History VideoGame / ARMA

8th Jul '17 1:15:50 PM markusmarx
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* ''ARMA: Armed Assault / [[MarketBasedTitle Combat Operations]] (2007)'': SpiritualSuccessor and de-facto sequel to ''Operation Flashpoint'', developed by BIS (the original developers of Operation Flashpoint), using an updated engine called Real Virtuality 2 ([=RV2=]). ArmA: Cold War Assault takes place on the fictional island of Sahrani, divided between two nations: the [[PeoplesRepublicOfTyranny Democratic Republic of Sahrani]] in the north, and an oil rich (and US backed) [[TheKingdom Kingdom of South Sahrani]]. The US forces have been training the South Sahrani military and are just starting to leave (in a trend of the series in which a predominantly US force prepares to leave a destabilized country only to get caught in the fighting; see [=ArmA III=]). You see where this is going. With most of the US military gone, the North invades the South and a few remaining US soldiers get caught in the middle of it, and they then aid the South in defeating the North.

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* ''ARMA: Armed Assault / [[MarketBasedTitle Combat Operations]] (2007)'': SpiritualSuccessor and de-facto sequel to ''Operation Flashpoint'', developed by BIS (the original developers of Operation Flashpoint), using an updated engine called Real Virtuality 2 ([=RV2=]). ArmA: Cold War Assault takes place on the fictional island of Sahrani, divided between two nations: the [[PeoplesRepublicOfTyranny Democratic Republic of Sahrani]] in the north, and an oil rich oil-rich (and US backed) US-backed) [[TheKingdom Kingdom of South Sahrani]]. The US forces have been training the South Sahrani military and are just starting to leave (in a trend of the series in which a predominantly US force prepares to leave a destabilized country only to get caught in the fighting; see [=ArmA III=]). You see where this is going. With most of the US military gone, the North invades the South and a few remaining US soldiers get caught in the middle of it, and they then aid the South in defeating the North.



** ''ARMA III: APEX'' (2016): The first major expansion for ''ARMA III''. Set on the island of Tanoa, it features Pacific Expeditionary Forces for both NATO and CSAT (Representing the a combined taskforce in NATO's case, and a Chinese deployment in CSAT's case), new vehicles and weapons, and a brand new faction named Syndikat. The plot is about an elite CTRG team that is deployed to Tanoa to help government forces fight off Syndikat, a rebel group formed from the remnants of a failed coup a decade prior. Things soon prove to be more complicated than first thought, as elements that were LeftHanging from the main campaign make a comeback.

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** ''ARMA III: APEX'' (2016): The first major expansion for ''ARMA III''. Set on the island of Tanoa, it features Pacific Expeditionary Forces for both NATO and CSAT (Representing the a combined taskforce in NATO's case, and a Chinese deployment in CSAT's case), new vehicles and weapons, and a brand new faction named Syndikat. The plot is about an elite CTRG team that is deployed to Tanoa to help government forces fight off Syndikat, a rebel group formed from the remnants of a failed coup a decade prior. Things soon prove to be more complicated than first thought, as elements that were LeftHanging from the main campaign make a comeback.



* AluminumChristmasTrees: altought a lot of people were shocked and complained ([[UnpleasableFanbase naturally]]) about Arma 3 "futuristic" setting, most of it's equipment is actually in use already, or at the very least in prototype form. Even the Viper suits which seems straight out of sci-fi is [[http://www.military.com/daily-news/2015/05/21/firms-pitch-exoskeletons-and-body-armor-for-socoms-iron-man-suit.html based on a prototype]]

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* AluminumChristmasTrees: altought although a lot of people were shocked and complained ([[UnpleasableFanbase naturally]]) about Arma 3 "futuristic" setting, most of it's equipment is actually in use already, or at the very least in prototype form. Even the Viper suits which seems straight out of sci-fi is [[http://www.military.com/daily-news/2015/05/21/firms-pitch-exoskeletons-and-body-armor-for-socoms-iron-man-suit.html based on a prototype]]



* BeneathNotice: In a way. The protagonists of the apex campaign is running cyber warfare operations in the south china sea, and Nato is there in a politically motivated humanitarian mission. They're completely unaware of[[spoiler: the Viper unit. [=CSAT=] elite forces specializing in toppling goverment and destabilizing nations. They used the Eastwind device to cause the tsunami and they were funding the terrorist Syndikat untill they stole the device for ransom, which Viper and [=CTRG=] now fight to recover.]] Interestingly, it is explicitly stated that [[spoiler: Viper]] doesn't give two shits about [=CTRG=] or Nato, or their operations in the area, and indeed, they only engage them when they stand in their way [[spoiler: of recovering the eastwind device.]]

