History Videogame / ARMA

24th May '16 9:58:37 PM Wuz
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* InUniverseMarketing: Several good examples (i. e. [[http://www.aan-online.com/ AAN News Online]]), but the viral marketing of the first ''ARMA'' game [[CharacterBlog via a fictional blog of an in-game character]] [[http://www.armedassault.com/william/index.php?paged=6 takes the cake]]... There's also a hefty dose of ContinuityNod towards ''Operation Flashpoint'' in all these ViralMarketing materials (to nearly ContinuityPorn levels).

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* InUniverseMarketing: Several good examples (i. e. [[http://www.aan-online.com/ AAN News Online]]), but the viral marketing of the first ''ARMA'' game [[CharacterBlog via a fictional blog of an in-game character]] [[http://www.armedassault.com/william/index.php?paged=6 takes the cake]]... There's also a hefty dose of ContinuityNod towards ''Operation Flashpoint'' in all these ViralMarketing materials (to nearly ContinuityPorn levels).



* MeleeATrois: The scenario editor in both games (including ''Videogame/OperationFlashpoint'') makes it possible to deliberately invoke this - the Independents can be allied with either the BLUFOR, OPFOR, neither, or neutral.

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* MeleeATrois: The scenario editor in both games (including ''Videogame/OperationFlashpoint'') ''VideoGame/OperationFlashpoint'') makes it possible to deliberately invoke this - the Independents can be allied with either the BLUFOR, OPFOR, neither, or neutral.
24th May '16 9:57:23 PM Wuz
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The second game of the series and its expansion, ''Operation Arrowhead'', had a surge of popularity thanks to the VideoGame/{{DayZ}} mod, which requires both.

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The second game of the series and its expansion, ''Operation Arrowhead'', had a surge of popularity thanks to the VideoGame/{{DayZ}} ''VideoGame/{{DayZ}}'' mod, which requires both.



* ''VideoGame/{{Take On Helicopters}} (2011)'': This [=RV3=]-powered game [[ExactlyWhatItSaysOnTheTin is about piloting helicopters]], and takes place within the ARMA-verse ("Armaversum").

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* ''VideoGame/{{Take On Helicopters}} ''VideoGame/TakeOnHelicopters (2011)'': This [=RV3=]-powered game [[ExactlyWhatItSaysOnTheTin is about piloting helicopters]], and takes place within the ARMA-verse ("Armaversum").



* BreakOutTheMuseumPiece: In the editor, the Chernarussian resistance (the "guerrillas" faction) have access to [[{{TankGoodness}} the T-34 tank]], an iconic Soviet design from the [[{{WorldWar2}} 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}} [[TankGoodness the T-34 tank]], an iconic Soviet design from the [[{{WorldWar2}} [[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]]



** There is a [[UsefulNotes/{{WorldWarII}} T-34 tank]] available in ''ARMA II''s Armory and Editor (in the case of the Editor, as it's an armored vehicle of the NAPA faction).

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** There is a [[UsefulNotes/{{WorldWarII}} [[UsefulNotes/WorldWarII T-34 tank]] available in ''ARMA II''s Armory and Editor (in the case of the Editor, as it's an armored vehicle of the NAPA faction).



* MadLibsDialogue: ''Armed Assault''[='s=] and ''ARMA II''[='s=] radio voiceovers of the individual soldiers kind of inherited this quality from ''{{Operation Flashpoint}}''. Naturally, the somewhat unnatural sounding style of the voiceovers is caused by the daunting task of having to record each possible combination of a voiceover line separately (it would take ages and require thousands of voice files). There are some community-made [[GameMod mods]] in the works for replacing the original voice files with better dubbed ones, and ''ARMA 3'' has done a little to smooth it out, though it's still there to a point.

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* MadLibsDialogue: ''Armed Assault''[='s=] and ''ARMA II''[='s=] radio voiceovers of the individual soldiers kind of inherited this quality from ''{{Operation Flashpoint}}''.''VideoGame/OperationFlashpoint''. Naturally, the somewhat unnatural sounding style of the voiceovers is caused by the daunting task of having to record each possible combination of a voiceover line separately (it would take ages and require thousands of voice files). There are some community-made [[GameMod mods]] in the works for replacing the original voice files with better dubbed ones, and ''ARMA 3'' has done a little to smooth it out, though it's still there to a point.



