Author - Jerry Paxton

Take to the Skies With Our Rise of Flight: The First Great Air War Review

Growing up primarily a PC gamer back in the eighties I fondly remember playing such combat flight simulators as Gunship 2000, Aces of the Pacific, and F-15 Strike Eagle III. So when I first saw Rise of Flight: The First Great Air War (Developed by Neoqb and published by 777 Studios) I was skeptical because World War One combat sims have so often been poorly developed and maintained. No developer has really gotten the genre correct since Dynamix did Red Baron 3D back in 1999.

I opened the Rise of Flight’s black DVD-style box to find something that immediately took me back to that time as a kid playing the early flight sims: A tri-fold keyboard reference chart! There was a time when keyboard reference cards/charts came almost standard in PC games – especially flight sims. Even more often was the practice of the keyboard chart having cutouts on it so you could effectively fit it right over your keyboard. If Neoqb had seen fit to do that I would have fallen out of my chair! Unfortunately, in today’s world of gaming keyboards there are just too many different key configurations for any developer to do this, so I will forgive them. A reference card at all is cool enough.

Also included within the box is a pilot’s knee board-style instruction manual which contains actually useful information needed to play the game and controlling its aircraft. Aside from this useful information is additional historical facts about the war and aircraft which took part in it, making Rise of Flight a good way for gamers to learn a little bit about a war which is so far removed from our present-day life.

The surprises kept coming, however, as I also removed a fold-out map of the game area which consists of roughly 125,000 square kilometers of virtual Europe. Again, Neoqb has brought back something which we used to find all the time in PC gaming. And no I do not speak of the crappy, non-functional pleather maps often included in MMO collector’s edition boxes. This map may only be paper, but it is actually useful and functional. Every airfield, city, and topographical feature is their to help you navigate your course in planning, executing, or evening creating a mission. Kudos to Neoqb for these additions to the game box.

But what good are all of these extras if the game is awful, right? So let’s get into the game itself. As you might have guessed if you read this far, Rise of Flight takes place from 1917 to 1918 in Europe during World War One. Once you select your system settings (which includes Force Feedback for you guys still using it – bless you by the way) and enter the game you will be presented with the biggest issue I have with Rise of Flight: A login screen.

Rise of Flight requires you to login to an online account you will have to initially-create at the game’s official site. While I would not mind this if it were just to activate your game the first time you run it, you must do this every time you run it. If you don’t have access to the web you will not be able to play. While I understand that Neoqb is doing this for a variety of reasons including DRM and player stat-tracking, which I admit is cool, if I just wanted to dogfight on my laptop offline I simply can’t do so.

After you login and get tot he game menu you will be presented with an assortment of options. The first option you should investigate is training. Rise of Flight features a very interesting tutorial campaign which walks you through what feels like a real flight school, starting with basic ground school stuff. This campaign really helps prepare you for whats to come as I guarantee you this game is not what you young kids are used to, what with your ‘radars’ and ‘radios’ and ‘good thrust-to-weight ratios’… Spoiled I tell ya!

Anyhow, after going through the training missions you can select to fly a few single-missions or get into the real meat and potatoes of the game: The campaign mode. Just like Sierra/Dynamix ‘Aces’ combat flight sims used to offer, you will be able to create a career in the air corps of your choosing by selecting the year, side, squadron, etc you want. The career paths will take you to the end of the war, should you survive that long, and throw various missions your way. It is really the best-part of the single player component of the game.

Rise of Flight’s co-op multiplayer options are simply fun as hell with you taking part not only in pre-made missions but also those you can make yourself via the stand-alone Mission Editor which Neoqb has included in the install package.

Unlike modern flight sims in which planes have radios to communicate and tarmac to takeoff from, Rise of Flight has neither. Airfields are actual fields and inter-squadron communication is extremely difficult thanks to a lack of radio technology. See? I told you this would be different. Also depicted nicely is the lousy power-to-weight ratio of aircraft in the era. World War One aircraft were seriously underpowered, even with their main construction materials being wood and canvas. Taking off is harrowing enough as the torsion effect of your rotor can send you careening off-course or into your wingmen if you are not ready for it. Once in the air, you must maintain a conservative rate of climb to reach cruising altitude, which is extremely low by today’s standards – a couple thousand feet on average.

