• Koduleht: www.takeonthegame.com
• Arendaja: Bohemia Interactive Studio
• Väljaandja:
• Väljalaske kuupäev: Q4 2011
• Kasutab samat mootorit, mis ArmA 2!
• Sa lendad kahes keskkonnas, Põhja-Ameerikas ja Lõuna-Aasias. Mõlema maastiku mudelid põhinevad reaalsetel andmetel.
• TOH sisaldab “sandbox” üksikmängu kampaaniat.
• Mängus on ka missiooni editori, mis on võimas ja lihtne kasutada.
• Multiplayer - "competitive" ja "co-op"
• Realistlikud elemendid, mis mõjutavad lendu - Täpne kütuse ja elektroonika stimulatsioon; Dünaamiline aeg ja ilmastik
Deem tahtsin ise teemat teha, lol
Anyway... väike pettumus muidugi on see, et arma3 announcmenti ei olnud aga samas tahaks näha mis sellest tuleb. Loodan, et nad teevad ArmAt ka edasi ikka _________________ Bawse
Deem tahtsin ise teemat teha, lol
Anyway... väike pettumus muidugi on see, et arma3 announcmenti ei olnud aga samas tahaks näha mis sellest tuleb. Loodan, et nad teevad ArmAt ka edasi ikka
Ma arvan, et see helikopteri mäng on väike soojendus enne ArmA 3-e!
Kuna BIS ostis hiljuti mingi 4 Tšehhi mängu tootjat ära + nad avasid ka stuudio usas, siis pole väga imestada, kui nad mitut projekti korraga teevad.
Aga sellegi poolest, oleks huvitav näha ,mis sellest tuleb. Tegu saab ilmselt olema kül lsuht simuga aga mitte nii põhjaliku ja raske simuga kui DCS seda on _________________ Bawse
Exclusive interview – Bohemia Interactive talks Take On Helicopters PCGamer
Spoiler
tsitaat:
Jay Crowe, creative lead on Take On Helicopters and finisher of beer.
Evan Lahti: Why helicopters?
Jay Crowe, Creative Lead: Helicopters are awesome and were always an important part of our games. That aside, taking on a clear focus is something that really excites us, but–in truth–it’s also a little daunting! Combined-arms warfare has been the linchpin of the Real Virtuality engine for over a decade now. Taking one small aspect, stripping it out and completely rebuilding it with focus and attention–that’s a pretty motivating challenge.
Choppers are interesting for the surprisingly wide range of gameplay, and for the rewarding challenge that our flight-dynamics model presents. Combine that with our experience in building rich, expansive terrain and crafting wonderfully detailed models, and we think we’re on to something really exciting. We see a great potential for future instalments of the Arma series by moving much closer to reign of flight simulators; however, this would be impossible to achieve if we tried to do it in a project of the scale and variety of Arma 2, rather than a dedicated development.
PCG: Flight in Arma has some simulation-like qualities to it–you can retract flaps and gear, turn on autopilot, planes can stall, but the overall control dynamics are simplified–there’s little-to-no “switch-flipping.” How will that simplicity of control compare to Take On?
JC: Perhaps unsurprisingly, precise control over a helicopter is a vital piece of the game. We’re definitely taking the fidelity of our simulation to the next level, and we’re working hard on some in-cockpit features/functionality that we hope to gleefully present in the near future. Take On is built around a high-fidelity helicopter flight dynamics model, completely different to more the generic, simplified one used in Arma series so far.
That being said, our designers are “encouraged” to ensure that playing with the mouse and keyboard is just as satisfying as it is with a fully-blown flight control set up. Our focus is upon really nailing the experience of flying a helicopter. Authenticity, realism, fun – they’re all part of the same thing in our game.
PCG: I’m being dumb here, but: will I be able to shoot things? There’s nothing especially military that’s be shown in the trailer or screenshots, but with the damage and ballistics modeling that you already have in place, it’d be a shame if it went to waste…
JC: Take On is certainly a civil-oriented game, but–given our experience with military-based gameplay–we can’t help it if a few scenarios sneak in around the side! It’s a little early to talk about specifics, but I can confirm that Take On Helicopters exists within the context and operates within the rules of the Armaverse–and we all know that a war or two broke out.
