FiringSquad:What can you tell us about some of the more unique features from this game that will make it stand out from the crowd? Paul R. Statham: One of the first things to stand out about ArmA, especially for the gamer who sits playing it, is the size and scale and openness. In most modern shooters you're never really free to follow your own path, you're funnelled along down a narrow street or ravine, forced to move from A to B to C. In ArmA that's not the case, the island of Sahrani is 400km² (250 miles²), once the mission has loaded the whole island is available, you can go anywhere, do anything, use anything you find, finish the mission fast, take it slow, explore, anything you like, the only limit to how you complete the mission is really up to your tactical preference. The other elements where ArmA stands out from the crowded genre it gets placed in is the layers of realism and strategy that the engine and its features provides, things such as: Multiple gunner positions on vehicles. HDR lighting, if you stare at the sun you damage your eyesight, common sense really! Simulated weapon recoil, the more powerful the weapon, the more powerful the kick. Bullet kinetic energy, different bullets travel varying distances and the damage they do is affected by distance/ricochet etc. Ambient world, insects and animals move around, adding life and distraction to the world, trees and flora moves in the wind or chopper downwash. Enhanced AI, friend or foe, they think smart, act smarter, don't be surprised to feel like you're the dummy in this war!
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