
More cool new elements in AA3 include: a very detailed hit model, which will give you stats based on where you've taken hits throughout a mission, and where on enemy bodies you've done damage; a Battle Planning feature, which allows team leaders to specify subordinate's spawn points on the map before it goes live; new weapon configuration options; and new animations, including the player-requested slide, which allows players to dive for cover; stealthy movement, which allows for the negation of loud footsteps; and different animations for negotiating variable-height obstacles, like walls.
I would be severely remiss if I didn't talk about how AA3 looks and sounds. This game is all about tiny details that help immersion better than any broad effect might. For example, when the player whips the camera around, there is a slight blur to the surroundings that really sells the movement. The actual player models are detailed enough to show the different ammo clips in the belt, which actually animate as they're changed. There's also an amazing lighting model in place, that simulates the effect of moving from outdoors to indoors, and vice versa; the way one's eyes adjust to the absence/presence of light.

And the quality of the sound work is amazing as well -- specific attention has been focused on tiny details like the sound of a bullet as it whizzes past one's head, or the way a shot cavitates as it disappears into empty air. The positional audio is good enough, in fact, for you to be able to tell how close to your soldier a shot has landed. You'll even hear the impact before the report, just like in real life.
There is a lot to enjoy in America's Army 3, and a lot I don't have the room to write about. AA3 is scheduled for release later this year on PC only.

