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Arma 3 Alpha March 5th


EMT~SPARTA~
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Video to come out March 4th:

http://www.armaholic.com/page.php?id=18678

New screenshots there too.

 

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Dslyecxi announced on dslyecxi.com he will release a video showing the Arma 3 Alpha version coming monday. Accompanied by this teasing news he also released 3 new Arma 3 screenshots.

 

Quote dslyecxi :

I’ll be releasing the first of my Arma3 videos on my Youtube channel this Monday, March 4th, at 6pm central standard time. It’s been long in the making, and if you’re planning to play the Arma3 alpha, you won’t want to miss it! It’s the first video of a new era – that of A3 – and I’m quite proud of it. I hope you enjoy it once it’s out.

 

New screenshots there too.

 

 

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If clearing a building can actually be done like the images from that link, and without running into walls/other players I will be super happy.

Edited by Phisher~SPARTA~
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Another article: http://www.rockpapershotgun.com/2013/02/28/czech-out-bohemia-talk-arma-3-alpha/

 

Screenshots after the jump.

 

Quote :

RPS: Can you explain your decision to make Arma 3 a Steam exclusive? I had always seen Bohemia as fiercely independent, with you developing your own sales platform and so on. What changed? Are you admitting to defeat to the Valve empire?

Joris: Most of the reasoning is covered in our development blog. To sum it up: we took an honest look at where we were, weighed up all of our options, and decided on this as the best way forward for Arma 3. I believe it?s important to keep in mind that any benefit to us as developer, should be a benefit to players. Making the setup process smoother, having updates be more frequent and distributed quicker, being able to deliver mods and other user-generated content easier, and freeing up time for us to support important things like the SDK. They will all unlock Arma 3′s potential and longevity. The requirement from ourselves to release in 2013 is not just a business decision; this is important for the team as well. You cannot keep a team motivated for years and it?s hard to keep the technology state-of-the-art.

We don?t see this move as becoming less independent. Rather, to remain independent we need to be pragmatic and use existing solutions where appropriate. We have to accept we cannot do everything on our own. Arma 3 will still sell via our sales platform Store.bistudio.com, and other platforms, but every game does run through Steam. As a Project Lead I want to release the best game on time, as a designer I want to release the best platform to tinker with, and as a gamer I want to release the best game to explore and have memorable experiences in. So far our decision is helping to achieve these ambitious goals, as seen by our Alpha release now.

 

RPS: The presentation of Arma 3 seems far slicker than in previous games ? was this designed to address criticism of your previous games? Do you think Bohemia had earned a reputation for technical brilliance without production polish? Was that deserved?

Joris: Yes, I believe the criticism was deserved. This was one of the things myself, co-creative director Jay Crowe, and the team really wanted to improve for Arma 3. We?re trying to make the setup experience and first play session smoother. In a way our biggest strength is our biggest weakness: the sandbox. In my opinion such game experience cannot be perfect and bug-free. There are too many variables, combinations and situations to ever test for. But since we love the openness so much, we accept these imperfections. It?s our job to detect the edge cases that pull players out from their immersion and solve them.

 

RPS: Can you talk a bit about the content in the alpha ? why did you choose to show these elements? What are you most proud of?

Joris: I really enjoy the infantry showcase, because it is a benchmark for our design vision. The scenario is quite simple, but every play-through has little differences. Sometimes I get suppressed by an auto-rifleman, see tracers fly right over my head and hear the bullets pop. You genuinely do not want to get hit, because you know the consequences are brutal. Another time you?ll have outsmarted the same patrol using a well-placed under-barrel grenade, and the survivors are forced into completely different tactics. Ignore them, and they may come back to flank you ten minutes later. The point is: when we deliver a good enough sandbox for our infantry supported by vehicles, the scenarios themselves should not have to rely on heavy scripting.

The content will not only grow during the Alpha and Beta programs, but the full game is significantly buffed.

 

RPS: Arma 3 seems to have had a troubled development, not least thanks to the situation with Martin and Ivan, but what particular design and technical challenges did you face? What problems have you had to address as development proceeded?

Joris: One problem stems from growing as a development team. People tend to think more people automatically means you can do more, but it?s very hard to effectively manage a large team. This is further complicated when you?re working across several physical locations. Many of our previous games had been made primarily in one location, with support from other studios. Now we have core development spread over two offices. Quickly storming a room next door is harder when that room is hundreds of kilometers away. We?re still learning how to deal with this effectively.

The second main issue is the balance between idealism and pragmatism. We want to do ?all of the things?, but can only feasibly do so much. Early on we tried to add too many new technologies and features, not realizing we would not have the resources to finish them properly. We had to be honest with ourselves, dial back down our desires, re-focus our vision and make sure we can release a game. Having a solid Arma 3 platform and expanding it over time is ultimately beneficial to us all.

 

RPS: Can you tell us a bit about how you?re expect the alpha and beta tests to go? What?s the roadmap from here?

Joris: These early-access and test programs are really exciting for us. Particularly the ability to fully mod the Alpha is something quite unique in the current industry. Many of the games are even moving away from modding the final game. I can?t wait to see what our community comes up with before the full game is released. By doing this they will also help us test features we would otherwise not explore in our planned content (we do not currently plan to test attaching bleachers and turrets to vehicles to create a battle bus for example).

Next to that, we are still able to react to some of the feedback and change parts of the game.

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