Posts Tagged ‘bohemia interactive’

The Future Of DayZ Isn’t Hazy

By Craig Pearson on January 23rd, 2014.

How we roll.
Of all the things for DayZ to be inspired by, I didn’t think it would be the 1947 song “Buttons and Bows”. But according to zombie master Dean Hall’s RedditAMA, DayZ’s eventual future will include bows, throwable weapons, and more zombies. Bows, people. Bows. Oh, wait. And arrows. That makes more sense.
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An Unexpected Journey: The Life And Dead Of DayZ’s Chernarus

By Duncan Harris on January 22nd, 2014.


This is the latest in a series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.

An irony of Chernarus, the fictional-yet-you-can-somehow-cosplay-there home of DayZ, is that the older the game gets, the younger the map should grow. The awesome ArmA machines for which it was built – planes, helicopters, tanks, boats, guns, the Lada – will fall into disrepair. Some survivors might have the specialist tools to fix them, but more will have the skills to steal them. Those bandits maybe won’t fix them, and this post-Soviet state will suddenly start to look very pre-Soviet indeed. Though this natural outcome seems unlikely for a mere computer game, it’s what’s so exciting about DayZ being Early Access. We get to watch its apocalypse unfold.

This must be a rather strange prospect for Ivan Buchta, the Bohemia Interactive designer who grew up in the northern area of the Czech Republic the map so closely resembles. To the current DayZ Standalone team he’s the “Ambassador Of The Republic Of Chernarus”, which makes plotting the death of his birthplace an unlikely part of his job description. But then that’s the other thing about DayZ going Early Access: it’s a job he seems to share with just about everyone, from his workmates to the players who think they should ratify the game’s every move. Read the rest of this entry »

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The Saline Bandit: DayZ Diary – Part One

By Emily Richardson on January 22nd, 2014.

Hey! Don't kill me.
DayZ is a multiplayer zombie survival sim which, though buggy and incomplete, produces anecdotes of drama, desperation and clown mask-wearing weirdos. Emily Richardson has been playing it with a question: can you be a good person in the videogame post-apocalypse?

I’m waiting behind a big green house in the grass, watching the city below me from my little hill. It’s my second time in DayZ, the first consisting mostly of finding and eating sardines with my guide, Andy. I’m waiting for him to find me when I see a silhouette coming up through the grass toward me, a big M4 rifle pointed at my head.

I yell, ‘Wait, wait, don’t do that!’ and turn and run round the other side of the house. When I turn to look back at him he’s stood waving. It’s Andy, but as a woman, in different clothes and wielding a weapon I hadn’t ever seen before. He thinks I’m an idiot.

I’m so new to this that I feel a lot like the hopeless little kid from The Road and Andy is a bit like my dad, leading me through the world and trying to keep me alive. But not in a weird way, that’s just an analogy. I have no idea what I’m doing, though, or what my course of action is for bashing into other survivors.
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Adapt Or Die (And Reload): Arma 3′s 2nd Campaign Out Now

By Graham Smith on January 21st, 2014.

Hey bro, can I touch your tattoos?

Arma 3‘s campaign singleplayer is being released in three chunks. The first, released late last year, was called Survive. The second is out today and is called “Adapt”. There’s a trailer below, which shows a player adapt from a lying-down to a standing-up position, and then there’s an explosion and lots of little parachuting men.

Woo.
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Into The Wild: DayZ Adds Berry Picking, Balances Stomachs

By Graham Smith on January 20th, 2014.

Doorways: humanity's natural predator.

Is it worth playing DayZ Standalone in its current alpha condition? Probably not. But anecdotes of scary charcoal-eating clowns, wiggle cultists, forced axe fights, and slow death from disease and dehydration, make it hard to resist.

Still I’m a little sad the changelog for the next experimental patch doesn’t contain more basic fixes, like maybe ‘Removed the invisible sodding zombies‘, or ‘Zombies can no longer run through walls and floors‘, or even ‘Doorways are now easier to manoeuver through‘. Instead I have to settle for the likes of “Balanced stomach capacity”, as outlined in a post by Dean Hall over on the official forums.
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Bohemia Rhapsody: Humble Bundle Offers Old Arma Games

By Graham Smith on January 17th, 2014.

Carrier Command? I hardly know her! ...

Bohemia are well known as the creators of the deep and deeply shonky military sim Arma and its zombie-infested survival spin-off DayZ. They’re moderately known as the creators of turn-based spinoff Arma Tactics and commercial helicopter sim Take On Helicopters. They’re not at all known as the developers of XCOM-homage UFO: Afterlight and Alpha Prime, which is some sort of videogame.

