drop into account.

One thing that I think is quite different is weapons stats. In most games (including our own War Inc.), you have to compromise between reality and gameplay fun. That is, your guns should feel different and fun, even though it doesn’t make much sense in the real world—after all you don’t really expect that two guns built on the same platform and using the same bullets will do dramatically different damage. So this is what’s different between War Z and other shooters—weapons stats are much more in line with the real world. It’s more simulation than just a fun shooter.

That’s pretty ambitious. What weapons specifically are you putting in the game?


ST: All sorts of things you can expect to see in a real world. Starting with “classics” like baseball bats, knives and crossbows and going up to light machine guns and grenade launchers. Yet—gun availability will depend on how hard it is to obtain them in the real world. For example, you can’t expect just to go into any house nearby and find an M16 lying there. You may be lucky and get your hands on a shotgun or handgun there, but stuff that is military grade can only be found near military installations, police stations, military roadblocks, etc.

Same goes for gun attachments—grips, silencers, different types of options—there are dozens of real world modifications available for your gun. Some will be relatively easy to find (forward grip for M4 for example or flashlight), but some—like high quality military grade optics—will be really rare.

Also just to clear any doubts—unlike the War Inc. attachment system, we’re not going to modify weapons stats for “gamification” purposes (i.e., a scope won’t improve a gun’s spread or anything like that). Some attachments like silencers and grips will affect stats: a silencer will slow down your bullet, grip will help you control recoil. Like they do in real life.

Are you using your own engine technology?

ST: Yes, the game is using our own online game engine called Eclipse. It’s been in development for a while and has been tested by millions of players worldwide, so we’re pretty happy with what we have.



About the skill system: will it feature any active abilities? In the IGN interview, you described them as enhancements—unlocks that boost your stamina or the health restored by bandages.

ST: Haha. I’ve actually been criticized over last few days for calling our system a “Skill Tree.” Turns out it resonates well with traditional WoW style MMO players, but everybody else is thinking—okay this must be an MMO with quests, raids, level ups, grinding and a skill tree that will mold you into one of the “professions” available in the game.

This is as far from the truth as The War Z is far from being a traditional MMO RPG game. What we have in the game is a set of “training skills” available and as you progress through the game, you will decide what you want to train. Do you want to spend more on physical training to be able to carry slightly more weight, sprint for a longer time, etc. Or do you want to do more gun training, allowing you to aim better, reload your gun faster, etc. The point is—this is something you would expect from people in this situation in a real world—that they would train themselves to improve certain skills. So in the game, you accumulate “experience points” that you can spend on learning those different skills.

How are you handling maps and navigation within the world?

ST: From the start you will have access to the world map and be able to mark waypoints to assist with navigating. Other than that—it’s up to you to find the best route to your destination wherever that may be.



Will The War Z feature proximity-based voice chat?


ST: As of now, we don’t have solid plans for VOIP communication built into the game. This may change based on feedback we get from the closed beta test, but so far universal feedback we’re getting is “don’t worry, we’d love our teamspeak, we don’t need anything else.”

What do you see as The War Z’s endgame? This is arguably one of the shortcomings of DayZ currently: once you get gear, killing other players for sport is the natural thing to do.


ST: Ultimately we hope that there won’t be an endgame. Our DNA as a company is not to produce “packaged” games. What we’re making is a sandbox service for our players. We create the toolset and set the theme for players to use and build their own individual game experiences. We don’t have a goal like “okay unlock all achievements” or “find all guns.” We’re saying, here’s a world that just survived a viral outbreak that took the lives of most of the population and left a world full of brain-hungry zombies. This is also why we’re allowing players to rent their own servers and create their own private worlds with their own rules. Some will do just that—building their own virtual “strongholds” so to say and inviting other people to join as long as they are going to follow their rules. Some will band together into clans and will fight other clans—either on public or private servers.

So, with that focus on PvE, how are you going to promote something that doesn’t feel like a conventional FPS deathmatch in an open world? What are you doing to build opportunities for cover and concealment, for example?