* OrphanedSeries: The first ''{{ARMA}}'' game (a.k.a. ''Armed Assault'') eventually became this when BIS decided not to create any more official content for it and moved on [[AuthorsSavingThrow to produce a more polished and improved sequel]]. Many fans and reviewers felt that this was fairly justified, since the game was still [[ItsTheSameNowItSucks too much like]] the original ''OFP'', despite implementing several new features and technical improvements[[note]]the CEO later admitted that ''Armed Assault'' was essentially itself an attempt to put out ''something'' within budget and ''on time'', and ''not'' a labor of love[[/note]]. The fact that some of the new stuff was often pretty buggy to begin with and not always well thought out (particularly the implementation of actual tall grass for stealth and the oft overcompetent enemy AI) all added to the game prematurely fading in popularity and not gaining as big a modder base as ''OFP'' or ''ARMA II''. The sequel was also launched less than two years after ''AA'', so most of the fanbase made the hop to ''ARMA II'' fairly quickly. On the other hand, given how buggy ''ARMA II'' was on release (and still is to some extent), the problems are [[MisBlamed not completely endemic]] to ''Armed Assault''.

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* OrphanedSeries: The first ''{{ARMA}}'' ''ARMA'' game (a.k.a. ''Armed Assault'') eventually became this when BIS decided not to create any more official content for it and moved on [[AuthorsSavingThrow to produce a more polished and improved sequel]]. Many fans and reviewers felt that this was fairly justified, since the game was still [[ItsTheSameNowItSucks too much like]] the original ''OFP'', despite implementing several new features and technical improvements[[note]]the CEO later admitted that ''Armed Assault'' was essentially itself an attempt to put out ''something'' within budget and ''on time'', and ''not'' a labor of love[[/note]]. The fact that some of the new stuff was often pretty buggy to begin with and not always well thought out (particularly the implementation of actual tall grass for stealth and the oft overcompetent enemy AI) all added to the game prematurely fading in popularity and not gaining as big a modder base as ''OFP'' or ''ARMA II''. The sequel was also launched less than two years after ''AA'', so most of the fanbase made the hop to ''ARMA II'' fairly quickly. On the other hand, given how buggy ''ARMA II'' was on release (and still is to some extent), the problems are [[MisBlamed not completely endemic]] to ''Armed Assault''.



** In the ''ARMA II Private Military Company'' DLC, Reynolds pulls out a grenade launcher and says, [[{{Inception}} "You mustn't be afraid to think a little bigger, boys."]]

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** In the ''ARMA II Private Military Company'' DLC, Reynolds pulls out a grenade launcher and says, [[{{Inception}} [[Film/{{Inception}} "You mustn't be afraid to think a little bigger, boys."]]



** More prominent in the original ''Operation Flashpoint'' series than the sequels. ''{{ARMA}} II'' put you in the role of a member of [[ElitesAreMoreGlamorous an elite USMC Force Recon squad]], liberally adorned with fancy looking high-tech gear (although not to the extent of ''VideoGame/ModernWarfare 2''). ''[=OFP=]'' gives you a rifle, uniform and boots, a helmet and... not much else. [[TruthInTelevision War is still unforgiving though]], regardless whether you're a RedShirt or a member of the elite forces.

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** More prominent in the original ''Operation Flashpoint'' series than the sequels. ''{{ARMA}} ''ARMA II'' put you in the role of a member of [[ElitesAreMoreGlamorous an elite USMC Force Recon squad]], liberally adorned with fancy looking high-tech gear (although not to the extent of ''VideoGame/ModernWarfare 2''). ''[=OFP=]'' gives you a rifle, uniform and boots, a helmet and... not much else. [[TruthInTelevision War is still unforgiving though]], regardless whether you're a RedShirt or a member of the elite forces.
24th May '16 9:55:02 PM Wuz
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* AwesomeButImpractical: Boy, that 1,35M long .50BMG caliber loading rifle sure looks awesome, but i hope you feel comfy laying down, 'cause you ain't gonna be running around too much with 14KG worth of weapon weighting you down (and that's not counting the spare magazines, there's a reason why a soldier in TheSquad has an ammo-bearer role[[note]][[MoreDakka Portable machinneguns (LMGs)]] for example don't use magazines, but ammo boxes, wich are so big that vest can only carry one spare, with more magazines requiring a backpack, but carring two extra mags already reduces your stamina significantly[[/note]])

