Most troops kill time by playing video games. And of course, they like the games that paint their branch in the best light…but it can be a little bit of an exaggeration.
Video games always feature the exciting parts of military service. No one wants to play a game about tedium — it just wouldn’t make a good game. Think how fast people would uninstall a game if 90% of the time they’re either cleaning, performing maintenance, or attending power point presentations about how to properly do adult things.
So here’s a round-up of some truth vs. fiction when it comes to video games and the military:
Airmen think they’re Ace Combat
Who doesn’t love a good combat flight simulator?
In real life, only 0.03% of the Air Force is actually a pilot. So the other 99.97% of the Air Force is more like the little kid who gets to watch their older sibling play.
Soldiers think they’re Call of Duty
There’s also a romanticized version of history that younger generations overlook.
“The Greatest Generation” is honored by the notion that all World War II Army veterans were noble pillars of virtue who killed Nazis (though to be fair, the group as a whole took out the Nazis).
But across the board, World War II soldiers embraced the same suck as the rest of us — just in a different decade. Swing by a VFW or an American Legion, buy one of the old timers a beer, and swap war stories. You’ll learn that they drank just as heavily as us, chased as much “tail” as us, and did just as much dumb crap as us.
They just did it while killing Nazis.
Sailors think they’re World of Warships
Just like the Air Force and their planes, a very small number of sailors actually get to stand at the helm.
This game brings naval warfare to life!
Sort of. There’s a big difference between the amount of time it takes to control video game ships versus real ships. Nothing is as instantaneous as using a controller. In the real world, you’ve got to send a message to this guy, who then tells another guy to tell a guy to do a thing…you get the point.
Marines think they’re Battlefield 3
Video game missions skip over crappy details and just put you straight into the action. Everything is the “cool sh*t” every Marines actually want to do.
Thankfully there’s a good work around the Lance Cpl. Underground figured out. By the very nature of a game, things can only get done when you reach a certain objective. Things get paused or stand still when the player doesn’t do anything.
Nothing is ever mentioned about how easy it is to slide out of bullsh*t. The real world, however, keeps on spinning, whether you skate out of sweeping the motor pool or not.
Coast Guardsmen think they’re part Cold Fear part Coast Guard
The average Coastie isn’t solving murder mysteries or fighting Russian mercenaries or zombies. They wish they were, though.
Ahead of the release of Terminator: Dark Fate, Arnold Schwarzenegger’s iconic cyborg/character, Terminator T-800, is coming to the Mortal Kombat 11 roster in a crossover we were not expecting.
A gameplay trailer shows T-800 looking like an aged Schwarzenegger wearing jeans and a leather jacket — classic badass outfit. He walks into some kind of military base, making a promise to his soon-to-be opponent: “You will be terminated.”
What follows is gameplay that looks pretty much like the Mortal Kombat games you played as a kid with heavily upgraded (read: gorier) graphics. Case in point: a gunshot from the Terminator reveals the stomach and intestines of his opponent, who somehow lives to fight another day.
The coolest part of the trailer comes when Arnold gets set on fire. He stands up as his human form burning off to reveal the iconic, chromed-out skeleton of the Terminator.
The T-800 comes as part of a downloadable character pack that also includes Shang Tsung, Nightwolf, Sindel, Joker and Spawn. It’s available for Early Access for those with the Kombat Pack or Premium edition of the game on Oct. 8 and Oct.15, 2019, for everyone else.
And if the prospect of fighting as the Terminator is making you want to buy the game, you’re in luck. It’s available on PC, Nintendo Switch, PS4, Xbox One, or Google Stadia, one of which you hopefully have lying around already.
This article originally appeared on Fatherly. Follow @FatherlyHQ on Twitter.
Technology moves ever forward. What one generation of war-fighters trains on will, in many cases, be obsolete when the time comes to train the next. Though the specifics may vary from year to year, the US Military is constantly innovating and upgrading our training tools to reach the same goal: giving troops experiences as near to the real thing as possible, while balancing costs and safety factors.
If you keep all of these elements in mind, there’s a clear, logical next step to take in terms of training technology: augmented reality.
You can only do so many “washer and dime” drills it the point is lost.