It’s actually a stimulating challenge to have to think about crafting rewarding gameplay that doesn’t end up with an opponent dead. It makes us look again at our design, evaluate the motivations and rewards for any given player, and find a balance between authenticity and action. Sure, we all know blowing shit up is fun, but where we have combat-oriented scenarios, they’ll be in there for a reason.
PCG: Is your approach to terrain modeling in Take On identical to that of Arma 2, to take satellite-modeled data and tweak it to your purposes?
JC: Terrain on the scale of our American and South Asian worlds has required new technology and a re-evaluation of our map-making pipeline. For our games, we’ve never attempted to make anything this extensive, but–in simple terms–sure, we still take our data and apply careful tweaks, and yea, it still takes an eye-watering amount of time to get them fit for purpose! However, we’ve got some interesting new features in progress–in terms of the actual terrain and the human and physical ‘environment’ more generally – that we’re really looking forward to being able to showcase as development continues. Terrain normal-mapping alone is an exciting new feature currently under development, which has the capacity to change the way our environments “feel.”
What I would say right now, is that you can still land, get out your chopper and take a stroll around. In fact, some of our scenarios demand it! While our terrain is optimised for flying choppers, we’re yet to see a helicopter game with our level of overall visual fidelity in the environment.
PCG: A skeptical gamer might say that storytelling isn’t Bohemia’s core competency. What makes Harry Larkin and a single-player campaign a necessary component of Take On?
JC: Good old (and dead) Harry Larkin aside, a single-player campaign is important to Take On for several reasons. It provides a core focus for our development. It really makes us think carefully about the gameplay: evaluating how it’s introduced to the player; balancing the unfolding difficulty and freedom; focusing on the range and type of content we should create. More importantly, the narrative conveys a broader experience of helicopters to the player. We’re not a flight-dynamics model with a few cheap lines of dialogue bolted on, nor are we setting up the game up to be narrative-heavy, per se; rather, we consider it to be a conduit for all the awesome experiences available. It’s a thought-through, immersive showcase of our engine’s capabilities–a springboard for users to create their own interesting scenarios.
In pre-production we noted that, within this genre, criticism was often directed towards the lack of focus upon a campaign or story–the narrative motivation alongside the gameplay. We believe that even our perhaps somewhat more limited storytelling abilities in terms of action games are still able to provide much a deeper and more motivating campaign than what people might normally expect from flight-sim type of game.
Medical emergency heroism: confirmed.
PCG: You’re well-aware, but–we love co-op in ArmA. With multiplayer, what kinds of situations can we expect to find ourselves in?
JC: Well, we’ve certainly monitored PC Gamer’s recent forays into multiplayer with great interest! Yeah, when it comes to the Arma series, multiplayer has been a big part of its ongoing success. For Take On, we have multi PvP and co-op gameplay in development, and we’ll be evaluating the most enjoyable challenges and experiences from this and our single-player scenarios, feeding that analysis back into development when its appropriate to do so. At this stage, our legal team advises us that to neither confirm or deny the prototyping of a battlechopper.
PCG: An airborne cousin to our Battle Bus? Yeah, I can get behind that. Okay, then–how many air vehicles do you think you’ll have at launch? How many are helicopters that are already featured in ArmA?
JC: The stars of the show are definitely three core families of helicopter, within which multiple variants exist. All helicopters are brand new content, not seen in our previous titles. Focusing upon this range alows us to delicately adjust the feel and experience of each class of chopper. That’s not to say each family flies the same, within this structure we can add more subtlety. Our goal remains to convey the experience of flying, and a big part of that is revealing–in a very tangible way–that each helicopter has its own feel and handling.