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* AwesomeButImpractical: Boy, that 1,35M long .50BMG caliber loading rifle sure looks awesome, but i hope you feel comfy laying down, 'cause you ain't gonna be running around too much with 14KG worth of weapon weighting you down (and that's not counting the spare magazines, there's a reason why a soldier in TheSquad has an ammo-bearer role[[note]][[MoreDakka Portable machinneguns machineguns (LMGs)]] for example don't use magazines, but ammo boxes, wich are so big that vest can only carry one spare, with more magazines requiring a backpack, but carring carrying two extra mags already reduces your stamina significantly[[/note]])



* 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 supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich 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 efectivness 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.
* BreakOutTheMuseumPiece: In the editor, the Chernarussian resistance (the "guerillas" faction) have access to [[{{TankGoodness}} the T-34 tank]], an iconic Soviet design from the [[{{WorldWar2}} 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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* 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 supossed supposed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich [[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 efectivness 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.
* BreakOutTheMuseumPiece: In the editor, the Chernarussian resistance (the "guerillas" "guerrillas" faction) have access to [[{{TankGoodness}} the T-34 tank]], an iconic Soviet design from the [[{{WorldWar2}} 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]]



** In the begining ARMA II player controls an unnamed Chernarussian soldier. It is actually revealed to be a dream of Cooper, the actual protagonist.
** In the prologue missions of Arma 3 (wich 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 capaign in wich you play as (and only as) corporal Kerry, althought since your interactions with [=NPCs=] is very limited, it's hard to notice.

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** In the begining beginning ARMA II player controls an unnamed Chernarussian soldier. It is actually revealed to be a dream of Cooper, the actual protagonist.
** In the prologue missions of Arma 3 (wich (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 capaign campaign in wich which you play as (and only as) corporal Kerry, althought although since your interactions with [=NPCs=] is very limited, it's hard to notice.



** Averted in the Arma 3 campaign both in gameplay and plot. In the first act, the player is the survivor of a small decomissioned 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, attachements and ammo in raids and side missions. The third act is a little less so, but its clear, in the briefings and debriegfings, that the invasion is taking a heavy toll on the damaged western economy wich limits the heavier elements available and command's willingness to expose them to combat, not to mentio that the arrival of those elements to the theather of operations must wait until the landing zone is secured.
** On the vehicle side of things, these need to be refueled, rearmed and repaired as necesary and none of those can be donde without personnel and facilities (fuel trucks and stations, ammo trucks and boxes, engineers with toolkits and repair trucks). Also no HyperspaceArsenal. Meaning you'll be backtracking to base often.

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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 decomissioned 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, attachements attachments and ammo in raids and side missions. The third act is a little less so, but its clear, in the briefings and debriegfings, debriefings, that the invasion is taking a heavy toll on the damaged western economy wich which limits the heavier elements available and command's willingness to expose them to combat, not to mentio mention that the arrival of those elements to the theather theater of operations must wait until the landing zone is secured.
** On the vehicle side of things, these need to be refueled, rearmed and repaired as necesary necessary and none of those can be donde done without personnel and facilities (fuel trucks and stations, ammo trucks and boxes, engineers with toolkits and repair trucks). Also no HyperspaceArsenal. Meaning you'll be backtracking to base often.



* {{Foreshadowing}}: Perceptive players may notice several discrepancies in the first act of the campaign that may be weird but are quickly overshadow by events of greater/more immediate importance (survival being the main concern of the player at the time) but at the end of the campaign make perfect sense in hindsight. The first mission however, contains several clues (very subtle ones, to the point that [[RewatchBonus it may require a second playthrough to notice]]) that something major is going down behind the scenes, such as [[spoiler: the AAF attacking minutes after an unknown NATO force lands on an already decomissioned base, or that tremors start just after CSAT presence is spotted on the island]].

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* {{Foreshadowing}}: Perceptive players may notice several discrepancies in the first act of the campaign that may be weird but are quickly overshadow by events of greater/more immediate importance (survival being the main concern of the player at the time) but at the end of the campaign make perfect sense in hindsight. The first mission however, contains several clues (very subtle ones, to the point that [[RewatchBonus it may require a second playthrough to notice]]) that something major is going down behind the scenes, such as [[spoiler: the AAF attacking minutes after an unknown NATO force lands on an already decomissioned decommissioned base, or that tremors start just after CSAT presence is spotted on the island]].