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* BeneathNotice: In a way. The protagonists of the apex campaign is running cyber warfare operations in the south china sea, and Nato is there in a politically motivated humanitarian mission. They're completely unaware of[[spoiler: the Viper unit. [=CSAT=] elite forces specializing in toppling goverment and destabilizing nations. They used the Eastwind device to cause the tsunami and they were funding the terrorist Syndikat untill until they stole the device for ransom, which Viper and [=CTRG=] now fight to recover.]] Interestingly, it is explicitly stated that [[spoiler: Viper]] doesn't give two shits about [=CTRG=] or Nato, or their operations in the area, and indeed, they only engage them when they stand in their way [[spoiler: of recovering the eastwind device.]]



* BoringButPractical: Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supposed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]which is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much effectiveness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback being the magazine size, usually capping at 20 rounds, but it's not really significant to a skilled user.

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* BoringButPractical: Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supposed to engage in distance of kilometers and assault rifles, have effectives effective ranges of 200 - 500 meters [[note]]which is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much effectiveness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback being the magazine size, usually capping at 20 rounds, but it's not really significant to a skilled user.



* ConcealmentEqualsCover: Averted to hell and back in the third game. There are no man made impenetrable structures nor materials, altought it depends heavily on caliber and distance, and the cover does help in deviating the bullets and slowing them down, making them less lethal. A 5.56 will barely penetrate even thin metal sheet, and not really do much damage to the target behind it. [[{{BFG}} A 9.3 caliber machine gun]], on the other hand will make short work of most covers up to 400m, and in close range or point blank? you might as well flight or fight, [[MoreDakka cause you sure as hell can't hide from her]].

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* ConcealmentEqualsCover: Averted to hell and back in the third game. There are no man made impenetrable structures nor materials, altought although it depends heavily on caliber and distance, and the cover does help in deviating the bullets and slowing them down, making them less lethal. A 5.56 will barely penetrate even thin metal sheet, and not really do much damage to the target behind it. [[{{BFG}} A 9.3 caliber machine gun]], on the other hand will make short work of most covers up to 400m, and in close range or point blank? you might as well flight or fight, [[MoreDakka cause you sure as hell can't hide from her]].



** The SDAR 5.56x45 is a rifle that can fire specialized ammo in underwater firefights, but it useless on the surface, being lethal only if both fighters are underwater and in short range. It is alleviated somewhat by being able to use normal 5.56 magazines, becoming a regular (if weak) assault rifle, althought it forces players to choose wich ammo type should they prioritize in taking with them, making it this trope.
** The ASP-1 Kir is a sniper rifle made specifically for heavy armor penetration in total silence by using a big and heavy bullet fired at subsonic velocity. So while it is ''completeley'' silent in the truest sense of the word, it also means that the effective range is reduced 500 meters at best, and the zero calibration(the distance in wich the bullet will hit the center of the scope) must be extremely precise. The bullet, being heavier, will only travel a very short distance after the zero distance, and traveling slowly means that to reach the zero it must travel in a very high arc. In other words being five meters short or long of the target means the bullet will miss it completely.[[note]] [[https://www.youtube.com/watch?v=tWjKx2wlgKs&hd=1 this video]] exemplains the mechanics of the weapon and illustrates as why it fits squarely into this trope [[/note]]
** Some gamemodes, and mods like the wasteland or the epochmod tends to turn many if not most loadouts into this, especially if you take a lone wolf approach. To elaborate, unless you camp and scavenge your enemies constantly (a gamble, at best), you will be roaming both countryside and cities in order to survive. The problem is that a loadout for urban warfare such as submachineguns and assault rifles is mostly useless when engaging in the long range countryside, and the long range sniper rifles with low rate of fire are a death sentence in CQB. The safest bet is being part of a group or using a marksman rifle with hybrid sights. A very JackOfAllStats loadout if used properly.