On top of that, each chopper may have unique components that significantly enhance the gamplay possibilities. It’s too early to get into specifics, but we’re talking about gameplay you just can’t achieve within the Arma series. Similarly, the level of detail we’re achieving goes beyond what we’ve seen before in the engine; helicopters always looked great in our game, now, we’ve got the opportunity to push that even further.
PCG: Is Bohemia working on any engine improvements/optimizations to the Arma engine for it to be tailored for Take On?
JC: Nailing down the helicopter experience demands a lot of work in terms of adding brand new features, refining more familiar ones, and optimising the game for flying helicopters. The buzzwords circulating around our studios alone goes some way to reveal the extent of the work at hand: picture in picture, increased view- and draw-distance, interactive cockpits, sling loads. But perhaps we’ve said enough for now! In fact, another cool aspect of Take On project is that it’ll allow us to look at improving various aspects of our simulation technology that could potentially be integrated into some possible future games with a much larger scope.
PCG: What price point are you considering for Take On?
JC: Take On Helicopters is full-size game and, therefore, we expect it to have price point of a normal full PC game. Plus, we are considering some nice incentives online for our dedicated troops on the ground in Arma 2 that are interested in learning something new.
PCG: Thanks for your time, Jay.
[Jay Crowe begins to rotate independently from his torso up, then levitates out the window.]
ZiP (Zombie in Picture) technology
Sling-load executions
Undead Helicopters (dont be flyin' thems in the day!)
A brand-spanking-new 50mx50m Terrain
A free beta version of Arma 4 (note: required always-on connection
Today we proudly announce the first batch of pre-LC for our upcoming project, 'Take On Helicopters'. Pre-order the pre-lc today, and get free (limited) access to post-release patches!
For the last week, our busy worker-bees have been tirelessly stripping away content from the main game to ensure the best possible return for your support.
Project Lead, Joris-Jan pan 't Land, remarked: "'Take On Helicopters: Zombie Apocalypse', really lets us take the new IP in the direction we really should have gone from the start. We're not big fans of content, but we're huge supporters of loads and loads of cash."
The whole Take On team sincerely believes that realism and fun don't easily go hand in hand; however, zombies and helicopters were made for each other. Everyone is hot for zombies right now. The community want it, we want it, its a win:win for everyone.
Undead Lead, Karel 'hollywood' Moricky noted: "After the rather flat reception to our announce trailer, we felt we really needed to raise our game... by raising the dead! Expect Zombies, nukes, transforming helicopters, and everything from the Tony Scott school of design. Minus the copyright infringement."
The best part about the game, is taking community content, repackaging it, and selling it back. Obviously we have to spend some time breaking things and introducing bugs to keep us busy over the following days and years, but it's a small sacrifice. And you can bet we'll be honking on some phat Cubans while we work.
kas arma2'ele pole zombie modi veel tehtud? sel oleks potentsiaali.
-ZiP (Zombie in Picture) technology
-Sling-load executions
-Undead Helicopters (dont be flyin' thems in the day!)
-A brand-spanking-new 50mx50m Terrain
-A free beta version of Arma 4 (note: requires always-on connection)
Helicopters have been a part of Bohemia Interactive’s military games since the beginning. In Operation Flashpoint or ArmA you’ll find infantry, tanks or APCs, and you can bet the last bullet in your magazine that you will lift off in a helicopter as well. Flying in a helicopter is a fascinating way to travel and I have been a fan since the aforementioned Operation Flashpoint.
I was excited by Bohemia Interactive’s announcement of Take On Helicopters, at first I was surprised but later it all started to make sense. It is a very logical step by the company – this is something they have firm experience with, yet it is a completely new direction to set on. I personally went to take a look on Take On Helicopters straight to Mníšek pod Brdy – Bohemia Interactive’s base of operations – and I’m quite sure I’m the first game reviewer who saw the game live with his own eyes. You will finally learn what this game is all about. Fasten your seatbelts, we’re about to take off.