** Althought with mods, the list expands considerably. The CUP (Community Upgrade Project) for starters, has upgraded the entire arsenal (vehicles and gear included) of the previous Arma games to Arma 3, with the modular attachment system perfectly functional, to official items quality levels. That alone triples the amount of content, and its just one mod.[[note]]The RHS mods add the entirety of the USA and Russian army,(weapons, vehicles, gear and uniforms, all divided by army branch and unit) and the HLC mods adds all the weapons made by every western manufacturers (all of them, all of its variants, with the corresponding modular attachments) just to name a few.[[/note]]
** Note that this can actually be a bad thing: weapons look and act realistically and some times its hard to say at first glance without a detailed examination and/or practice, the weapon's role ([[RealityIsUnrealistic Some heavy machinneguns can actually be smaller than some assault rifles]]), strenghts and weaknesses, leading to using them incorrectly, in impractical situations or just inefficiently.

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** Althought Although with mods, the list expands considerably. The CUP (Community Upgrade Project) for starters, has upgraded the entire arsenal (vehicles and gear included) of the previous Arma games to Arma 3, with the modular attachment system perfectly functional, to official items quality levels. That alone triples the amount of content, and its just one mod.[[note]]The RHS mods add the entirety of the USA and Russian army,(weapons, vehicles, gear and uniforms, all divided by army branch and unit) and the HLC mods adds all the weapons made by every western manufacturers (all of them, all of its variants, with the corresponding modular attachments) just to name a few.[[/note]]
** Note that this can actually be a bad thing: weapons look and act realistically and some times its hard to say at first glance without a detailed examination and/or practice, the weapon's role ([[RealityIsUnrealistic Some heavy machinneguns machineguns can actually be smaller than some assault rifles]]), strenghts strengths and weaknesses, leading to using them incorrectly, in impractical situations or just inefficiently.



* MildlyMilitary: Gameplay aside (where you can go as [[BunnyEarsLawyer bunny ears]] as the server and game mods allow it) the story mode of Arma 3 is one of the few justified and believable examples. Early in the campaign, the Task Force stationed at Stratis are mostly what remains of a larger contingent deployed on a political manouver, lazily doing grunt work at a snail pace to dismantle everything, pack up and go home. Discipline is lax, work is slow, the troops joke and mock each other, the superior officers (within earshot, who then snark right back), and ''specially'' their AAF allies. Then shit hits the fan, the task force is betrayed and after the survivors regroup,[[LetsGetDangerous they proceed to]] [[spoiler:almost]] take back the island in a single day, with no supplies network, no backup, no mechanized or aerial support and zero contact with the outside world.

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* MildlyMilitary: Gameplay aside (where you can go as [[BunnyEarsLawyer bunny ears]] as the server and game mods allow it) the story mode of Arma 3 is one of the few justified and believable examples. Early in the campaign, the Task Force stationed at Stratis are mostly what remains of a larger contingent deployed on a political manouver, maneuver, lazily doing grunt work at a snail pace to dismantle everything, pack up and go home. Discipline is lax, work is slow, the troops joke and mock each other, the superior officers (within earshot, who then snark right back), and ''specially'' their AAF allies. Then shit hits the fan, the task force is betrayed and after the survivors regroup,[[LetsGetDangerous they proceed to]] [[spoiler:almost]] take back the island in a single day, with no supplies network, no backup, no mechanized or aerial support and zero contact with the outside world.



** Picking up enough UrbanWarfare experience in the third game will make you realize that is not so much your shooting but your movements patterns and habits that will help you get through. A skill that is not thaught anywhere in the game. So you better have somewhere to learn how to check corners, cover angles, wich windows you should be careful of and so on, otherwise you're gonna be seeing that "You died" screen pretty often.

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** Picking up enough UrbanWarfare experience in the third game will make you realize that is not so much your shooting but your movements patterns and habits that will help you get through. A skill that is not thaught taught anywhere in the game. So you better have somewhere to learn how to check corners, cover angles, wich which windows you should be careful of and so on, otherwise you're gonna be seeing that "You died" screen pretty often.



