ARMA III: Difference between revisions
no edit summary
No edit summary |
No edit summary |
||
Line 5:
The official campaign for ''ARMA III'' is ''The Eastwind''. Ben Kerry is among a NATO force on Stratis [[Retirony|who are tasked with drawing down NATO presence and about to go home]] when the local AAF, who have recently allied with CSAT over NATO, suddenly attack. Banding together with other surviving NATO forces Kerry must survive and counter-attack without connection to mainland NATO forces.
A free update titled ''Boot Camp'' a year after release added a short [[Prequel]] campaign known as ''
Following several more minor DLC add-ons, an expansion pack titled ''Apex'' was released 3 years after the base game.
Line 13:
* [[Foreshadowing]]: {{spoiler|At base during ''Survive'' a few soldiers note they have no actual proof Miller is who or what rank he says he is. Turns out Miller is part of Combat Technology Research Group (CTRG) and the British claim to have no record of him when contact is re-established.}}
* [[Retirony]]: Like ''Operation Flashpoint'', the campaign starts with soldiers about to go home being forced into a sudden war. While Kerry survives, a good number of the NATO forces in the same situation do not.
* [[Obligatory War Crime Scene]]: The AAF abuse prisoners during ''
* [[Product Placement]]: Real world firearm manufacturer CMMG's logo is prominently featured on the fictional MX rifle series, which they contributed the design for.
* [[Unusable Enemy Equipment]]: In the official campaign enemy vehicles, aside from transport trucks, can't be used but civilian vehicles can be stolen with no effort. This is the exact opposite of how it should work, as military vehicles don't need keys but civilian ones do. This is per campaign and only the official ones do it. Enemy fatigues can't be looted, though dead allies can.
|