Kicked out of the army
Take On Helicopters borrows the helicopters from BI’s games with one huge difference – the player will get to take a break from all the killing and instead it will be civilian machines and the civilian tasks involved that get to play the base. Joris-Jan van 't Land, the project lead, has explained it to me: “When we thought about what you can actually do with a civilian helicopter and what will the missions be about, we realized there is an incredible number of things to do and the actual problem will be to choose from those.”
Joris continued to explain in detail: ”The gameplay is based around you having a heliport and hangars with a few helicopters in them, which you use to fulfill various contracts. You’ll fly rescue, picking up wounded from places with difficult access. You will help the police with locating criminals, help set large construction parts in place on building sites, and you’ll make an appearance during the Flight day performing acrobatic maneuvers. You can look forward to timed flights, you’ll fly the director around during film shoots and sometimes it’ll be up to you to carefully transport a client who is scared of flying to his destination. Don’t do any sudden maneuvers with him on board.”
The hanger and heliport will be your home base. Karel Mořický, lead designer, has compared it to the Normandy from Mass Effect. It will be possible to walk around the hangar, look at the stationed helicopters and, of course, perform modifications on them. If you have the funds you can buy a winch, hi-end camera system, engine improvements or even a new helicopter. With each such improvement you gain access to more tasks to perform. Those in return provide the necessary funds for larger hangars, heliports, new helicopters or a team of top-notch mechanics, and in the end becoming the best pilot capable of taking on just about kind of missions.
Your own company
The game is helped along using a campaign with a simple plot where find yourself trying to establish a helicopter transport company. I’ll let Jay Crowe, creative lead, explain the details: “It is a challenge for us to get together players who are experienced virtual pilots with those who have little experience with flying. We wish to entertain both groups. If you never flew before, following the campaign will teach you the basics and turn you into an experienced pilot. However, should you be a flying ace, there are many side missions that are more difficult and require a certain level of experience. Everyone can find something for himself to do in Take On Helicopters.”
Karel Mořický continues: “In the campaign the player will be taking care of his company and will eventually reach something that could be considered an open ending. He will be fulfilling main and side missions, along with those added by the community. He will finish some of those, earn money and buy a new helicopter making the next missions a bit easier. He will go through all this as one character, so it will be a bit similar to an RPG style of playing.”
So far it looks like the campaign will be a small sapling that will grow into a mature tree thanks to user missions, new helicopters and upgrades that will be easily added into the game. I’m really looking forward by this.
Firmly at the controls
No matter what mission will you be taking on, the game will grasp and won’t let you go with the great flying experience. That is after all the heart of the game, the heart that will become your own. You will greatly enjoy flying closely to the ground, right above the tree tops, avoiding buildings and overall the entire handling of the helicopter, a machine capable of flying like the wind or hovering in one place the next minute.
The universum is of course inherited from ArmA 2, looking very similar to it while being very different overall. You will recognize some of the controls, the terrain’s style and the character models, but the flying experience is completely different. When Joris started the game for the first time and appeared next to a helicopter I felt like this was ArmA 2. That feeling didn’t last long. The helicopter no longer has just the few interaction options such as getting in as the gunner, there are many more now. In the current development version many weren’t functional yet but other than getting in, you can open the engine cover to make sure everything is in order, for example. Overall, you will have to interact with the machine much more.
In contrary to other helicopter simulators Take On Helicopters will have the upper hand in one thing – before taking off you can walk around the aircraft. That doesn’t mean just admiring it either; you will have to perform a pre-flight check, as the real pilots do. You will have to make sure the rotor or stabilizer bar isn’t damaged and that there is no fuel leakage at fuel tank cap. Joris has pointed out another small bit that will add to the realism: “What we definitely want to improve from ArmA 2 are the get in animations. We should be actually working on that later today in our motion capture studio.”
Simulation or arcade
Alright, we’re in looking at the nicely modeled cockpit. No longer do we see blurry textures and flickering buttons here and there as we would in ArmA 2. Instead there are detailed, but mainly functional, indicators and buttons. We shift our focus towards the top panel and the battery on toggle. Memories of the realistic engine start-up sequence in DCS: Ka-50 Black Shark might be emerging and starting to worry you, but there is no need. To start the engine is nowhere near as simple in ArmA 2 but it still is a child’s play.