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** The SDAR 5.56x45 is a rifle that can fire specialized ammo in underwater firefights, but it useless on the surface, being lethal only if both fighters are underwater and in short range. It is alleviated somewhat by being able to use normal 5.56 magazines, becoming a regular (if weak) assault rifle, althought although it forces players to choose wich ammo type should they prioritize in taking with them, making it this trope.
** The ASP-1 Kir is a sniper rifle made specifically for heavy armor penetration in total silence by using a big and heavy bullet fired at subsonic velocity. So while it is ''completeley'' ''completely'' silent in the truest sense of the word, it also means that the effective range is reduced 500 meters at best, and the zero calibration(the distance in wich the bullet will hit the center of the scope) must be extremely precise. The bullet, being heavier, will only travel a very short distance after the zero distance, and traveling slowly means that to reach the zero it must travel in a very high arc. In other words being five meters short or long of the target means the bullet will miss it completely.[[note]] [[https://www.youtube.com/watch?v=tWjKx2wlgKs&hd=1 this video]] exemplains explains the mechanics of the weapon and illustrates as why it fits squarely into this trope [[/note]]
** Some gamemodes, and mods like the wasteland or the epochmod tends to turn many if not most loadouts into this, especially if you take a lone wolf approach. To elaborate, unless you camp and scavenge your enemies constantly (a gamble, at best), you will be roaming both countryside and cities in order to survive. The problem is that a loadout for urban warfare such as submachineguns submachine guns and assault rifles is mostly useless when engaging in the long range countryside, and the long range sniper rifles with low rate of fire are a death sentence in CQB. The safest bet is being part of a group or using a marksman rifle with hybrid sights. A very JackOfAllStats loadout if used properly.



** In the prologue missions of Arma 3 (which act as a tutorial for the most part) and some showcases you will play as several named characters with a specific role (marksman, machinegunner, scout) and rank. Most of these same characters return as supporting characters or cameos in the main campaign in which you play only as corporal Kerry, although since your interactions with [=NPCs=] is very limited in the main campaign, it's hard to notice.

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** In the prologue missions of Arma 3 (which act as a tutorial for the most part) and some showcases you will play as several named characters with a specific role (marksman, machinegunner, scout) and rank. Most of these same characters return as supporting characters or cameos in the main campaign in which you play only as corporal Corporal Kerry, although since your interactions with [=NPCs=] is very limited in the main campaign, it's hard to notice.



** BI adopted a different approach in the third installment to avoid breaking the player base: basically every DLC is an update with many freatures (such as advanced flight model for Helicopters DLC or bipods for the Marksmen) and they premium content is available only if the purchase is made, but you can share the same servers with players who DO have it. [[BrokenBase the fanbase is divided in it's response]]

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** BI adopted a different approach in the third installment to avoid breaking the player base: basically every DLC is an update with many freatures features (such as advanced flight model for Helicopters DLC or bipods for the Marksmen) and they premium Premium content is available only if the purchase is made, but you can share the same servers with players who DO have it. [[BrokenBase the fanbase is divided in it's response]]



** Averted in the Arma 3 campaign both in gameplay and plot. In the first act, the player is the survivor of a small decommissioned task force, while in the second, he's a full member of the local guerrillas. Not only half the missions in both acts consist of securing supplies such as weapons and fuel (as well as moving camps to avoid detection) but the armory is limited: there are only standard rifles and small calibers, small and weak optics and almost no AT or AA capabilities, no thermal binoculars, etc. Forcing you to scavenge weapons, attachments and ammo in raids and side missions. The third act is a little less so, but its clear, in the briefings and debriefings, that the invasion is taking a heavy toll on the damaged western economy which limits the heavier elements available and command's willingness to expose them to combat, not to mention that the arrival of those elements to the theater of operations must wait until the landing zone is secured.

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** Averted in the Arma 3 campaign both in gameplay and plot. In the first act, the player is the survivor of a small decommissioned task force, while in the second, he's a full member of the local guerrillas. Not only half the missions in both acts consist of securing supplies such as weapons and fuel (as well as moving camps to avoid detection) but the armory is limited: there are only standard rifles and small calibers, small and weak optics and almost no AT or AA capabilities, no thermal binoculars, etc. Forcing you to scavenge weapons, attachments and ammo in raids and side missions. The third act is a little less so, but its it's clear, in the briefings and debriefings, that the invasion is taking a heavy toll on the damaged western economy which limits the heavier elements available and command's willingness to expose them to combat, not to mention that the arrival of those elements to the theater of operations must wait until the landing zone is secured.



* EarthquakeMachine: In Arma 3's [[spoiler: "''the device''" is implied to be one, and the Apex expansion confirms it, tought it is never seen used as a weapon onscreen. It is eventually revealed that it is what caused the tsunami humanitarian crisis in Tanoa]].

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* EarthquakeMachine: In Arma 3's [[spoiler: "''the device''" is implied to be one, and the Apex expansion confirms it, tought though it is never seen used as a weapon onscreen. It is eventually revealed that it is what caused the tsunami humanitarian crisis in Tanoa]].