* NoCampaignForTheWicked: Averted somewhat in ''Arma 3'', where you get to play [[DeathFromAbove a CSAT gunship pilot]] in a couple of Showcases. And sort of a retroactive example with the bootcamp update: The guerrillas that take you in as a member in the second act of the campaing are the same you were aiding the the local goverment (your former allies) to hunt until they betrayed your taskforce, [[EnemyMine forcing you to join guerrilla ranks in order to survive]].
* NoGoodDeedGoesUnpunished: A particular brutal example on the final level of the third game. To elaborate: during the campaing you end up assisting a British SIS taskforce while taking part in a resistance movement with local guerrillas. After rejoining NATO you are instructed to not to get anywhere near any members of the taskforce if you ever see or hear of them, and disregard any comunication you get. Right before NATO's final attack on the enemy HQ a wounded SIS soldier whom you befriended, calls you to meet him in a location in the middle of nowhere. You can choose: Do you leave him to die and follow orders? the attack succeeds, [[EarnYourHappyEnding enemy forces surrender, Altis is free, war is over, yaaay. Roll credits]]. Do you go [[ScrewTheRulesImDoingWhatsRight help him against orders]]? [[spoiler: you find him dying in the aftermath of a botched SIS assault on a secret compound, he ask you to fight your way through remaining enemy troops and retrieve and deliver what is implied an EarthquakeMachine to the rest of the taskforce]] [[FromBadToWorse thats not the bad part.]][[spoiler: After delivering the device, the captain proceeds to extract the weapon, but promise you answers if you wait there for his return. Night falls and you are informed that they can't (or won't)come back, meaning you are left stranded in the countryside, forcing you to find your way to the bulk of the army you just deserted earlier.]] [[RuleOfThree it get worse:]][[spoiler: not only the main attack was a failure, but now, besides NATO scrambling to regroup and evacuate the island, the two enemy armies that used to be allies are fighting each others as well as NATO wich means you're gonna have to make your way singlehandedly trought the free for all clusterfuck of a warzone that the country has become, in order to find a way of the island. Have fun!]].

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* NoCampaignForTheWicked: Averted somewhat in ''Arma 3'', where you get to play [[DeathFromAbove a CSAT gunship pilot]] in a couple of Showcases. And sort of a retroactive example with the bootcamp update: The guerrillas that take you in as a member in the second act of the campaing campaign are the same you were aiding the the local goverment government (your former allies) to hunt until they betrayed your taskforce, [[EnemyMine forcing you to join guerrilla ranks in order to survive]].
* NoGoodDeedGoesUnpunished: A particular brutal example on the final level of the third game. To elaborate: during the campaing campaign you end up assisting a British SIS taskforce while taking part in a resistance movement with local guerrillas. After rejoining NATO you are instructed to not to get anywhere near any members of the taskforce if you ever see or hear of them, and disregard any comunication communication you get. Right before NATO's final attack on the enemy HQ a wounded SIS soldier whom you befriended, calls you to meet him in a location in the middle of nowhere. You can choose: Do you leave him to die and follow orders? the attack succeeds, [[EarnYourHappyEnding enemy forces surrender, Altis is free, war is over, yaaay. Roll credits]]. Do you go [[ScrewTheRulesImDoingWhatsRight help him against orders]]? [[spoiler: you find him dying in the aftermath of a botched SIS assault on a secret compound, he ask you to fight your way through remaining enemy troops and retrieve and deliver what is implied an EarthquakeMachine to the rest of the taskforce]] [[FromBadToWorse thats not the bad part.]][[spoiler: After delivering the device, the captain proceeds to extract the weapon, but promise you answers if you wait there for his return. Night falls and you are informed that they can't (or won't)come back, meaning you are left stranded in the countryside, forcing you to find your way to the bulk of the army you just deserted earlier.]] [[RuleOfThree it get worse:]][[spoiler: not only the main attack was a failure, but now, besides NATO scrambling to regroup and evacuate the island, the two enemy armies that used to be allies are fighting each others as well as NATO wich which means you're gonna have to make your way singlehandedly trought through the free for all clusterfuck of a warzone that the country has become, in order to find a way of the island. Have fun!]].



* SimulationGame: It's a bad idea to approach this game series as just another [[FirstPersonShooter just another shooter]]. But rather as what Minecraft is to Legos, or the Skyrim version of FPS. As the official video guides of the third game puts it: "if you can do it in RealLife military, you can probably do it in Arma". Just the vanilla games allow you to create and experience almost any kind of combat situation, in land, sea and air, as an infantryman, vehicle pilot, etc. All in a way that most apporaches the real life function of whatever it is your playing as. Meaning that imitating real life, is usually the most likely way to succeed.