Yet you’ll find all of the above in this week’s Humble Weekly sale, the Bohemia Humble Bundle.
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Impressions: DayZ

By Rich Stanton on December 20th, 2013.

I’m crouching indoors, peeking out of a window at a man in the street. He is carefully searching this row of houses, getting closer and closer, toting an axe and wearing what looks like a clown mask. He’s looking for me. I know this because I said ‘hello’ and there was no response. DayZ is about a zombie outbreak. But there’s a clown at the door, and the undead are nothing next to the living.

Hit the jump.

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Hot Mod: Make Arma Not War And Win A Slice Of €500,000

By Graham Smith on December 9th, 2013.

Sweet logo bro.

Arma has always been a modders paradise, though I imagine the mad success of DayZ has prompted Bohemia to encourage the practice even more. Thus, the Make Arma Not War contest. By producing content in one of four categories – Total Modiciation, Singleplayer Game Mode, Multiplayer Game Mode and Add-on – modders can win part of a prize pool of €500,000. If your project shows potential and regardless of whether or not you win, Bohemia might be in touch to offer you a development contract.

Details and an introductory video below.
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Additional Arma 3: Episode 2 Is Out In January

By Craig Pearson on December 5th, 2013.

nice glitchcamo
For a while, I was a proponent of Bohemia releasing an Arma game that was just a platform for the fans to build upon, and it almost happened with Arma 3: they released the game with a few showcases and Steam Workshop integration, but held the campaign back to work on it post-release. Except doing that made me realise that it does feel incomplete without something official to ease into. Survive, the first episode of the campaign, turned out to be a cracking few hours of island-based action. It reminded me that Arma’s sandbox could easily be used to create a tightly controlled story, as opposed to the sandboxy mods usually install. I’m excited to hear that the second part, dubbed Adapt, will be arriving on January 21st.
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More DayZ Than You Can Shake An Axe Into The Skull Of

By Nathan Grayson on November 16th, 2013.

This is my mighty axe. Taste its blade! No, seriously, taste it. Go on. You know you want to.

HELLLLOOOOOOOOOOO RPS. I’m shouting as though far away or shrunken down and trapped in some kind of tiny snowglobe prison or something because it’s the weekend, and I am now in the far off land of not having every lobe of my brain consumed by videogames – for two whole days! You, though – you’ve arrived here poor and in need of something to play/pine longingly for/discuss, and thus I bring you a spot of light weekend viewing. How does eight-and-a-half minutes of uninterrupted, un-blathered-over DayZ footage sound? There are many axe murderings, and I know how much you all love those.

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DayZ Still Potentially Many Dayz Away

By Graham Smith on November 11th, 2013.

Cool dog. He got in DayZ early,  now he's a trendsetter. (Which is not like an Irish setter...)

Did you play DayZ before it was cool? I did. I spent two hours getting it to work and a further six hours wandering around aimlessly before it clicked and I had fun, because that’s the kind of trendsetting cool guy that I am. But I understand if you’re waiting for the standalone release, that maybe makes it more functional and accessible. We can’t all be a cool person like me.

Unfortunately you might still have a while to wait, as lead developer Dean Hall outlines the remaining progress required on the game before you can get your bandwagon-jumping not-a-cool-person sticky fingers on it.
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Launch Sequence: Part One Of Arma 3′s Campaign Is Out

By Graham Smith on November 1st, 2013.

Arma. 3. Campaign. Is released.

When Comrade Stanton gazed into the beautiful behind of Arma 3, he thought it was a sideways roll for the series. Part of the problem was that the game’s campaign wasn’t included, and instead was coming via three “free” DLC packs in the months after release.

Now the first part of the campaign is out, and there’s a launch trailer below.
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Going Ballistic: Arma 3′s Bullet Physics Detailed In Video

By Graham Smith on October 28th, 2013.

What's this called again? A nug?

Videogames are impossibly complex, and it’s a miracle they work at all. Have you ever stopped to think about what a game like tactical shooter Arma 3 is doing, 30 times a second, every second? All those polygons it’s drawing on screen, the bouncing of light off those polygons, the physics of every vehicle, the animation of every character, the artificial brains to bring those characters to life. And, of course, the guns and the bullets they fire, ripping through the world, arcing, losing momentum, draining health.

Arma 3′s ballistics are more impressive than any game in the series, and this video from dslyecxi, leader of the ShackTac troop, shows why.

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