** In the first chapter, Miller and his team openly admit to be Special Forces and performing clandestine operations in the country (as in, they're there illegally). While this is no secret to the survivors of the original Task Force, who are just low rank grunts, the brits also make it clear that they're not telling them their real mission objectives, nor what exactly are they doing there, wich makes the rest of the troops uneasy on their presence and the shady dealings with the local guerrilas, even thought they have no choice but to work with them.
** In the second chapter [[spoiler: when the task force is no more, and only Kerry remains alive,]] it is revealed that not only they have worked with the resistance before (as in when NATO and the AAF where allies) but that they're more in numbers and have been active longer than previously thought, their true motives still not established (the locals think they're there to help and Miller doesn't confirm nor deny this but it is implied from the start that it is not the case). Even then Kerry is not allowed to join them and is just subtly dumped with the guerrilas, still being kept in the dark. It culminates in the third and last chapter when Kerry finds out that [[spoiler: NATO doesn't have any british special forces team operating in the area, and doesn't even have any Captain Miller on record]]. So Kerry is [[RealityEnsues accused of having deserted, and Miller and his team are not recognized as friendlies]]. All in all, the black ops come looking pretty badly here, with Miller in particular [[spoiler: having sociopathically sent the entire task force survivors to their deaths, and sacrificing the resistance high command to cover his tracks.]]

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** In the first chapter, Miller and his team openly admit to be Special Forces and performing clandestine operations in the country (as in, they're there illegally). While this is no secret to the survivors of the original Task Force, who are just low rank grunts, the brits Brits also make it clear that they're not telling them their real mission objectives, nor what exactly are they doing there, wich makes the rest of the troops uneasy on their presence and the shady dealings with the local guerrilas, guerrillas, even thought though they have no choice but to work with them.
** In the second chapter [[spoiler: when the task force is no more, and only Kerry remains alive,]] it is revealed that not only they have worked with the resistance before (as in when NATO and the AAF where were allies) but that they're more in numbers and have been active longer than previously thought, their true motives still not established (the locals think they're there to help and Miller doesn't confirm nor deny this but it is implied from the start that it is not the case). Even then Kerry is not allowed to join them and is just subtly dumped with the guerrilas, guerrillas, still being kept in the dark. It culminates in the third and last chapter when Kerry finds out that [[spoiler: NATO doesn't have any british British special forces team operating in the area, and doesn't even have any Captain Miller on record]]. So Kerry is [[RealityEnsues accused of having deserted, and Miller and his team are not recognized as friendlies]]. All in all, the black ops come looking pretty badly here, with Miller in particular [[spoiler: having sociopathically sent the entire task force survivors to their deaths, and sacrificing the resistance high command to cover his tracks.]]



** For contrast, the british special forces make a subtle yet impressive entrance. Arriving to the rendevouz point you see an armored patrol (armored vehicle with a mounted grenade launcher plus five or six men) disable and AAF corpses everywhere. Realizing that the brits must be near, your teammates warns them that they're coming and to hold fire. Cue massive OhCrap when you're welcomed (not on the radio) ''and five heavily armed soldiers emerge from the hiding right next to you''.

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** For contrast, the british British special forces make a subtle yet impressive entrance. Arriving to the rendevouz rendezvous point you see an armored patrol (armored vehicle with a mounted grenade launcher plus five or six men) disable and AAF corpses everywhere. Realizing that the brits Brits must be near, your teammates warns them that they're coming and to hold fire. Cue massive OhCrap when you're welcomed (not on the radio) ''and five heavily armed soldiers emerge from the hiding right next to you''.



* FactionCalculus: Similar to its predecessor, the games typically feature 3 factions in the gameplay, usually with different gear at their disposal. Although it is somewhat lessened due to the fact that the games use real factions and vehicles (even ''[=ArmA III=]'' despite its futuristic setting, as most of the vehicles and weapons are just rebrandings or updates of existing ones)

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* FactionCalculus: Similar to its predecessor, the games typically feature 3 factions in the gameplay, usually with different gear at their disposal. Although it is somewhat lessened due to the fact that the games use real factions and vehicles (even ''[=ArmA III=]'' despite Despite its futuristic setting, as most of the vehicles and weapons are just rebrandings or updates of existing ones)