(U.S. Army photo by Spc. Paige Behringer, 1BCT PAO, 1st Cav. Div.)
There’s no replacing actual, rifles-in-hand training. No kind of simulation could ever give troops the same kind of experience as using the weapon that they’ll actually be using in combat. Putting holes in paper or drop-down targets at the range is a valuable experience that can never (and will never) be replaced.
But the supplemental trainings that you’ll find inside an NCO’s book exercise could always use a technological touch-up.
It’s both awkward and fun at the same time.
(U.S. Army photo by Sgt. Joseph Guenther)
Today, it’s not uncommon for troops to play out a few key strategies on video game consoles as the NCO gives step-by-step breakdowns of what’s about to go down. These types of exercises are extremely safe and cost effective, but they’re also not nearly true-to-life.
The next step in achieving realism comes with virtual reality centers, which have already been experimentally fielded at certain installations. It’s called the Dismounted Soldier Training System (or DSTS) and it places troops in a room with a simulated rifle and a few screens all around them. Troops then “shoot” and move around the room in a safe (but expensive) simulation. It’s more effective than video-game training because the troops must use their bodies, learning important physical techniques. Here, they’ll train their responses on what to do when they see an enemy appear on screen.
These are fantastic for leaders looking to monitor a troop’s performance, but they’re still more akin to taking the guys out to an arcade and watching how they do with, essentially, a really expensive version of Time Crisis 3.
At the very least, this will be a far more engaging way to learn tactics than watching a senior NCO scribble on a whiteboard for a few hours.
(U.S. Army photo by Pfc. Samantha Whitehead)
Finally, we arrive at augmented reality. Augmented reality is the intersection between digital and physical. It’s when technology is used to place digital elements in real-world spaces. And it’s not future tech — it’s happening right now. An advanced training simulator that leverages this technology is currently being developed by Magic Leap, Inc. It differs from virtual reality in that it brings the simulation into the real world, as opposed to putting real-world troops into the simulation. The current design is called HUD 3.0.
Troops place goggles over their heads as they step into a specially designed environment, similar to MOUT training grounds, that is linked to a central hub. The goggles then intelligently lay digital images over the real world. The program can then place simulated elements in the troop’s vision — like a digital terrorist appearing in a real window. The troop can then raise their training rifle that is synced with the program, pull the trigger, and watch simulated gunfire unfold as it would in actual combat.
The advantage this has over other types of simulations is that it isn’t limited to putting a single troop out there. In theory, an entire platoon could don sets of goggles and train together, getting an experience close to real combat while remaining completely safe.
Usually, any mention of “computer-based training” leads to more groans from troops than any GI Party ever could. Not so for these military video games. These games are more like those marathon weekends playing “GoldenEye 64” during the junior high years. Bring out the military equivalent of Funyuns and Mountain Dew (Sunflower seeds and Rip-Its?) and settle in to become the best U.S. troop that ever roamed virtual Earth.
Developed by the U.S. Army and one of the most prolific developers of Super Nintendo (SNES) games, the Multipurpose Arcade Combat Simulator (MACS) used a light gun to rate how well a soldier shoots. MACS also aided in learning to zero a rifle and other basic aspects of marksmanship. The light gun isn’t the standard issue SNES weapon, it’s a replica of Jäger AP-74, which is itself styled after the M-16 rifle used by the U.S. military.
Virtual Reality Combat Training
The VIRTSIM System, created by Raytheon, is an immersive, open space, VR training ground. The basketball court-sized game pad keeps track of a soldier’s movements through the use of a rubber pad and a weapon-mounted controller. The limitations of the game and the environment allow for the troops to train on responses to incoming fire of different kinds, but they can’t jump for cover and they will never be as tired in the training simulator as they might be after days of dismounted patrols in the real world. The system’s benefit is that it is a way to train for scenarios that the Army cannot recreate and allows for troops to familiarize themselves with the weapons and equipment they’ll carry in a real-world situation.
