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ARMA 2 - PC Review

Gameplay and Controls
Introduction
Storyline
Graphics and Sound
Gameplay and Controls
System Requirements
Conclusion

  Written by: Vlad Mihaiescu
  Edited by: Ben Sun

It seems that for every step forward that Bohemia Interactive took with ARMA 2, they also took two steps back.

For example, I never had a hard time driving a vehicle in the previous versions of this game but now, driving a vehicle is almost impossible. Don't get me wrong, Op. Flashpoint and ARMA were no racing simulators when it came to driving, but the controls responded well enough to allow driving from point A to point B to go without much trouble. In ARMA 2 I prefer to run places; I get there faster then driving since most of the time all I do is drive into trees and telephone posts.

Flying works about the same as in the previous games. Once again, I just don't have what it takes to fly the jets, but I seem to handle a chopper OK. The weapons also seem to be much more accurate then in the previous versions of the game but I have been playing a lot of fast-paced multiplayer shooters lately so maybe I'm finally getting warmed up in the shooter genre. I honestly can't remember from ARMA, but I think that the lean left/right features were not implemented until this version of the game. Also, now a new button function has also been implemented. Pressing 'V' when your character is around a fence or a short wall or even a platform, will now cause your player to leap over the object; in case of a platform, 'V' gets your player to jump up on it.

Now, if you're like me, odds are that you don't care about the game's storyline that much. After all, with the map/mission editor available to us once again, why not take the time to design your own missions and story? The editor is what really gives life to this project. The editor can be a great tool to design either single or multiplayer missions; all you need is imagination and a bit of patience until you figure it out. The editor in itself can be a very powerful tool that can create very complex missions but at the same time, it is basic enough where you can create a small engagement mission in less then 10 minutes. And the possibilities are endless with the editor. Do you want to storm a heavily defended house on top of a hill? Do you want to defend the house while it is being stormed? Should the mission have any air support? All of those ideas can be easily created with the editor. You can use the editor to bring many of those ideas to life in the game. As I've said, this game gave us the possibility to create our own version of a war. All we need is some dedication and patience towards the editor.

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