ST: Find Ghillie suit. Hide in bushes. I think that two things will affect this most—your posture, how you move and lighting conditions. I don’t want to say we’ll be the first game that’s doing this right, but we’ve spent the last couple months perfecting our light adaptation system to mimic how the human eye works in real life. For example, unlike traditional “gaming” implementation of this feature (often called “HDR lighting”) we’re not just making things brighter or darker instantly based on how well the scene is lit. Depending on what’s happening, we simulate real human eye response. So for example if you get out of a dark space into sunny bright day, you’ll only be blinded for a second or so. Yet if you get into a really pitch black dark space—it’ll take up to 10-15 minutes for your eyes to adapt so you can see what’s going on around you. This can give you some advantage at night. Yet if somebody blinds you with a flashlight or flare—you’ll pretty much be a sitting duck…



Tell me more about the significance of the stem cell-carrying zombies mentioned in your first interview.


ST: Oh, they’re pretty special to me and we’re going to uncover more about them in the coming weeks, but let’s just say for now that they hold a key to what happened to the world. More importantly for the player, though, they hold the key to the cure for the virus that nearly destroyed civilization. Visually they’ll look very different from other infected, they’re much more aggressive, fast and agile. They’re rare, they hunt only at night, so the best place to find them will be larger cities at night time.

Gameplay-wise, you can hunt them down, kill them and extract their stem cells, which can then be used to create an antivirus for the zombie virus. This so called vaccine is used to heal you in case you are bitten during a zombie attack. This is why those cells are really worth a lot—and effectively your best, yet super dangerous way to get gold coins. It probably will require a team effort, so the whole thing alone will create lots of interesting interactions between players.
At the same time—finding these zombies will not be your primary goal. As I mentioned before—this is just one of the tools we give you to build your own game experience. Players will decide if they want to go this route or not—it’s totally up to you.

How do you feel about Dean Hall’s comments about The War Z, specifically that you might be making a lot of promises about features that aren’t necessarily developed yet?

ST: Over the last week, since we announced the game, thousands of players have posted comments on various forums, blogs, and gaming websites as to why they think the game will be great or not. We love to read the comments, but in the end it really doesn’t affect our development in any way. When we announced certain features publicly, it was not a wish list that we thought would sound cool in a press release; it was an action list for us. These are things that we are working on and that are concrete enough today that we feel comfortable saying, “Yes this will be part of the game release.” Most of our team members come from very large projects and companies with very strict policies about the announcement of features—so that carries over into how we talk about features for The War Z.

Thanks for your time, Sergey.
Arma 2: Operation Arrowhead
Day Z creator Dean "Rocket" Hall.


Copycatting isn't a crime. Imitation is the sincerest form of flattery. Good artists copy, great artists steal. I did a bit of a double-take when I first heard about The War Z, a zombie survival MMO-shooter with deep similarities to Day Z, the almost 700,000-strong Arma 2 mod.

But how does the creator of Day Z feel about the sudden appearance of a game that talks and walks (hobbles?) like his Frankenstein of permadeath and open-world survival? I asked Dean "Rocket" Hall.

Hall shared this response via email when I asked what his reaction was to The War Z:

"I think competition is a healthy thing, and their list of features is ambitious. I'm have been hoping that the gamer response to Day Z has made a few developers, and even a few publishers, raise their eyebrows and question what we consider absolute truths in the industry. Maybe this is the start of that, in that case it is a great thing."

"But if it is a list of promises, then it's a bad thing. Because those things are hard to do, and Day Z is only possible because it rests on the shoulders of ten years of development in a fantastic engine. It is one thing to speculate for comment, but it's something else to promise a feature that hasn't been developed. Gamers react really badly to that, even when the end result is a good product. They remember and they are harsh critics."

"In terms of Day Z's future, I think the success of Day Z is less in the features and more in the approach. You could take the same features, plop them in any engine and a team with a different approach, and it wouldn't work. DayZ has the great position of already being out there, and (as shown in the IGN interview) everyone will compare and contrast everything about it to this, sometimes quite unfairly. The same thing happened with World of Warcraft and the similar MMOs that came out afterwards. Certainly, the soldier in me relishes a bit of competition, a bit of edge. So I think it's great news, gamers!"
Arma 2: Operation Arrowhead
WarZ


Well, that didn’t take long. Someone’s announced a persistent survival shooter-MMO set in a zombie apocalypse. It has permadeath (as an optional “Hardcore Mode”). It has PvP and PvZ folded into the same experience. It has a hunger mechanic. It has a dude in a baseball cap. The War Z is undeniably inspired by Day Z, one of the best things to happen on the PC this year. But before you load your cynicism guns with copycat bullets, I wonder: is that really a bad thing?