Full Spectrum Warrior (Xbox)
In 2004, game producer THQ and The U.S. Army-funded Institute for Creative Technologies dropped “Full Spectrum Warrior.” Recognizing that millennials coming into the military since 2000 grew up playing video games, the Army’s Science and Tech community created this first attempt at leveraging video games for training purposes. There were two versions of “Full Spectrum Warrior,” the one released to the public, and the one used as a training tool. The Army’s version is unlocked via a static code (HA2P1PY9TUR5TLE) on the code input screen. The player issues orders and directions to virtual fire teams and squad members, over whom he does not directly control. Another version of the game, called “Full Spectrum Command,” would be introduced later for company-level commanders.
Tactical Iraqi (PC)
The “Tactical Iraqi Language and Culture Training System” brought scenario-based PC gameplay to the 3rd Battalion, 7th Marines before their Surge deployment to Iraq in 2007. The game was developed to teach Iraqi situational language and gestures as well as cultural nuances in a virtual world that could be applied to real-world deployments. It brought Marines face-to-face with Iraqis during simulated missions. The game reduced several months of cultural training to 80 hours of computer-based training.
America’s Army (PC, Xbox)
“America’s Army” is not just a game, it’s a series of games. The U.S. Army developed and published this first-person shooter to provide a virtual soldier experience that was “engaging, informative, and entertaining.” Since its initial inception on PC in 2002, it has grown to include iterations on Xbox, Xbox 360, arcade, and mobile apps. The platform has also extended to other government training platforms to further train troops. The latest iteration, “America’s Army: Real Heroes” featured specific, real-world soldiers who have distinguished themselves in combat. The series has won dozens of awards, including Best Action Game of E3 by GameSpy and Best First Person Shooter from Wargamer.
Virtual Battlespace 2
“Virtual Battlespace 2” (or VBS2) gives instructors the ability to create custom battlefield simulations that engage the players (read: soldiers) from multiple viewpoints. Like “Full Spectrum Warrior,” it also gives soldiers the ability to issue orders to squad members. As of 2012, the game was still being used for Basic Combat Training scenarios. It teaches land nav, combat scenarios, and platoon-level group strategies. The biggest advantage of using VBS2 is that new soldiers learn from their mistakes more easily and faster, with fewer consequences than say, getting lost in the woods in a land nav exercise.
Video games way oversold the military. Shooter after shooter and strategy game after strategy game promised a career filled with Firebats and thermonuclear grenades, but the actual military turned out to be a lot of hard work using basic tools. Where are the cybernetics and robots and zombie plants?
Turns out, “they’re” working on it. Here are 6 features of video games coming to real combat. Given, you know, the programs are successful
Can’t wait until my future robot partner takes a human hostage and then gives me a creepy wink during the standoff.
What it is: In futuristic games like Titanfall, infantrymen go in with squads of robot soldiers that can carry their own weapons, drawing fire away from their human counterparts and slaying enemy forces like steel grim reapers.
Who’s making it real: DARPA (yeah, they’re going to come up a lot in this article) has the “Agile Teams” program which is tasked with creating mathematical models for assessing human-machine teams and looking for the best balance. Since programs to allow humans and machines work together on the battlefield already exist, DARPA is basically trying to build the measuring stick to assess those teams and improve them before they’re deployed.
In important note: Agile Teams isn’t only, or even mostly, about performance in ground combat. They’re also looking at how to pair robots and humans in analyzing intelligence, fighting a cyber battle, or conducting electronic warfare.
A soldier practices firing with an AimLock system.
(U.S. Army Angie Depuydt)
What it is: Most shooters, even ones that don’t advertise it, have some kind of “aim assist” built into gameplay. Through these systems, the computer makes the shooter just a little more accurate either by moving the targeting reticle slightly towards the enemy when the trigger is pulled or by curving bullets slightly towards targets, counting near-misses as hits.
Who’s making it real: Two groups are actually working on this. The Armament Research, Development and Engineering Center is working on AimLock, which basically takes the two major parts of the weapon (the upper and lower receivers), and separates the upper receiver from the rifleman’s direct control. The shooter pulls the trigger when they’re aimed at their target, the software and motors point the upper receiver at the target, and the round is fired.