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* SimulationGame: It's a bad idea to approach this game series as just another [[FirstPersonShooter just another shooter]]. But rather as what Minecraft ''VideoGame/{{Minecraft}}'' is to Legos, Franchise/{{LEGO}}s, or the Skyrim ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' version of FPS. As the official video guides of the third game puts it: "if you can do it in RealLife military, you can probably do it in Arma". Just the vanilla games allow you to create and experience almost any kind of combat situation, in land, sea and air, as an infantryman, vehicle pilot, etc. All in a way that most apporaches approaches the real life function of whatever it is your playing as. Meaning that imitating real life, is usually the most likely way to succeed.



* SurveillanceDrone: In ''Arma 2: Combined Operations'' there are three drones available, four with the addition of ''Private Military Company''. This is extended in ''Arma 3'' with [[{{TheTurretmaster}} automated turrets]], the unarmed quadrotor UAV, a UGV called the Stomper and the fixed-wing Greyhawk UAV, both of which have both armed and unarmed versions.

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* SurveillanceDrone: In ''Arma 2: Combined Operations'' there are three drones available, four with the addition of ''Private Military Company''. This is extended in ''Arma 3'' with [[{{TheTurretmaster}} [[TheTurretMaster automated turrets]], the unarmed quadrotor UAV, a UGV called the Stomper and the fixed-wing Greyhawk UAV, both of which have both armed and unarmed versions.



** PlayedStraight in Arma 3. Any infantryman withouth AT equipment is a dead man if engaged a by a tank. Your only hope is explosives planted beforehand, or sniping the treads with a particular model of sniper rifle with armor piercing bullets (wich are useless for actual sniping anyway, so just as with AT equipment, you have to make a concious choice of going tank hunting before leaving base).Other than that your only options are running away, hiding or praying they're feeling merciful. [[spoiler: They aren't]]

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** PlayedStraight in Arma 3. Any infantryman withouth without AT equipment is a dead man if engaged a by a tank. Your only hope is explosives planted beforehand, or sniping the treads with a particular model of sniper rifle with armor piercing bullets (wich (which are useless for actual sniping anyway, so just as with AT equipment, you have to make a concious conscious choice of going tank hunting before leaving base).Other than that your only options are running away, hiding or praying they're feeling merciful. [[spoiler: They aren't]]



** Averted. You can only use magazines for two different weapons if they are of the same design family and use the exact same ammo and have the same magazine [[note]] the MK 18 and the Rahim in Arma 3 both use 7.62mm, however one is 7.62x51 and the other one is 7.62x39, while the nato's mx and the csat's katiba both use 6.5, but the mx uses stanag rounds while the katiba uses caseless ammunition[[/note]].
** The MX rifle family plays this straight however as all of its variants use the same 6.5 stanag magazines, and while the SW (light machinegun) configuration, uses 100 round magazines, it can also equip standard 30 rounds mags if you want/need to.

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** Averted. You can only use magazines for two different weapons if they are of the same design family and use the exact same ammo and have the same magazine [[note]] the MK 18 and the Rahim in Arma 3 both use 7.62mm, however one is 7.62x51 and the other one is 7.62x39, while the nato's mx NATO's MX and the csat's katiba CSAT's Katiba both use 6.5, but the mx MX uses stanag STANAG rounds while the katiba Katiba uses caseless ammunition[[/note]].
** The MX rifle family plays this straight however as all of its variants use the same 6.5 stanag STANAG magazines, and while the SW (light machinegun) configuration, uses 100 round magazines, it can also equip standard 30 rounds mags if you want/need to.



** 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 campaing 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, 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 campaing campaign where csat 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.



** It is more viable in the third game, within reason. Silencers will not make a gun completely silent, but while an unsilenced weapon can be heard kilometers away, a stealthy approach and a silenced attack can keep firefights contained within a certain radius, and more importantly, it will keep the enemy ignorant of a lot of details that can aid him in the defense (number of attackers, distance, capabilities, potential targets). While a [[PacifistRun Metal Gear Solid or Hitman like approach]] it's impractical or outright imposible (depending on gamemode, mods, and mission type), real life stealth is not only possible, but actually recommended, where possible, to maximize success and keep casualties to a minimum.

to:

** It is more viable in the third game, within reason. Silencers will not make a gun completely silent, but while an unsilenced weapon can be heard kilometers away, a stealthy approach and a silenced attack can keep firefights contained within a certain radius, and more importantly, it will keep the enemy ignorant of a lot of details that can aid him in the defense (number of attackers, distance, capabilities, potential targets). While a [[PacifistRun Metal Gear Solid or Hitman like approach]] it's impractical or outright imposible impossible (depending on gamemode, mods, and mission type), real life stealth is not only possible, but actually recommended, where possible, to maximize success and keep casualties to a minimum.