* FailedAttemptAtDrama: The first mission in the Apex Campaign works as a sort of ColdOpen to introduce the players to the new expansion gameplay and map (the mission description reads "the sun rises over the Horizon Islands") and to it's credit, it works pretty well, [[FailedASpotCheck MOSTLY]]. After taking down an isolated outpost you must trek a few hundred meters to the next objective through the counstryside of the beautiful map, and the [[CueTheSun sun rises]] [[SceneryPorn over the beautiful landscape]] while [[NearVictoryFanfare the new version of the main theme slowly swells up]] creating a beautiful and breathtaking organic scene, all in-game with no need of cutscenes or interrupting the player experience. EXCEPT! you're still in a warzone, deep in enemy territory with patrols and isolated tangos scattered all over the damn island, so chances are you'll be distracted focusing on sneaking through, or worse, you'll be so taken in by the moment than you may screw up and be spotted, [[RecordNeedleScratch cutting the moment short]] with a hail of gunfire heading your way or just plainly dropping dead with a bullet between the eyes.
* FairWeatherFriend:: It's obvious near the end, that Csat is not in Altis out of goodness of their hearts. At first they bail out the AAF a couple of times. butwhen Nato invades in forces, they simply let the AAF to take the brunt of the attack while they quietly defend and retreat to a northern [[spoiler: seemingly empty]] region. [[spoiler: Turns out they're developing an experimental new weapon in that region and the AAF as been essentially a meatshield to buy them time while they develop it and cover their tracks]]

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* FailedAttemptAtDrama: The first mission in the Apex Campaign works as a sort of ColdOpen to introduce the players to the new expansion gameplay and map (the mission description reads "the sun rises over the Horizon Islands") and to it's credit, it works pretty well, [[FailedASpotCheck MOSTLY]]. After taking down an isolated outpost you must trek a few hundred meters to the next objective through the counstryside countryside of the beautiful map, and the [[CueTheSun sun rises]] [[SceneryPorn over the beautiful landscape]] while [[NearVictoryFanfare the new version of the main theme slowly swells up]] creating a beautiful and breathtaking organic scene, all in-game with no need of cutscenes or interrupting the player experience. EXCEPT! you're still in a warzone, deep in enemy territory with patrols and isolated tangos scattered all over the damn island, so chances are you'll be distracted focusing on sneaking through, or worse, you'll be so taken in by the moment than you may screw up and be spotted, [[RecordNeedleScratch cutting the moment short]] with a hail of gunfire heading your way or just plainly dropping dead with a bullet between the eyes.
* FairWeatherFriend:: It's obvious near the end, that Csat is not in Altis out of goodness of their hearts. At first they bail out the AAF a couple of times. butwhen but when Nato invades in forces, force, they simply let the AAF to take the brunt of the attack while they quietly defend and retreat to a northern [[spoiler: seemingly empty]] region. [[spoiler: Turns out they're developing an experimental new weapon in that region and the AAF as been essentially a meatshield to buy them time while they develop it and cover their tracks]]



* FragileSpeedster: Invoked by CSAT in the third game: Their infantryman is very lighly armored without even a faction specific bulletproof vest, just a helmet and some built-in bullet resistance in their uniforms. This means trading less durability for much more stamina and, therefore, mobility.

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* FragileSpeedster: Invoked by CSAT in the third game: Their infantryman is very lighly lightly armored without even a faction specific bulletproof vest, just a helmet and some built-in bullet resistance in their uniforms. This means trading less durability for much more stamina and, therefore, mobility.



* FriendlySniper: Lt. James in the third game, Miller's [[TheLancer right hand man]] is quite friendly with you and the Task Force survivors, and uses his signature [[CoolGuns Mk14 ERB]], a Marksman rifle. Altought he uses combat optics rather than a sniper scope, he still fulfills the role. [[spoiler: Unless you see Miller as the bad guy, wich means he's TheDragon]]
* FromNobodyToNightmare: In 2035 CSAT is a coalition of goverments comprised of China, Russia and several smaller countries form northern and lower Asia led by ''Iran'' which, as of 2017 is not excatly a powerhouse in terms of economy or military development. Lampshaded in-game with a soldier in a random conversation rhetorically asking how the hell did that happen.

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* FriendlySniper: Lt. James in the third game, Miller's [[TheLancer right hand man]] is quite friendly with you and the Task Force survivors, and uses his signature [[CoolGuns Mk14 ERB]], a Marksman rifle. Altought Although he uses combat optics rather than a sniper scope, he still fulfills the role. [[spoiler: Unless you see Miller as the bad guy, wich means he's TheDragon]]
* FromNobodyToNightmare: In 2035 CSAT is a coalition of goverments governments comprised of China, Russia Russia, and several smaller countries form northern and lower Asia led by ''Iran'' which, as of 2017 is not excatly exactly a powerhouse in terms of economy or military development. Lampshaded in-game with a soldier in a random conversation rhetorically asking how the hell did that happen.