The War Z describes itself as a “Survival Horror MMO that immerses players in a zombie-infested, post-apocalyptic world in which a viral outbreak has decimated the human population leaving, in its wake, a nightmare of epic proportion.” It’ll be available unbelievably soon: Fall 2012 for $30 (coincidentally, the same price of Arma 2: Combined Operations), and it won’t carry a subscription fee.

The game's being developed by Hammerpoint Interactive, a new developer. According to Sergey Titov, Executive Producer, they began development last fall. "The major difference is that DayZ is a fantastic mod for a hardcore military simulation game," Hammerpoint Interactive Senior Game Designer Eric Nordin says in an interview with IGN about the game. "We are creating a standalone game, with the entire world designed around a zombie apocalypse, so that players feel completely immersed in that environment.







Here’s a breakdown of features, taken verbatim from the press release:

Big open worlds to explore between 200 to 400 square kilometers
Two modes of play: Normal and Hardcore
Combination of first-person and third-person perspectives
Meld of PvE (player versus environment) and PvP (player versus player)
Strong Role Playing Elements
Multiple playable characters with customizable features
Unique social elements, including bounties, help requests, trap setting, etc.
Safe settlements where players can purchase, sell and store items as well as post notes for other players
Dozens of unique skills that can be learned and improved
Up to 250 players per game server
New weapons and items become available as players explore the game world
Full developer support with regularly scheduled, free content updates
Dedicated public servers as well as private servers that can be completely self-managed in game client
Single purchase, downloadable client with ability to play full game without subscriptions or requiring in-game transactions

 
From this, I think it’s fair to speculate that The War Z won’t share Day Z’s emphasis on realism and experimentation. Some of its systems seem more in-line with what we’d expect from conventional RPGs or MMOs: a skill system, customizable characters, item selling, and bounty-setting, which I actually love the idea of (my death to Pokerguy33 in Day Z still goes unavenged). Promising larger player capacity than Day Z (although this is something the mod’s creator, Dean “Rocket” Hall, continues to pursue) is also something of a surprise, especially if The War Z will be able to accommodate all of those players in a single instance.

What’s totally unclear is what kind of shooter The War Z could be. The release makes no mention of real-life ballistics modeling or what form its combat mechanics will take, leaving me to imagine it might strive for accessibility.

Anyway, I know it's natural to express cynicism about developers pinching ideas—or whole concepts—from one another. And I’m in no way defending the breathtaking absence of originality put forth here, but I’m also not sure if copycatting is some inherent sin that we should condemn. To some extent, this is how genres are formed, and variations on Day Z’s wildly-successful concept were inevitable. We’re not living in an imaginary dimension where only one version of a thing can exist. The War Z will have a lot to live up to -- Arma carries a lot of inherent traits that lend itself to survival simulation, and not all of them are easily reproducible.

Registration for The War Z’s closed beta, beginning later this summer, is open on the The War Z website. (Man, that’s awkward to write. “The The War Z?” Yikes.)
Arma 2: Operation Arrowhead



Returning from a modest hiatus that wasn't at all related to a time travel accident, we catch up on this week's happenings: Valve happenings, Day Z happenings, Kickstarter happenings, and beyond. We also wade into the Steam Summer Sale with $60 imaginary dollars to spend.

PC Gamer US Podcast 321: Fantastic Voyage

Have a question, comment, complaint or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

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Follow us on Twitter:
@elahti (Evan Lahti)
@logandecker (Logan Decker)
@tyler_wilde (Tyler Wilde)
@Asatj (T.J. Hafer)
@belsaas (Erik Belsaas, podcast producer)
PC Gamer
Day Z


DayZ creator Dean "Rocket" Hall has been speaking to Edge about the pressures of designing the game and delivering DayZ updates to the vocal community. "It's scary and it's also fun at the same time," he says. "In a way, the project is basically about two or three hours away from complete disaster at any time. Every time we do an update it's just terrifying. And a lot of people get very frustrated when things go wrong."