Most of what you are doing is supporting ground troops in various capacities, making your dogfights especially risky affairs. Any pilot worth his salt knows the axiom ‘speed is life’. In Rise of Flight, you don’t have a lot of life to go around unfortunately, and one wrong turn that stalls you out can send you into the mud. At least the impact velocity of your aircraft will drive you deep enough into the ground so that they can just throw some dirt over you and call it a day.

Aircraft seem to handle realistically, at least as realistically as I would assume they actually handled, and various realism settings can be toggled to take some of the wet work out of your hands. These settings include mixture controls and even starting the missions with a pre-warmed up engine.

Communicating with your squadmates is pretty much impossible save for wing-mounted signal flares and wing-shaking. In multiplayer you can use voice chat if you like but for the authentic experience it should be disallowed.

Visually, Rise of Flight features crisp graphics that seem to go back and forth between plain and beautiful depending on what you are looking at. You will often times find plains that stretch on with little or no detail to speak of. Other times you will fly over swaths of ‘no mans land’, scorched and pocked by the bloody trench warfare going on beneath you. I recommend using Matrox’s TripleHead2Go system if you have the necessary hardware as the game readily supports three-monitor spanning. If you do not have three spare monitors lying about, Rise of Flight also supports NaturalPoint’s TrackIR head-tracking system which will seriously help when engaged with enemy aircraft.

Audio is very good, with engine sounds differing between aircraft as well as bullet ricochets and ambient explosions from the ground fighting going on. The aircraft engines remind me of glorified lawn mowers in the sounds they make, helping to drive home the fact of their antiquity in contrast to jet engines of modern flight sims or even a simple Cessna 172 engine!

Currently, the game supports two playable aircraft: The Spad 13 and the Fokker D.VII. While more aircraft are on their way soon, the two included in the game are very well-detailed. Every cable, strut, flap, rivet, and gauge are all in-place and damage modeling is extremely realistic. The good news is that because these aircraft are made mostly of wood and canvas, often times a bit of wing-damage won’t totally ground you. The fact that their are bi-planes also helps with this as the second, lower wing helps provide extra lift in the event of damage. The bad news is that because these aircraft and made mostly of wood and canvas, they are very prone to damage and not always by enemy fire either! Pull too hard on the stick and overstress the airframe, crack! You will be eating dirt faster than you can say ‘Immelman’.

Rise of Flight does have some annoyances which I hope are fixed in future patches. The user interface, while appearing simple, actually provided me with several periods of non-responsiveness. I would click on a link several times before it registered. One thing that continuously brought me pain was the mission load times. On my test rig it takes up to forty five seconds to load a mission. On a friend’s system it takes up to a minute and a half! While this might not seem like a long time it serves to pull you out of the experience and raises the annoyance factor long before you even get into the cockpit. While I totally appreciate Neoqb loading mission assets prior to mission briefing’s, it needs some more optimizing to be tolerable. That, or just split the loading between the pre-briefing stage and pre-flight stages. While the time needed to load would be the same, it would feel like less to the player.

Overall, Neoqb’s Rise of Flight: The First Great Air War is a flight sim worthy of your time which can offer plenty of challenge to keep veteran simmers entertained as well as be scaled-back for the virgin armchair pilots out there who have never experienced WWI flight before. While the single player experience is reminiscent of a less-polished version of classics like Aces Over Europe, its biggest enjoyment comes from playing in multiplayer matches and creating ‘what if?’ scenarios with the Mission Editor. We are looking forward to seeing what Neoqb is going to do next!

Rise of Flight: The First Great Air War retails for $39.90 and is available at GoGamer.com

Our Test Rig:
Intel i7 920 CPU
Nvidia GTX 280 Graphics Card
6GB DDR3 RAM
24” Dell 2408WFP LCD Screen

FIFA Manager 10 Screenshots and Trailer


EA Sports also released some new screenshots as well as a trailer for their upcoming FIFA Manager 10. Currently only confirmed for a Windows PC release, FIFA Manager 10 looks to be aiming for a very detailed management experience with a huge level of player and team customizations. This is currently only set to release in the UK.

You can checkout the trailer below and the new screenshots After the Break!

Madden NFL 10 Season Preview – NFC East Teams and Player Ratings


Over at the official site for EA Sports’ Madden NFL 10 Season Preview feature they have released the ratings for the NFC East teams and players. This is all set to culminate in a fully-simulated season, the results of which will be revealed on August 3rd. EA Sports is even going to reveal the simulated MVPs. It will be very interesting to see how the real season turns-out in relation to this virtual prediction.