* HollywoodSilencer: Played straight in ''ARMA II: Operation Arrowhead''. Averted completely in the third game, although the degree of effectivness varies between weapons and size of bullets.
* HollywoodSkydiving: Averted, mostly. The parachute can be opened at any alttitude, but it will need certain amount of time to deploy fully, and to slow down enough to land safely. They can be steered, and pitched foward tough if sped up too much the landing can still be fatal. The only artistic license is the use of parachutes in helicopters, wich usually fly too low to deploy them and rely on shock absorving technology.
* HowWeGotHere: The Apex campaign starts InMediaRes with the raider teams in the first mission attempting to secure... something without knowing if they succeded or not. The nexts few missions fall under this trope.

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* HollywoodSilencer: Played straight in ''ARMA II: Operation Arrowhead''. Averted completely in the third game, although the degree of effectivness effectiveness varies between weapons and size of bullets.
* HollywoodSkydiving: Averted, mostly. The parachute can be opened at any alttitude, altitude, but it will need a certain amount of time to deploy fully, and to slow down enough to land safely. They can be steered, and pitched foward forward tough if sped up too much the landing can still be fatal. The only artistic license is the use of parachutes in helicopters, wich which usually fly too low to deploy them and rely on shock absorving absorbing technology.
* HowWeGotHere: The Apex campaign starts InMediaRes with the raider teams in the first mission attempting to secure... something without knowing if they succeded succeeded or not. The nexts next few missions fall under this trope.



* KingIncognito: Kerry first meeting with the guerrillas is being the chaffeur for a small team of resistance fighters and being bossed around by a laid back dude full of tattos, scruffy beard, a ponytail and a condescending attitude. [[spoiler: That's [[FrontlineGeneral commander]] Stavrou to you, leader of North Altis FIA cell, member of the FIA High Command and all around cool guy.]]

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* KingIncognito: Kerry first meeting with the guerrillas is being the chaffeur chauffeur for a small team of resistance fighters and being bossed around by a laid back dude full of tattos, tattoos, scruffy beard, a ponytail and a condescending attitude. [[spoiler: That's [[FrontlineGeneral commander]] Stavrou to you, leader of North Altis FIA cell, member of the FIA High Command and all around cool guy.]]



* TheLoad: Withouth the support of either CSAT or NATO, The AAF is pretty useless for anything else than brutalizing the local population. The poorly armed resistance constatly has the upper hand on them until NATO bails them out, and even the task force handful of survivors has little problems kicking them out of Stratis [[spoiler: until CSAT bails them out of that one too]]

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* TheLoad: Withouth Without the support of either CSAT or NATO, The AAF is pretty useless for anything else than brutalizing the local population. The poorly armed resistance constatly constantly has the upper hand on them until NATO bails them out, and even the task force handful of survivors has little problems kicking them out of Stratis [[spoiler: until CSAT bails them out of that one too]]



* NoGearLevel: the first level of the second act is [[spoiler: waking up ashore as the sole survivor of the task force]] with zero gear in an unknown location. to make matters worse, there is a csat-aaf full scale counter offensive on the nearby city (patrol boats, [[TankGoodness Tanks]],[[AwesomePersonnelCarrier APCs]], Planes, Helicopters, Infantry, fortified outpost, etc.) and you have to cross it to reach some friendlies across the mountains. Believe it or not, [[BestLevelEver this is actually one of the most memorable part of the game]].

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* NoGearLevel: the first level of the second act is [[spoiler: waking up ashore as the sole survivor of the task force]] with zero gear in an unknown location. to make matters worse, there is a csat-aaf CSAT-AFF full scale counter offensive on the nearby city (patrol boats, [[TankGoodness Tanks]],[[AwesomePersonnelCarrier APCs]], Planes, Helicopters, Infantry, fortified outpost, etc.) and you have to cross it to reach some friendlies across the mountains. Believe it or not, [[BestLevelEver this is actually one of the most memorable part of the game]].



** While enemy uniforms are unusable (it is a warcrime, after all) there are no restrictions (nor penalties) to using the enemy's weapons, gear and vehicles. It is actually encouraged during the second act of the campaign where CSAT weapons use a larger caliber, and raiding enemy depots, outpost and positions are the best way to secure high end gear such as thermal optics, vests, silencers, long range scopes, marksman rifles, etc.

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** While enemy uniforms are unusable (it is a warcrime, war crime, after all) there are no restrictions (nor penalties) to using the enemy's weapons, gear and vehicles. It is actually encouraged during the second act of the campaign where CSAT weapons use a larger caliber, and raiding enemy depots, outpost and positions are the best way to secure high end gear such as thermal optics, vests, silencers, long range scopes, marksman rifles, etc.