With full simulation there are ten steps you have to go through, such as turning on the battery, spinning up the rotor, starting up the engine or waiting for it to heat up. It won’t annoy you and instead it will make you feel like you were a real pilot. If you are an occasional player that accidentally ventured in the pilot’s seat, you can always switch back to the single-button start-up.
We take off and begin flying. Joris adds: “One of the other things we want to add is the possibility to not only look around but also lean ahead or to the sides, something that is essential for pilots, especially when it comes to landing where they have to see the front of the chopper.” The flight itself is definitely not as smooth as it would be in ArmA 2. Close to the ground we are swayed around by the turbulence, and you have to constantly adjust during the flight. Strong wind has visible influence and such luxury as flying straight isn’t nearly as easy to achieve as it would seem.
Of course there is the option to play the less difficult mode in which the helicopter flies as smooth as if it was attached to a rail. You can also turn on autohower or automatic trim to gain a better in-flight stability. On the other hand, the full simulation mode doesn’t seem to be that much of a pain; instead it seems like a good reason to learn how to fly without the help from a computer. Once you master that, your experience from flying will be so much better.
“A large difference between flying a helicopter in ArmA 2 and Take On is that here we have a fully modeled throttle . In ArmA 2 you just used it to either ascend or descend, you have to be a little bit more careful with it now,” says Joris who has a genuinely excited look on his face as he flies following a narrow road, maneuvering between the trees surrounding it on both sides.
Beginners need not to worry Beginners won’t be helped only by the text hints appearing in the upper part of the screen but in tutorials also the instructor who will bark commands and suggestion over the headset as the situation requires. System of the tutorials seems to be really extensive from what I could see, and does not only explain the controls but also how to master the aircraft in case of an emergency, such as using autorotation in case of engine failure. This definitely isn’t something that would be easy to master and I can’t wait to try to learn it myself.
But let’s get back to the flying. In the final game we should have a radio in which we will hear communication between us and the base, as well as other aircrafts. A pleasant surprise was the aforementioned damage system. In ArmA 2 it was very basic. For example a collision of the main rotor with an obstacle would damage the entire helicopter. This time around it will be only the rotor itself that will get damaged, something that will be very noticeable in-flight, just as a damage to the stabilizer bar would be.
Joris explains: “The helicopter models have more damage zones, for example even the electrical system may fail. There is a gearbox that could be damaged by wild maneuvers that the aircraft isn’t built for. A harsh landing won’t result in an explosive fireball but the landing skids may bend.”
What will I fly with?
We described the flying itself, but now it is time to talk about what and where we will be flying. The available helicopters are split into three categories: light, medium and heavy. Each one of these categories should contain about 5 helicopters. Given the realistic flight model it is reasonable to expect big differences between handling of the helicopters across the three categories, and obviously their suitability to perform certain types of missions. The helicopter models aren’t licensed but you will definitely be able to tell that they are based on real-life counterparts. You will meet the small MH-6 Little Bird (MD500), something along the lines of Bell 206, Agusta A109 and it is possible some of the ArmA 2 helicopters (the good old Mi-8 for example) will make an appearance as well, but that is not confirmed yet.
It will be possible to upgrade the aircrafts and purchase various gadgets for them to allow you to take part in more missions. One chopper will get night vision and a powerful spotlight to help out the cops, another one a powerful winch for cargo transport and the last one a mounted camera for TV news. There will be many possibilities. Even though the game is primarily focused on civilian flying, the plan is to include at least one military helicopter armed with rocket launchers and machineguns, to be used in the multiplayer or in user missions for example. The base game is one thing but there is no doubt the Internet will soon be flooded with hundreds of new helicopters from addon makers. The game will open to the community.
A city and a desert
Now let’s have a look at Seattle, USA. That is what is hidden under the mysterious label of North America that was present in the initially released official information (Some may have already guessed so from the game’s website with the typical tower). Joris adds: “We liked Seattle because of its shape, all the bays, the curvy coastline and the nearby mountains.”