Next week, the season preview site will be revealing the AFC North teams and player ratings, so stay-tuned.

Go Under the Boardwalk With Our Fallout 3: Point Lookout Review

The Point Lookout State Park, once shining national preserve, is now an eerie and overgrown swampland. The one real remaining piece of old civilization is its large boardwalk, complete with a ferris wheel. While the entire map of Point Lookout is very large, bigger than any of the previous DLC pack’s additional zones, it feels in some ways the most claustrophobic of the four due to its very effective art design. Walking through the swamplands is akin to the experience of Atreyu in the Swamps of Sadness. Unfortunately in this experience, you turn out to be Artax. Give yourself a hundred points if you get that reference by the way. Also, in this experience, there are inbreeds… Lots of inbreeds.

You see, aside from the Swamplurks (Point Lookout version of a Mirelurk) and the Swamp Ghouls (Point Lookout version of a Feral Ghoul) you will often times run into packs of cannibalistic swamp folk which go by the enemy names like ‘Creeper’ and ‘Brawler’. Generic-sounding enough but these sad, inbreeds will kill you faster than Jeff Foxworthy can tell a ‘you must be a redneck’ joke. They are crafty in both their pack mentality and their use of bear traps. These traps litter the swamps and create a real sense of tension all the time. Thankfully, by time you reach Point Lookout you should be of high-enough level that they wont damage you all that much. Also, most of the new enemies in Point Lookout are far tougher than their Capital Wasteland equivalents.

Questing in Point Lookout is more akin to the original game in that while there is a central quest line to the area, Bethsoft has included a ton of smaller quests to pick up along the way, one of which will even give you the option of completing it back in the Capital Wasteland. Cross-over quests like this really help to tie the maps together and is essential for that ‘expansion-like’ experience.

One can find a ride to Point Lookout via a paddle boat at the mouth of the Potomac. Her captain will give you all the details of your lovely vacation which really don’t turn out to be the truth of the matter. Regardless, you are not there just sight-seeing as a women at the docks before you shove off will ask you to look for her daughter in Point Lookout.

One thing I wanted to see more of was re-population of the Boardwalk. While there is a merchant in the midway area and a couple of small stores to explore, most of the buildings and stands were boarded up. I think this was a very cool opportunity to create a real post-apocalyptic bazaar, selling an array of new and interesting items. Instead, it feels empty and not quite the focal point of the new map I had hoped. Also, Point Lookout only features a small number of new items for you to use and most are too pointless to actually use to begin with. My character does not need an American Civil War cap or Workman’s Coveralls. The three new weapons introduced in the game end up being more of a novelty as well and you will probably not use them very much as you undoubtedly have something better already.

Aside from these two points of contention, Point Lookout has been the most well-released of the DLC packs thus far. Previous packs have suffered various bugs and setbacks from a technical standpoint. Point Lookout downloaded via my Games for Windows LIVE client smoothly and started without issue. I must applaud Bethsoft for its handling of Point Lookout’s quality control. In this respect they have learned from their past mistakes and have risen to the challenge set before them.

Something I really appreciate about Point Lookout is its take on the actual history of the region in terms of the American Civil War as well as poking a bit of a shameful finger at the government sods who thought locking up thousands of Japanese-Americans during World War II was a good idea. The American Civil War has really touched the land of Point Lookout as it has in our reality. In our history, it was the site of a Confederate soldier internment camp. In Point Lookout, the land is home not only to mass graves from the American Civil War but also an internment camp of Chinese Americans from the game’s fictional, and ultimately apocalyptic, war. This internment camp is a stark reminder of the horrors that paranoia and war breed and, as you explore the various bungalows of the camp, you get a very negative picture of human nature.

Overall, Point Lookout is well worth the purchase of 800 Microsoft Points and leaves us with yet another chapter to tell of our post-apocalyptic adventure. It also leaves us clamoring for more, and the next DLC pack Mothership Zeta, which releases at the end of this month, will take us on board an alien spacecraft!