** Between the ObviouslyEvil AAF, a half butchered/half displaced local population and the countryside almost completely abandoned save for the scatterd resistance camps and AAF patrols, thing don't look pretty for anyone in ARMA III.
* YanksWithTanks: The main body of the blufor faction in 3 is NATO. While The Uk also makes an appearance, most of its equipment and personnel is from the US Army. Taken to the literal exteme in the campaign, with Kerry being a member of the 1rst armored division.
* YourPrincessIsInAnotherCastle: A couple of missions, where you reach your objective only to find that the game moved the goalposts. Particularly, Bingo Fuel, in which you were simply meant to go retrieve a cistern truck, and by the end, [[ASimplePlan Kerry had sneaked through an armored division, looted a vehicle depot, raided a base, ambushed an armored convoy and assassinated the enemy highest ranking officer in quick succesion before he actually finds the fucking thing]].
* YourTerroristsAreOurFreedomFighters: the FIA guerrilas see themselves like this, and truth be told, the sentiment seems acknowledged by NATO, despite being considered hostile. Indeed, while Nato is there to secure a foothold against CSAT and ensure a lasting peace treaty, the biggest obstacle to get everyone in the negotiating table seems to be the AAF themselves (your supposed allies, see SpannerInTheWorks)

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** Between the ObviouslyEvil AAF, a half butchered/half half-butchered/half displaced local population and the countryside almost completely abandoned save for the scatterd scattered resistance camps and AAF patrols, thing don't look pretty for anyone in ARMA III.
* YanksWithTanks: The main body of the blufor Blufor faction in 3 is NATO. While The Uk also makes an appearance, most of its equipment and personnel is from the US Army. Taken to the literal exteme extreme in the campaign, with Kerry being a member of the 1rst armored division.
* YourPrincessIsInAnotherCastle: A couple of missions, where you reach your objective only to find that the game moved the goalposts. Particularly, Bingo Fuel, in which you were simply meant to go retrieve a cistern truck, and by the end, [[ASimplePlan Kerry had sneaked through an armored division, looted a vehicle depot, raided a base, ambushed an armored convoy and assassinated the enemy highest ranking officer in quick succesion sucession before he actually finds the fucking thing]].
* YourTerroristsAreOurFreedomFighters: the FIA guerrilas guerrillas see themselves like this, and truth be told, the sentiment seems acknowledged by NATO, despite being considered hostile. Indeed, while Nato is there to secure a foothold against CSAT and ensure a lasting peace treaty, the biggest obstacle to get everyone in the negotiating table seems to be the AAF themselves (your supposed allies, see SpannerInTheWorks)
6th Jul '17 9:53:50 PM The_Professor
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** There is also the description of the [=M60E4=] in ''Arma 2'', which lists it as a "Medium ''machie'' gun"
4th Jul '17 9:09:06 AM janosrock
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** It should be noted that the Community Upgrade Project ([[=CUP=]] for short) ported all of the maps from the series (that is Arma I and II, ''plus all of Videogame/OperationFlashpoint and its expansions'') to be playable in the third game, with top quality. This add on is a must have for almost all forms of online play, and practically makes every type of terrain on earth playable (mountains, jungles, deserts, oceans, underwater, etc.).

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** In June 22nd, Malden 2035 was released for free, a remake of one of the original game's islands (the titular Malden). not only it looks amazing, but it was also praised for being an excellent design for infrantry and light armor fighting .
** It should be noted that the Community Upgrade Project ([[=CUP=]] ([=CUP=] for short) ported all of the maps from the series (that is Arma I and II, ''plus all of Videogame/OperationFlashpoint and its expansions'') to be playable in the third game, with top quality. This add on is a must have for almost all forms of online play, and practically makes every type of terrain on earth playable (mountains, jungles, deserts, oceans, underwater, etc.).


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** In-Universe, this is somewhat the case with the [=FIA=] and Sindykat, who noticeably use older, simpler and cheaper weapons in general. This is perfectly justified given it's a resistance group and a criminal/terrorist organization.
29th Jun '17 9:14:27 AM janosrock
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* BeneathNotice: In a way. The protagonists of the apex campaign is running cyber warfare operations in the south china sea, and Nato is there in a politically motivated humanitarian mission. They're completely unaware of[[spoiler: the Viper unit. [=CSAT=] elite forces specializing in toppling goverment and destabilizing nations. They used the Eastwind device to cause the tsunami and they were funding the terrorist Syndikat untill they stole the device for ransom, which Viper and [=CTRG=] now fight to recover.]] Interestingly, it is explicitly stated that [[spoiler: Viper]] doesn't give two shits about [=CTRG=] or Nato, or their operations in the area, and indeed, they only engage them when they stand in their way [[spoiler: of recovering the eastwind device.]]