Another program in development with the Army Research Lab re-purposes technology originally designed for stroke victims to reduce tremors. In the Mobile Arm Exoskeleton for Firearm Aim Stabilization program, new shooters are attached to a machine that stabilizes their arm while firing, dampening all the little tremors that make a big difference at hundreds of yards. Best of all, the program is shows results — even after the equipment is removed. Firers are becoming 15 percent more accurate after using and then removing MAXFAS.
What it is: In games like Warframe and Borderlands 2, players can work side by side with a murderous drone that kills enemy combatants, seeking out its own targets and watching the life slowly seep out of their human eyes.
Who’s making it real: To be fair, autonomous drones are already real, but they’re mostly good for vain athletes who want their drone to automatically take selfies. This NATO article summarizes a number of programs, mostly U.S. ones, for everything from autonomous wingmen for human pilots to drone swarms for the Air Force, Navy, and Army (yeah, it’s like KitKats — everyone wants a piece).
One fact that the military is generally quick to point out, though, is that all autonomous systems both in development and currently operational, have a “human-in-the-loop” system, meaning that the AI can only recommend targets, it cannot approve lethal action on its own. A human has to give the kill order.
Autonomous supply and medevac drops
What it is: In video games, you rarely have to wait more than a few minutes for a requested resupply to come in. Turn on a lunar beacon in Borderlands 2? Your gear will slam into the ground within seconds. Just Cause 3 lets you select a customized supply loadout, from guns to helicopters, and have it delivered within seconds.
Graphic summarizing the Active Plant Technologies program.
What it is: From Final Fantasy‘s cactaurs to Plants vs. Zombies entire arsenal, video games have lots of examples of awesome plants. Plant 42 from Resident Evil can even eat humans and, potentially, turn them into zombies.
Who’s making it real: While DARPA is shamefully refusing to investigate the strengths of the T-virus in plant life, they are working with industry to propel the Advanced Plant Technologies program, where plants are modified to act as sensors, changing physical traits when in the presence of certain chemicals, pathogens, radiations, or electromagnetic signals. So, if you want to know whether the Wizard of Oz is still making nukes, just check the poppy fields.
Tactical Augmented Reality System screenshot
What it is: Nearly every first person shooter has a heads up display, a bit of information on the screen with everything from a minimap to an ammo count. See: Call of Duty, Counter-Strike, etc.
Who’s making it real: Lots of groups are working on different aspects of it, but the Army’s Communications-Electronics Research, Development, and Engineering Center and the Army Research Lab have debuted a pretty impressive prototype called Tactical Augmented Reality that can display the locations of allies and known adversaries as well as comms info and navigation.
For years, gamers have joked among themselves, saying that because they kick ass with a virtual rifle in Call of Duty, they’re probably a good shot in real life. Well, two former Special Forces operators decided to take two professional gamers to the gun club to test that theory.
Our two Special Forces operators really need no introduction to the veteran community: Navy SEAL Mikal Vega and Marine Corps sniper David Lonigro.
Vega served 22 years in the Navy, working with EOD and the SEAL teams. Lonigro spent six years in a Marine Corps special operations unit as a sniper and went on multiple combat deployments.
These two motivators went up against a 12-time World Champion gamer in Jonathan Wendel and a Call of Duty pro that goes by the screen name RUNJDRUN.
Because Lonigro and Vega are team players, they gave the gamers a few pointers during a practice round before the real thing commenced. As the timed contest opened, each competitor fired at two different targets, attempting to score accurate kill shots using six rounds total.
First, Wendel took aim and squeezed off his controlled rounds a 67 percent accuracy at a speed of 3.15 seconds.
On deck next was RUNJDRUN, who also fired at 67 percent accuracy, but at a speed of 4.03. This effort was followed by Vega, who nailed his two targets with 100 percent accuracy at a rate of 4.03 seconds.
Finally, Marine veteran and talented sniper David Lonigro ended the day with 100 percent accuracy, but had the slowest time of 5.23 seconds. However, snipers are trained to wait to take the shot, so maybe Lonigro used that as a tactical advantage.
Ultimately (and unsurprisingly), the veterans won the shooting competition.
Check out BuzzFeed’s Video below to watch the exciting competition for yourself.
Let’s be honest with ourselves, if video games were to depict the average day for a grunt, they would be boring. Even if they showed field training, there are still a lot more tedious things going on than shooting guns and blowing things up. The reality is that in the modern era, military video games like Call of Duty or Battlefield lied to everyone about military life.