Hall may describe the process of updating the mod as "terrifying," but he also suggests that this isn't necessarily a bad thing. "There are almost two sides ," he explains. "There's the side that will just support anything that happens in the project, and then there's the side that's very critical of things that happen but continues playing.

"And I think that's very important, because otherwise it'll lose direction and ego will come into it. For me, the importance is that the right community is involved in it, because if we don't have that then we can't push the experiment of having players create the world."

DayZ has been download half a million times already. Its success has seen Arma 2 rise to the top of the Steam charts in recent weeks. Catch up with the latest mod changes in our DayZ update post, and read our extensive interviews with Dean Hall for more insight into the thinking behind DayZ.
Jul 12, 2012
Arma 2: Operation Arrowhead
An Iranian soldier fires from the top of a checkpoint tower.
Handed to us exclusively, here's another look at Limnos, the Arma 3ification of the actual (and not Iranian-occupied) Greek isle of Lemnos. A three-shot burst of new screenshots are inside. Fall back to my recent Arma 3 preview when you're done, if you'd like.







If you're looking for some moving pictures to chew on, here's a recent Arma 3 artillery and support video that showcases how Bohemia's taking an arguably complex system (calling in fire support) and maybe-hopefully making it more user-friendly.

http://www.youtube.com/watch?v=UOt1XthOaac
PC Gamer
dayz-crashed_helicopter


Want to play DayZ, but have no idea where to start? Check out our DayZ installation guide and join the PC Gamer UK official DayZ server.

The delayed 1.7.2 update has finally been released, but there have been some problems. "Good news and bad news," reads the official DayZ development Twitter feed. "Bad: 1.7.2 can cause equipment loss and loading problems. Good: client/server performance and lag greately improved."

Meanwhile, the mod's popularity has gone nuclear, with over 420,000 people now playing it. "Currently we're running 22,000 concurrent at full peak, and 10,000 off peak, which is pretty huge numbers considering the original data structure and system was designed to handle 100 concurrents, and two servers," revealed Rocket at his Rezzed developer session. "We now have 1000 servers. We're getting 110,000 players in a 24 hour period at the moment."
Game updates
Here are some of the most significant tweaks, fixes, and features in the 1.7.2 update. You can read the full, unabridged changelog here.

Infected hear perfectly through objects (noise reduced by 50% through an object)
Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data)
Object cleanup causing significant (huge) performance issue on servers (reduced by up to 50%, means more players + zombies possible)
Visibility now smoothly alters based on sun, moon, cloud, rain, and fog state
Player Syncing system replaced (increased performance and ammo quantity tracking)
Set Bear Traps that break player and infected legs, kills animals, when activated
Aubility now dampened in rain and increased by fog
In the community
Rocket has revealed how he may one day like DayZ to become a standalone game. This would certainly make it much more accessible, especially if it used a free to play model. Not everyone is convinced, though. On Reddit, TelstarGlitch says: "This would be the wrong way to go. F2P games require some kind of grind or incentive to spend money to get 'perks'. DayZ will not thrive in this environment. Charge $100 if you want, but please don't put a subscription fee or F2P scheme into the game."

On the official forums, DayZ staff member Ander has revealed that, of all living players, the average number of zombies killed is 23. "People are bad at killing zombies," he jokes. "Or good at avoiding them." Speaking of stats, the average player lifespan is now 37 minutes. It's been rising steadily over the last few months. Over 100,000,000 zombies have been killed in total, and players have, between them, played the game for a staggering 440 years. Check the official stats thread for more updates.

Elsewhere on Reddit, a special subreddit has been set up called the Reddit Rescue Force. "Sometimes when you are trying to survive in Chernarus you need a helping hand." reads the description alongside posts from stranded or injured survivors: "TWO PEOPLE both with BROKEN LEGS in DOLINA WAREHOUSE!", "Broken leg and low blood in the market of Zelenogorsk!", "In need of morphine in Dolina!" It's always nice to be reminded that not everyone in DayZ is a ruthless bastard.
Videos of the week

The pilot episode of DayZ Mythbusters – by PsiSyndicate


A survivor puts his friend out of his misery – by dwootoon


A crazed axe murderer goes on a rampage – by TGxRyxxx


A motorbike repair goes wrong – by PapaLuigi121
PC Gamer
DayZ


Dual class modder/Bohemia Interactive employee Dean 'Rocket' Hall has confirmed to Eurogamer that dogs are coming to DayZ. "Oh man that's just GREAT," says a man suspiciously similar to Hudson from Aliens, "I'm out of BEANS and I just got SHOT and a ZOMBIE IS EATING ME and now I gotta watch out for freakin' DOGS. That's just great, man. That's freakin' GREAT."