NZXT Announces Sentry 2 Fan Control System


NZXT has just lifted the veil on their new fan-control unit the Sentry 2. The Sentry 2 fits into a 5.25” drive bay and features a touch-screen control system for up to five fans and also has an internal speaker for audible alerts. The Sentry 2 will retail for $29.99 and will officially go on sale later this month. You can read the full official features list After the Break!
Official Features
* Touch screen interface
* Five fan control through an intuitive interface
* Ultra fast selection and response time
* Display temperatures in both F and C
* Light switch turns off the meter when sleeping
* Automatic and manual modes of control
* Full compatibility with all types of fans using voltage control
* With a minimum of at least 10 Watts per channel, the Sentry 2 will support almost all high end fans
* Tuned accuracy with only a tolerance of one degree
* Sound alarm to alert when the temperature is over
* Stored settings, the Sentry keeps your settings even after power off

Video Documentary Talks Madden NFL 10 Online Franchise Mode


Due out on the Xbox 360 and PS3 come August 14th, EA Sports’ Madden NFL 10 will feature a new Online Franchise mode, which a newly-released video today talks about. The Online Franchise mode allows players to pit their teams against each other in a full, simulated NFL season! 32 teams will participate in each season and those that do not get filled by a human being will be AI-controlled. This virtual season will also have player-trading and even let iPhone/iPod Touch users manage their teams with their respective devices.

Windows 7 Pricing Announced – Pre-Order Tomorrow for Discount


Microsoft has announced the recommended price points for both the full and upgrade versions of their upcoming Windows 7 OS. Due out October 22nd, the new operating system pricing breaks down like so:

Upgrade Versions
* Windows 7 Home Premium (Upgrade): $119.99
* Windows 7 Professional (Upgrade): $199.99
* Windows 7 Ultimate (Upgrade): $219.99

Full Versions
* Windows 7 Home Premium (Full): $199.99
* Windows 7 Professional (Full): $299.99
* Windows 7 Ultimate (Full): $319.99

Also, if you want to pre-order the OS tomorrow, Microsoft is offering a 50% discount to all versions except the Ultimate Edition (darn it). This 50% discount offer is valid until July 11th.

Via WindowsTeamBlog

We Review Amazon’s Newest E-Reader the Kindle DX

When Amazon released its Kindle 2 in February of this year, I thought my prayers had been answered. That device saw the re-design of the original Kindle along with a newer E-Ink display as well as increased storage capacity, things were looking up for my e-reader purchasing needs. However, I held-fast and did not buy right away as I remember several experiences with being an early adopter that ended up biting me in the rear end. Thankfully my gambit paid off and in April of this year Amazon announced the Kindle DX.

As you can see, the Kindle DX looks very similar to the Kindle 2 but obviously much larger in size. It measures 10.4” by 7.2” and is 0.38” in thickness. Like the previous Kindles, the DX features a white exterior with silver backing and very spartan style which wreaks of Apple-influence. Not that we are complaining, if you are going to lift the design style off of one company in today’s economy, Apple is a great choice.

Key differences from the Kindle 2 aside from size is that Kindle DX has a 9.7” (diagonal) E-Ink display. It is capable of the same 16-levels of grayscale as the Kindle 2’s screen – its just bigger. In fact, the Kindle DX’s screen is about the exact same size as the entire Kindle 2 device! The control-array on the right side of the DX is similar to the array on the Kindle 2, however the five-way directional nub is a bit more raised and usable on the Kindle DX. Another big change from the Kindle 2 is that the Kindle DX features a keyboard of reduced size which makes usage not as user-friendly as the previous model. Its odd-shape and size definitely take some getting used to. Amazon has included 4GB of internal memory on the Kindle DX, double that of the Kindle 2. However unlike the Kindle 2 the Kindle DX does NOT feature an SD memory card slot.

An internal sensor detects whether the Kindle DX is being held in landscape or portrait modes and rotates the display to match. This is a nice feature to have but I found myself sticking with portrait mode most often. This could have been just sheer force of habit or perhaps I did not have any e-docs that needed landscape reading. For normal reading needs, even in newspapers, the Kindle DX’s large screen does great in portrait mode.

Returning on this third Kindle device is the much-heralded, and controversial, text-to-speech feature from the Kindle 2. While the vocal reproductions are good they are still a far cry from actual human speech and I can’t imagine it being used in practical application. Besides, you are buying an E-Reader to read! If you wanted to listen to your books there are much cheaper options with better production values.