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** In the Apex campaign, [=CTRG=] is not really fond of Nato, it's assets or it's personnel. US and British army regulars on the other hand, have no idea [[UnknownRival who the hell these [=CTRG=] guys are]]
28th Jun '17 7:05:57 AM janosrock
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* AluminumChristmasTrees: altought a lot of people were shocked and complained ([[UnpleseableFanbase naturally]]) about Arma 3 "futuristic" setting, most of it's equipment is actually in use already, or at the very least in prototype form. Even the Viper suits which seems straight out of sci-fi is [[http://www.military.com/daily-news/2015/05/21/firms-pitch-exoskeletons-and-body-armor-for-socoms-iron-man-suit.html based on a prototype]]

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* AluminumChristmasTrees: altought a lot of people were shocked and complained ([[UnpleseableFanbase ([[UnpleasableFanbase naturally]]) about Arma 3 "futuristic" setting, most of it's equipment is actually in use already, or at the very least in prototype form. Even the Viper suits which seems straight out of sci-fi is [[http://www.military.com/daily-news/2015/05/21/firms-pitch-exoskeletons-and-body-armor-for-socoms-iron-man-suit.html based on a prototype]]
27th Jun '17 8:13:10 AM janosrock
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*AluminumChristmasTrees: altought a lot of people were shocked and complained ([[UnpleseableFanbase naturally]]) about Arma 3 "futuristic" setting, most of it's equipment is actually in use already, or at the very least in prototype form. Even the Viper suits which seems straight out of sci-fi is [[http://www.military.com/daily-news/2015/05/21/firms-pitch-exoskeletons-and-body-armor-for-socoms-iron-man-suit.html based on a prototype]]
25th Jun '17 10:45:13 AM nombretomado
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* BreakOutTheMuseumPiece: In the editor, the Chernarussian resistance (the "guerrillas" faction) have access to [[TankGoodness the T-34 tank]], an iconic Soviet design from the [[UsefulNotes/WorldWarII Second World War]]. Certainly quite an antique to field in the early 21st century. [[labelnote: note]] Although [[https://en.wikipedia.org/wiki/T-34#Operators according to]] TheOtherWiki, the T-34 was in the service of quite a few ''regular'' militaries as late as 1996. [[/labelnote]]

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* BreakOutTheMuseumPiece: In the editor, the Chernarussian resistance (the "guerrillas" faction) have access to [[TankGoodness the T-34 tank]], an iconic Soviet design from the [[UsefulNotes/WorldWarII Second World War]]. Certainly quite an antique to field in the early 21st century. [[labelnote: note]] Although [[https://en.wikipedia.org/wiki/T-34#Operators according to]] TheOtherWiki, Wiki/TheOtherWiki, the T-34 was in the service of quite a few ''regular'' militaries as late as 1996. [[/labelnote]]
24th Jun '17 2:07:38 PM xcountryguy
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Please keep in mind that despite having started as a mod of the second installment of this series, the zombie survival game ([[TropeCodifier that practically codified the genre]]) Videogame/DayZ is a game on it's own and as such, tropes exclusive to it go on its own page.
On the same note, Videogame/OperationFlashpoint is a separate work and it has it's own page, tropes exclusive to it must go in the corresponding page.

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Please keep in mind that despite having started as a mod of the second installment of this series, the zombie survival game ([[TropeCodifier that practically codified the genre]]) Videogame/DayZ is a game on it's its own and as such, tropes exclusive to it go on its own page.
page. On the same note, Videogame/OperationFlashpoint is a separate work and it has it's its own page, tropes exclusive to it must go in the corresponding page.
20th Jun '17 11:19:01 AM Laqueesha
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* InterserviceRivalry: Invoked in the first game, where army soldiers express embarrassment at having to be rescued by USMC air power.
5th Jun '17 8:05:19 AM janosrock
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* ShooOutTheClowns: As noted in MildlyMilitary, the game starts fairly lighthearted, with several jokes, banter and, overall, things are ok and relaxed. Sgt. Adams in particular seems like a very nice guy to have as a NCO and keeps makling light of the situacion. [[spoiler: Once shit hits the fan, all humour goes to hell and adams is one of the first ones to die onscreen.]]
This list shows the last 10 events of 238. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.ARMA