Hall doesn't mention what the dogs' role will be in the open words massively multiplayer getting-horribly-eaten-and-dying-in-a-ditch simulator, but does confirm that the breed will be "German Shepherd." Packs of wild dogs would be an excellent addition to DayZ, especially if they howl a eerily a bit at night. Hall says that they've been planning to add dogs, but "there's a problem with the implementation and there's been so much more that's been more pressing."

Hounds will arrive in a later patch, but the imminent 1.7.2 patch will give you a way to prepare: bear traps. They "break player and infected legs, kill animals when activated." Ouch. The new feature should be added today according to the mod team's post on the DayZ forums doesn't have a date but will hopefully arrive soon (thanks, Steamtrout). If there are bear traps, will there be bears? Absorb some of the community reaction to the bear trap news and discover why it's been so long coming in our most recent DayZ update update post.

Here are the 1.7.2 patch notes.

Changelog:
* Infected hear perfectly through objects (noise reduced by 50% through an object)
* Animal bodies despawn way too fast (now despawn automatically after 2 minutes)
* Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data)
* States where animal might stop walking around (now should walk around more)
* Animal AI routines consuming large amounts of FPS (now in line with Infected AI routines, reduced FPS usage)
* Player Syncing system replaced (increased performance and ammo quantity tracking)
* Error reports are almost invisible (has now been fixed)
* Daylight calculations causing slight FPS issue
* Visibility now smoothly alters based on sun, moon, cloud, rain, and fog state
* Aubility now dampened in rain and increased by fog
* Object cleanup causing significant (huge) performance issue on servers (reduced by up to 50%, means more players + zombies possible)
* Use of "allMissionObjects" causing performance issue on clients (new engine command "entities" used to improve FPS on clients)
* Too easy to break legs due to infected (reduced probability of leg damage, reduced amount of leg damage)
* Inspection of dead bodies does not work (fix only applies with ArmA2 Beta 94033 and above)
* Exponent driven probability introduced into visibility calculation
* Hatchet/Crowbar requires reloading ( https://dev-heaven.net/issues/34903 )
* Unlimited Wire fence/Sandbag/Tank Trap Bug ( https://dev-heaven.net/issues/34283 )
* Duplication Exploit on object pickup ( https://dev-heaven.net/issues/34031 )
* Not full magazines disappear when you reconnect ( https://dev-heaven.net/issues/33998 )
* Set Bear Traps that break player and infected legs, kills animals, when activated
* Authentication process streamlined with new ArmA2 Beta commands (publicVariableServer and publicVariableClient)
* Authentication for duplicate IDs supportive of the new beta patch (ArmAX users)
Arma 2
realism theater


In this episode of Realism Theater: a battle waged by men, tanks, and a Harrier. It's a kind of Trilogy of Terror assembled by three of the Arma community's best player-videographers, showing the same battle from different points-of-view. 82 minutes of war footage against deadly AI infantry and armor await you.

Beagle is...CLOSE AIR SUPPORT
http://youtu.be/40k-sRQsvoA?hd=1
 
CHKilroy is...INFANTRY TEAM LEAD
http://youtu.be/lsIgEcafDN0
 
Dslyecxi is...LAV COMMANDER (LIGHT ARMORED VEHICLE) & HQ
http://youtu.be/W01I0b-ZAXk
PC Gamer
Arma 3 lighting trailer thumb
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Over the last few days, Bohemia have been posting videos to their youtube channel showing off different aspects of their E3 demo for Arma 3. There's three so far, covering vehicles, night fighting and underwater action, and they're all totally gorgeous. The underwater video in particular is incredible. Imagine a version of DayZ working in this engine. You could flee from zombies by hiding under the sea, there's no way they'd get you there! Right Rocket? Are you listening?

All three of the videos can be seen below. I've also included their preview video from back in June which contains a little bit of extra footage, along with a few clips of what else we may see in the future. If you want to know what the E3 demo was like in person you can read our Arma 3 preview







...