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[Uradna tema] Operation Flashpoint 2


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me prav zanima kdo si tukaj nabera poste, drugace pa ja arma 2 ne bo zaostajala, ker je ena boljsih simulacij.

Ne bodi pameten kdo si jih nabira, ker je to moj 3 nickname in na vsakem sem imel več postov kot na tem. (Želim si odbanati prvega pa moram še adminu rečt), drugače pa mi je vseeno koliko postov imam....

Err to bo bolje kot arma 2

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me prav zanima kdo si tukaj nabera poste, drugace pa ja arma 2 ne bo zaostajala, ker je ena boljsih simulacij.

Ne bodi pameten kdo si jih nabira, ker je to moj 3 nickname in na vsakem sem imel več postov kot na tem. (Želim si odbanati prvega pa moram še adminu rečt), drugače pa mi je vseeno koliko postov imam....

Err to bo bolje kot arma 2

Nisem rekel, da ne bo, ne mores pa reci dokler spil ne pride.

Drugace pa sta oba spila (prva dva dela) oba mal buggasta.

GT: jonskiC

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Sej ArmA1 je ubistvu OFP2, Arma2 pa bo nekako OFP3. Codemastersev OFP2 bo pa po do sedaj povedanem, verjetno kr OFP4.

Mal me moti Bohemijin koncept pri Armi2, da naj bi lahko switchal med soldati, kar pomeni, da če te ubijejo preprosto zamenjaš in igraš naprej. Nevem no nekam cheap se sliši in uniči ves smisel in realizem OFPja.

Ajde gremo en coop?

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xFire: spankrock

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E da malo updejtam, par novih sicer ne najlepših screenov iz gameplaya:

http://www.ofp2.info/index.php?cat=news

Mal novga infa, sicer kopirano z IGNa, mogoče se kakšna info ponavlja;

Taking place on the real world island of Skira, which is located just off the Northern Coast of Japan, the game's conflict is a fictional but all-too-believable battle over untapped oil reserves. Starting off in the command of a Special Forces soldier, the first task is to clear away enemy anti-aircraft positions to clear the way for support to land, an opening that instantly introduces players to the importance of how different classes interact on the battlefield. What follows is a free-form fight over 220 square kilometres of the island, a verdant creation with swooping inclines of grassy vistas, peppered with some 1.5 million trees across its expanse. An impressive number, and they're a key addition as they provide some much needed cover in the heat of a gunfight -- something that was critically lacking in the first game.

Throughout the introductory video we see various farmyards littered about the landscape and, as is the trend amongst modern shooters, the buildings will prove fully destructible. This extends to other parts of the game world and in an interesting twist, if something blows up, it stays blown up. It could lead some intriguing gameplay scenarios -- destroy a bridge in your trigger-happy early moments with the game and you could regret your decision further down the line as you've obliterated a point of passage.

This level of detail is present in every aspect of the game -- enemy infantry are instantly identifiable, so if you want to take down a radioman to isolate a team from their communications it's easy to pick your shot. Likewise, the vehicles are the subject of much military fetishism from the development team, presented in as much detail as is allowed without access to the official and understandably classified documents. An Apache we see in-flight in the in-game engine has had every rivet pored over, and again the detail is supposed to have gameplay ramifications -- with everything modelled so precisely it's possible for a watching machine gunner to predict the chopper's next turn by observing the flexing of the rotors or the turning of the rudders.

tiscaliofp_3.jpg

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xFire: spankrock

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