** [[spoiler:for a debatable value of villain, but Captain Miller's story arc is mostly separated from the main campaing and you only get glimpses of his activities and loyalties. He later proves to be a loyal member of NATO, but his mission was top priority and everything else, up to and including subordinates and allied lives (yours included) is completely secondary ''at best''. He is directly responsible for the death of several of the survivors of the original NATO peacekeeping corps, entirely guilty for the death of the resistance high command and most of its members, and left you to die on several ocasions, [[UngratefulBastard not even bothering to answer your questions on why you risked your life and disobeyed orders to help him]] ]]

to:

** [[spoiler:for a debatable value of villain, but Captain Miller's story arc is mostly separated from the main campaing campaign and you only get glimpses of his activities and loyalties. He later proves to be a loyal member of NATO, but his mission was top priority and everything else, up to and including subordinates and allied lives (yours included) is completely secondary ''at best''. He is directly responsible for the death of several of the survivors of the original NATO peacekeeping corps, entirely guilty for the death of the resistance high command and most of its members, and left you to die on several ocasions, occasions, [[UngratefulBastard not even bothering to answer your questions on why you risked your life and disobeyed orders to help him]] ]]



* VirtualTrainingSimulation: It was added to Arma 3, as part of the Bootcamp Update, in order to help newbies learn about various parts of gameplay such as material penetration. It comes in three flavors, an actual tutorial, with objectives, instructions and explanations on the how and why of everything. A [[VirtualPaperdoll Virtual Asenal]] that allows you to see and test every possible loadout combination and vehicle available (with detailed information on weapons and gear specifications) and a virtual space editor wich allows you the same level editor on the other maps, only in the empty space of the virtual world.

to:

* VirtualTrainingSimulation: It was added to Arma 3, as part of the Bootcamp Update, in order to help newbies learn about various parts of gameplay such as material penetration. It comes in three flavors, an actual tutorial, with objectives, instructions and explanations on the how and why of everything. A [[VirtualPaperdoll Virtual Asenal]] Arsenal]] that allows you to see and test every possible loadout combination and vehicle available (with detailed information on weapons and gear specifications) and a virtual space editor wich which allows you the same level editor on the other maps, only in the empty space of the virtual world.



** Subtle to the point where its very easily missed in ARMA 3. The PlayerCharacter is a mostly unaffected by the conflict despite being in a dire situation both on a personal and conflict-wide level. He keeps a cool head and acts very professionally at all times. Also the civilian population is mostly absent and you have to go out of your way to find any civilian casulties ([[ObligatoryWarCrimeScene althought there are several, a couple of them on screen if you know where to look]])

to:

** Subtle to the point where its very easily missed in ARMA 3. The PlayerCharacter is a mostly unaffected by the conflict despite being in a dire situation both on a personal and conflict-wide level. He keeps a cool head and acts very professionally at all times. Also the civilian population is mostly absent and you have to go out of your way to find any civilian casulties casualties ([[ObligatoryWarCrimeScene althought although there are several, a couple of them on screen if you know where to look]])
24th May '16 9:43:09 PM Wuz
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* AwesomenessByAnalysis: Any player that actually stop to think for a second. Given that the game is a military simulator rather than a straight up shoot 'em up FPS, if the enemy is half competent and knows what they're doing, then they'll likely act in predictable patterns: Flightpaths and LZs, positions to hole up and/or fortify, troops disposition. And just standing and looking at them tells a lot: loadouts and vehicles used can tell where they're heading, their targets, what they're planning to do, etc. Running head first into the fray is usually a guaranteed bullet in the head, however, being patient, thinking and planning what you're going to do beyond [[AttackAttackAttack running, shooting, repeat if necessary]] will actually multiply effectiveness to a surprising degree.

to:

* AwesomenessByAnalysis: Any player that actually stop to think for a second. Given that the game is a military simulator rather than a straight up shoot 'em up FPS, if the enemy is half competent and knows what they're doing, then they'll likely act in predictable patterns: Flightpaths and LZs, [=LZs=], positions to hole up and/or fortify, troops disposition. And just standing and looking at them tells a lot: loadouts and vehicles used can tell where they're heading, their targets, what they're planning to do, etc. Running head first into the fray is usually a guaranteed bullet in the head, however, being patient, thinking and planning what you're going to do beyond [[AttackAttackAttack running, shooting, repeat if necessary]] will actually multiply effectiveness to a surprising degree.