When Joris first opened the map of the city center and the surroundings I got terrified. Everyone surely well remembers the way the FPS pummels when one enters a town in ArmA 2 and in this game you will spend most of the time flying over one and doing so at a high speed too. The map is 61x61 kilometers in size and Joris showed me that he has view distance set to 20 kilometers in the options! I was impressed by the large number of houses, skyscrapers and the dominant Space Needle towering high over the city wasn’t missing either. God, protect our hardware!
Alright, calm down, it is of course under control. The terrain is again modeled after satellite imagery but using a little different technology this time with a better optimization. First of all, the terrain detail isn’t equal with what you can see in ArmA 2. Should you get closer to the ground you will notice it isn’t as smoothed and you will notice many sharp edges. T terrain detail of the Seattle map is two times less detailed than Chernarus from ArmA 2, for example, which is of course something you won’t notice from the air. On top of that the new “normal map” effect is applied, thanks to which the terrain looks more plastic than it actually is.
Simply this terrain isn’t made for infantry hiding in the bushes but rather for some good flying. A higher amount of detail will be present only in the area surrounding your base where you can walk around. What adds further to the detail are the clouds, which are no longer just textures but real objects with width and height as is necessary for a real flying simulator.
Seattle will be the main setting for the campaign but there is one other map too. It is not too different from Takistan – mountainous, deserted and hilly area in Asia. This map has area of gigantic 120x120 kilometers and it is perfect for you to enjoy the freedom of flying there. Surely there will be a few missions on it as well but mainly it is to be the primary setting for the multiplayer. It is too soon to talk about that for the game is still at the beginning of its development cycle.
DIY
Mission editor and the community have a large stake in the popularity of games from Bohemia Interactive and the editing for this game will be no different. Quite the opposite actually! Take On has a mission editor very similar to that of ArmA 2 but with certain changes made to make it suitable for the game as well as for beginning mission makers. Karel Mořický showed me around: “In ArmA 2 we introduced modules which are basically function packages. Now we have something even easier – special waypoints for the individual helicopters.”
For example the Land waypoint, waypoint for timed flight, attach or detach cargo waypoint or fly calmly, a waypoint where your passengers will start panicking when you start doing hard and sudden maneuvers. Those simple commans can be inserted by the player using a single click without having to resort to using scripts or complicated settings. Experienced scripters on the other hand, can create their own waypoints.
Another interesting feature is picture in picture. Thanks to that you can place various screens and displays monitoring a certain position on the ground with night vision, for example. User-friendly editor and the overall openness of the game to modifications will surely bring in hundreds of community-made content few months after the release. And so, even if the amount of original content isn’t breathtaking, the community will take care of adding in more helicopters, missions and campaigns.
Karel Mořický finishes with a well-aimed remark: “Community-made content invites more people to our games and pretty much works as marketing. For example the popular Battle Bus video that appeared on PC Gamer surely raised ArmA 2’s popularity.”
My very positive feeling of the game springs from two basic things. The first one is the balance between realism and fun and the ability to entertain everyone, no matter their skill. The other bit is the openness to community-made content and the easiness of adding new content straight into the game, even the campaign you are currently playing. With your purchase you gain something that, thanks to the community, will grow into monumental size and will surely in time offer focus on military side of things too. The conclusion is simple – helicopters in ArmA were always entertaining and thanks to Take On Helicopters they have the chance to be successful in a stand-alone product too.
_________________ Bawse
viimati muutis Mafia 02.05.2011 21:17:10, muudetud 1 kord
sa ei või postitada uusi teemasid siia foorumisse sa ei või vastata selle foorumi teemadele sa ei või muuta oma postitusi selles foorumis sa ei või kustutada oma postitusi selles foorumis sa ei või vastata küsitlustele selles foorumis sa ei saa lisada manuseid selles foorumis sa võid manuseid alla laadida selles foorumis
Hinnavaatlus ei vastuta foorumis tehtud postituste eest.