As far as its size is concerned, from a functionality-standpoint it is perfect for what Amazon has said is the Kindle DX’s core market: Educational institutions and business professionals. Jeff Bezos mentioned in his unveiling of the Kindle DX that the plan was to have educational institutions subsidize purchases of the DX for students and for textbook-producers to offer Kindle DX versions of their weighty products. Thus far this has not come to pass, but as a former-university student I can tell you that if I had the choice of carrying around all of the books I did or just the Kindle DX I would choose the E-Reader everytime. While the Kindle DX is an expensive device, if purchased for a discount at the beginning of one’s college career it could literally be the best investment you make besides the coffee you need to keep you going through all-night study groups.


As for you business professionals out there, you will probably enjoy the Kindle DX’s native PDF support. Unfortunately, you cannot do much with the PDF aside from view it. There is no way to zoom in on the document or anything like that. The Kindle DX simply scales the PDF to the size of the screen and displays it. While useful, if the PDF features very small text, it can become unreadable should the DX scale it down too much. Aside from this problem, if the PDF is created smartly, with moderately sized fonts, it allows for a very easy to carry around your memo’s, project proposals, etc.

As I mentioned before, the educational front of the Kindle DX features has been a bit too quiet for my tastes since the initial announcement. This piece of the puzzle alone could revolutionize how students move around from class to class. It will go far to alleviate student backstrain, that much is at least certain!

Unfortunately one of the best assets of the Kindle DX, its size, is also a bit of a downside as well. While having the extra screen real estate proves to be a much improved reading experience in comparison to the Kindle 2, it also makes it harder to carry around with you. Plus, Amazon still is not including a sleeve for the unit making you purchase one after the fact for around an extra $50 bucks! Seriously Amazon, for $489 dollars I want to have an included sleeve or cover.

The Kindle DX is not cheap. At $489 dollars it is an extremely weighty purchase. If you are already the owner of a Kindle E-Reader, you may want to pass this one by and wait for the Kindle 3 unless you can get a good re-sale amount to offset the Kindle DX’s price. However, if you are new to the E-Reader market, I would say go with a Kindle DX hands-down. It may not be a perfect device, but out of all the E-Readers on the market it is easily the best yet.

The Kindle DX Official Product Page

Review of Bohemia Interactive’s Armed Assault II

Armed Assault II, or ‘ArmA II’, is the sequel to the popular war game Armed Assault which was the spiritual successor to the popular war game Operation Flashpoint. If that last one sounds familiar to you, it is because Bohemia Interactive Studio (BIS) were the game’s developers under the watchful publishing of Codemasters Interactive. The upcoming sequel to Operation Flashpoint is, good or bad – depending on your view, not being developed by BIS. So now that the history lesson is over and done with let’s talk about Armed Assault II.

Armed Assault II is, like its predecessor, divided up into multiple areas of play. In the singleplayer modes you can train in multiple boot camp-style scenarios which do a fine job of preparing you for the various elements of gameplay you will encounter. The campaign can be played locally or hosted for your buddies to join in and is a real improvement over the first game’s campaign.

In Armed Assault 2 you find yourself on the ex-Soviet republic of Chernarus in a battle with multiple factions all duking it out for their own agendas. Your character is part of a United States Marine Corps Force Recon team known as ‘Razor’ and are the cream of the crop, as they say. However, don’t go thinking you are the bloody Master Chief here or anything – you are VERY vulnerable, as anyone who has played the original Armed Assault knows. Wounds are not taken lightly – a couple of moderate hits and you are a goner! Thankfully, this area of the hardcore gameplay has been toned a bit with the introduction of a first-aid system where team mates can heal one another if the injuries are not too mortal. You can even drag your wounded soldiers about to cover if necessary.

Aside from this improvement the campaign feels very similar to the first game’s and any ArmA vet should feel right at home relatively quickly. New players would be wise to go through all of the Boot Camp missions as well as have a friend who has played before show them the ropes – a great opportunity to cooperatively tackle the game right off the bat! ArmA II has a high learning curve, spartan user interface, and non-standard shooter controls which serves to complicate the matter. For example: In most shooters, pressing one of the number keys will change your currently-selected weapon. In ArmA II, you use those to access the commands menu for whatever soldier or unit is assigned that particular number.