** In the prologue missions of Arma 3 (wich 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 capaign in wich you play as (and only as) corporal Kerry, althought since your interactions with NPCs is very limited, it's hard to notice.

to:

** In the prologue missions of Arma 3 (wich 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 capaign in wich you play as (and only as) corporal Kerry, althought since your interactions with NPCs [=NPCs=] is very limited, it's hard to notice.



* JustPlaneWrong: There are some glaring issues with ARMA 3's larger UAV. For starters, there's already an [[https://en.wikipedia.org/wiki/Northrop_Grumman_RQ-4_Global_Hawk MQ-4]] UAV (ARMA 3's is the MQ-4A) and they don't share much similarity. Second, it looks like it was made using riveted sheets of metal, when practically all UAVs are made with composite materials. Lastly, the engine cowl has a label that reads "DANGER: JET INLET", yet the UAV is a prop plane.

to:

* JustPlaneWrong: There are some glaring issues with ARMA 3's larger UAV. For starters, there's already an [[https://en.wikipedia.org/wiki/Northrop_Grumman_RQ-4_Global_Hawk MQ-4]] UAV (ARMA 3's is the MQ-4A) and they don't share much similarity. Second, it looks like it was made using riveted sheets of metal, when practically all UAVs [=UAVs=] are made with composite materials. Lastly, the engine cowl has a label that reads "DANGER: JET INLET", yet the UAV is a prop plane.
20th May '16 10:37:55 AM Robinton
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* {{Foreshadowing}}: Perceptive players may notice several discrepancies in the first act of the campaingn that may be weird but are quickly overshadow by events of greater/more inmediate importance (survival being the main concern of the player at the time) but at the end of the campaign make perfect sense in hindsight. The first mission however, containts several clues (very subtle ones, to the point that [[RewatchBonus it may require a second playthrough to notice]]) that something major is going down behind the scenes, such as [[spoiler: the AAF atacking minutes after an unknown NATO force lands on an already decomissioned base, or that tremors start just after CSAT presence is spotted on the island]].

to:

* {{Foreshadowing}}: Perceptive players may notice several discrepancies in the first act of the campaingn campaign that may be weird but are quickly overshadow by events of greater/more inmediate immediate importance (survival being the main concern of the player at the time) but at the end of the campaign make perfect sense in hindsight. The first mission however, containts contains several clues (very subtle ones, to the point that [[RewatchBonus it may require a second playthrough to notice]]) that something major is going down behind the scenes, such as [[spoiler: the AAF atacking attacking minutes after an unknown NATO force lands on an already decomissioned base, or that tremors start just after CSAT presence is spotted on the island]].
16th May '16 6:30:15 PM janosrock
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Added DiffLines:

* MildlyMilitary: Gameplay aside (where you can go as [[BunnyEarsLawyer bunny ears]] as the server and game mods allow it) the story mode of Arma 3 is one of the few justified and believable examples. Early in the campaign, the Task Force stationed at Stratis are mostly what remains of a larger contingent deployed on a political manouver, lazily doing grunt work at a snail pace to dismantle everything, pack up and go home. Discipline is lax, work is slow, the troops joke and mock each other, the superior officers (within earshot, who then snark right back), and ''specially'' their AAF allies. Then shit hits the fan, the task force is betrayed and after the survivors regroup,[[LetsGetDangerous they proceed to]] [[spoiler:almost]] take back the island in a single day, with no supplies network, no backup, no mechanized or aerial support and zero contact with the outside world.
27th Feb '16 11:13:02 PM emerald005
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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 supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich 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 efectivness 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.


Added DiffLines:

* 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 supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich 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 efectivness 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.
27th Feb '16 11:02:51 PM emerald005
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27th Feb '16 10:50:24 PM emerald005
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* AwesomeYetPractical: 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 supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich 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 efectivness 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.

to:

* AwesomeYetPractical: 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 supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich 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 efectivness 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.
27th Feb '16 10:49:36 PM emerald005
Is there an issue? Send a Message


** 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 supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich 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 efectivness 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.

to:

** * AwesomeYetPractical: 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 supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich 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 efectivness 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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