I think I’ll annoy some Arma fans when I say that Day Z is a better showcase for that tech than the original game’s campaign or multiplayer missions. But I have my reasons, and I’ll explain some of them below. I’ll also continue the story which we began the other day, which will serve to illustrate a bit more about why both Arma 2 and this modification are something singular and brilliant in the landscape of gaming.
Posts Tagged ‘Day Z’
By Jim Rossignol on May 19th, 2012.
By Adam Smith on May 17th, 2012.
‘Cinematic’ should rightfully be a dirty word when discussing games and yet Max Payne 3′s marketing wears it proudly, like a sweat-stained vest or an inappropriately jaunty tie. A cutscene is cinematic, every detail and angle just so, no room for accident or deviation, but to aspire to a ‘cinematic’ experience during play is to ignore so much of what makes experiences within a game unique to the form. We run, gun and react in worlds that rely, for the enjoyment they bring, on the accidental and the curious as much as they require adherence to a plan. Here’s to the unexpected, the unplanned and the unforgettable.
By Jim Rossignol on May 16th, 2012.
The expanding popularity of an Arma 2 mod, Day Z, might have surprised all of us, but imagine the surprise felt by the chap who created it, Dean “Rocket” Hall. There are nearly 48,000 characters now registered in the game’s stats, when he imagined there’d be just a few hundred. His motivation to make the ultra-bleak multiplayer zombie survival mod might not surprise any of you, though, when you read his take on what games should be, and why the kinds of stories experiences like Day Z produce are so important. There were a couple of times in this interview where I hooted in agreement with what Rocket had to say. See if you can spot them.
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By Jim Rossignol on May 14th, 2012.
A large part of the internet is telling Day Z stories. People feel compelled to communicate what they’ve experienced in there. There’s a good reason for that. This unfinished modification is more interesting than 90% of games that will land in the same year. It is a game that – for many people – represents this kind of experience we were promised. An open-world, persistent, zombie game, where survival is the goal, and where each encounter with another real human being is a moment of terrible tension. What’s astonishing about this unassuming zombie mod is that it manages to take what is most interesting about MMOs – persistence, co-operation, risk of genuine loss in PvP – and add them to a multi-server FPS. Not just any FPS, either, but the monstrously deep simulation provided by master soldier sim, Arma 2. It’s unflinchingly bleak. It offers freedom, while threatening destruction. The stories that result from it are enthralling.
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- Shooop : “There is a problem though - the Steam forums are aflame with complaints about the pathetic FOV and black bars around the screen that limits ...” on Call Of Juarez: Gunslinger Trailer #23134
- AaronLee : “Minimalism. :)” on Shooting The Moon: Lunar Flight Adds Multiplayer
- AaronLee : “I could see a synthesis of this. Give players the ability to work toward group goals, like delivering cargo from a central base to build ...” on Shooting The Moon: Lunar Flight Adds Multiplayer
- pac0master : “Agreed, I had a lot of fun with bridge construction set and bridge building game. I hope you will have fun with this game too” on Ferry Good: Sinking Ship Simulator
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