Missions, unfortunately, are a bit wonky in terms of triggers and end goals. Being that ArmA II takes place on an ambitious 225,000 square miles of land, all of which are open to you, brings some problems with the linear mission formula. Performing a task out of sequence or altering the current mission by bringing in something unexpected like bringing a vehicle from somewhere else can screw up the triggers the game uses to pace out, and detect, mission objectives. When this happens it usually means your mission is stuck in limbo, being cursed never to end, your only recourse to restart it.

Unit artificial intelligence has definitely been improved upon but is still subject to bouts of ‘brain freeze’, especially in vehicles where an NPC is the driver to your gunner. Issuing orders to the unit often causes them to pause as they plan out what you just told them to do. This hesitation is sometimes just enough to get you killed or throw off your aim. When the artificial intelligence works, though, it really works and sometimes you will forget the person you are shooting at, or is shooting by your side, is actually an AI. Couple this AI, which is also dynamically ‘thinking’, with the previously-mentioned ‘wonky triggers’ and every play-through is a surprise, positive or not.

The bug-factor in the North American release, while not nearly as bad as the earlier European release, is still a real bother. I experienced more than a few CTDs and freeze-ups throughout my playtime with the game. Going by the European release (pre-recent European patch), this is a big step up. That being said, when looking at the attention BIS has given to the original ArmA over the years in the way of patches and enhancements, I have every confidence these bugs will be mostly worked-out within six months.

ArmA II features some very stellar visuals given two things – your graphics settings and your PC hardware. The first time I began playing the game I felt literally hornswaggled as the graphics appeared grainy and rough, not at all anti-aliased or smoothed out. In perusing the options though, I found that by playing with the ‘fillrate optimizer’ I could get the game to look like all of those spectacular screenshots! Unfortunately, the test rig’s Intel i7 2.6gHz CPU, GTX 280 video card, and 6GB of DDR3 RAM were just not enough to handle this quality and I realized with those graphics settings all I could do was take pretty screenshots. This is not really a bad thing or downside – it is actually a positive point. ArmA II is big, real big, and it needs a very powerful machine to run it at maximum. It will be a pleasure to grow into it as PC technology becomes less expensive. I have come back to so many games a year down the line and realized that they aged in the most awful way when compared to what’s new on the market. I have a feeling that Armed Assault II will not be one of them. Don’t fear, by tweaking the graphics settings a bit I was able to find a happy medium between pleasing visuals and performance – and so will you.

Reviewing the North American version, I have to mention the game’s awful voice acting. Most of the characters in the campaign sound extremely wooden and amateur at best. I must caveat this by saying that the actors are non-native English speakers which is most likely the cause of this poor acting. In their respective native dialects I am sure they are more than fine, just not in this version of ArmA II.

In the multiplayer menu you will find the ability to jump into player-created servers with multiple randomly-generated missions and types (CTF, C&H, and more). This adds a ton of spice to the mix and co-op and versus play with other people is really where ArmA II shines like nothing else. Again, this is definitely more of a war simulation than shooter – Battlefield 1943 it ain’t, and thankfully so, just be prepared for that.

The mission editor which made ArmA so popular and still keeps it burning brightly among fans is back and allows gamers to build all manner of missions, from the droolingly-simple to insanely complex by way of the built-in scripting language. If multiplayer is where the game shines, then the editor is what does the shining. All one has to do is look at the hundreds of fan sites out there churning out player-made missions as well as other mods – vehicles, weapons, etc to know this.

One feature which brought a bit of a break to the normal goings on of ArmA was ‘The Armory’ – a place where the gamer could try out the various weapons systems available in the game and take them on different challenges. BIS has brought the mode back in the sequel, and completing these challenges will result in more systems being unlocked for you to try. For instance, if you try the USMC M2-equipped Humvee, you could be asked to drive an obstacle course or even charge an enemy encampment! While not the main focus of the ArmA II, this mode provides a lot of entertainment in its own right.

Overall, Armed Assault II is an exceptional war-simulation that is just the thing for those gamers looking for extreme realism and depth. It definitely has its current stable of issues, but none of them are things that can’t be patched and, in the meantime, when the game runs as promised it really does feel like being part of a gritty and intense war. I can’t think of another title out there right now that fits the Armed Assault II bill in terms of its scope and multiplayer capabilities.

Speaking of which, I am Oscar Mike dear reader – have to get a game going. You can find more on Armed Assault II at the official game website.