Games: America's Army: Operations and Soldiers
![]() |
Developer: United States Army Publisher: United States Army ESRB: Teen Street Price: FREE Genre: First-Person / Role-Playing |
|||
|
NVIDIA: When will America’s Army be released? Will it be available for download or just via CD? NVIDIA: Since the game will be free, what will the Army get out of providing it to gamers? The only thing cooler than the Army building a first-rate, realistic action game is that they're giving it away for free. And the only way to top that is to keep adding new content to the game, and keep giving it away for free -- and that’s just what we're going to do. Players can expect regular content updates throughout the summer, and then a major update just a few months later. NVIDIA: How does the game vary in its level of realism from other games of its nature (i.e. Soldier of Fortune, SWAT, etc.)? Our clear mission was to provide the most realistic U.S. Army experience possible, from basic training to Special Forces missions. That meant visiting dozens of Army bases, interviewing hundreds of soldiers, and of course, hands-on experience with Army equipment. In Operations, everything from the direction and velocity of bullet shell ejection, to the way soldiers high crawl when carrying a rifle, is based on the way the Army really operates. NVIDIA: How have the Unreal engine and Nvidia graphics allowed the development team to recreate the “Operations” experience for gamers? How is the game optimized for GeForce2 processors? Players are going to be amazed at the complexity of worlds that we’ve been able to build. We’re using the very latest, next-generation Unreal engine; it’s easily rendering scenes 100 times more complex than those seen in Unreal Tournament. Our content team has had a blast constructing within those parameters. Building realistic environments has always been much more difficult than fantasy settings, because everyone knows just what reality looks like. We’re finally at the point where the technology, put in the right hands, can pull off realistic urban environments, sweeping outdoor scenes, and even combinations of the two. I should note that the Army took a leap of faith that GF2 technology would be generally available by our launch time. Of course, two years later, we’ve seen Nvidia have great success, and their market penetration is just plain staggering. NVIDIA: What types of weapons and weapon effects will be used in the game? As for weapon effects, we’ve put Unreal’s particle effects system to excellent use. We have 3D muzzle flashes, smoke trails, huge dust clouds for the heavy sniper rifle, and of course some great explosions. You can’t overestimate the effect that a special forces weapon sergeant has when he looks over your shoulder and tells you what’s wrong with the weapons in the game. You don’t tell him why it’s too hard to do it that way – you just do it right, and our game reflects that attention to detail. NVIDIA: What types of multiplayer modes and features will be available in the game? One interesting twist is that we support the MILES laser-engagement system, which is a version of ‘laser tag’ that the Army uses in training. In the mountain phase of ranger school, for example, a team of students must successfully ambush a team of instructors; we use MILES systems for that. NVIDIA: How do you feel the game was received at E3? (In our opinion, gamers and industry folks alike seemed pretty dang excited about it.) While we enjoyed all the attention the Army received for making the game, we were pleasantly surprised (and thrilled, of course) when we started receiving Best of Show awards. To me, that means that not only did the Army have a unique, brilliant idea - but that we built a darned good game. Try it out and see.
We definitely will do that. The novel approach of both Soldiers and Operations – and the excellent price tags – ensure that there will be more than just an army of one downloading and playing these games. So what are you waiting for? Download the game and start playing!
America's Army Screenshot 1 |