If you joined because you thought it would be fun based on a video game, you might feel robbed. You probably cleaned more floors than battlefields and you probably sprayed more window cleaner than bullets. Infantry life isn’t as exciting as you thought, is it?
There’s definitely a lot you do outside of combat that you hope will never make it into any video games because it does, it will be a terrible experience for everyone involved.
Digging the fighting holes will make you rage-quit.
(U.S Marine Corps Photo by Cpl. David Diggs)
Digging fighting holes
Easily at the top of the list. Can you imagine paying for a bad ass looking military shooter game just to end up spending half of it digging a hole to shoot from?
In real-life, it probably takes you ten hours because three hours in you discovered the world’s biggest rock and you spent the last seven hours using a tiny shovel to cut through it like it’s California in 1850 and you found some gold in that bad boy.
Press “F” to slightly bend your knees so you don’t pass out.
(U.S. Marine Corps photo by Lance Cpl. Jerrod Moore)
If you think un-skippable tutorials are bad, just be glad you don’t have to stand still for two hours waiting for your company Gunnery Sergeant try and figure out how to say, “To all who shall see these presents, greetings,” as if it was written in Hebrew.
Spades Simulator 19?
(U.S. Marine Corps photo by Staff Sgt. Joshua Jackson)
This is the life of a grunt: you spend most of your day sitting in your room waiting for someone to give you a task. Usually they end up telling you to clean something thirty minutes before you’re supposed to be cut loose for the day. And it will take you until Midnight.
Funny enough, video games are just one of many things to do while you stand-by so what would you do in a video game that had this?
Imagine this scenario as the loading screen between missions.
(U.S Marine Corps Photo by Lance Cpl. Patrick Osino)
To be fair, Far Cry 2 had a mechanic and you would have to clean your weapon periodically or it would jam on you. What we mean is going through a Call of Duty campaign and then the post-credit mission is to spend 14 hours at the armory cleaning everything because you just put the entirety of the Department of Defense’s ammunition store through it in a single go.
Before you can even go on a mission, you would have to do this for an entire week.
(U.S. Marine Corps Photo by Cpl. Stormy Mendez)
Would you pay for a video game that forced you to spend at least 25% of your play time at the base theater listening to your chain of command lecture on different subjects that they’re vaguely qualified to speak on? Maybe that could be a downloadable content release that comes out after everyone stops playing it.
Imagine if every update just erased your swim qual data.
(U.S. Marine Corps Photo by Gunnery Sgt. Robert Brown)
Part of the real-life tutorial is being taught survival swimming in boot camp but the military thinks after two years you’ll forget so they make you do it again. It’s like getting through that one water level you always hated (you know what we mean) just to do it again after a few missions.
The T-800 Terminator made famous by Arnold Schwarzenegger is the newest character in “Mortal Kombat 11,” and the murderous cyborg is a perfect fit for the savage fighting game franchise.
“Mortal Kombat” is best known for its over-the-top violence and the T-800 certainly doesn’t disappoint. The guest appearance features tons of references to the blockbuster film franchise too — when the Terminator is low on health, its skin will melt away to reveal its metallic endoskeleton, just like in the movies.
Mortal Kombat 11 – Terminator Fatalities, Brutalities and More!!
Though Schwarzenegger didn’t reprise the role for the game, he authorized the use of his likeness and chose his own voice actor. The game also includes multiple costumes matching Schwarzenegger’s outfits in the different “Terminator” films.
The T-800 Terminator arrives ahead of the Schwarzenegger’s appearance in “Terminator: Dark Fate,” the sixth film in the “Terminator” franchise due out in theaters November 2019. The T-800 also appeared in Microsoft’s “Gears 5” in September 2019.
The T-800 Terminator sporting Arnold’s older look from “Terminator: Dark Fate.”
(“Mortal Kombat 11″/NetherRealm Studios)
Previous “Mortal Kombat” games have also included multiple guest characters from horror and sci-fi movies, including Jason Voorhees from “Friday the 13th,” Freddy Krueger from “Nightmare on Elm Street,” and the xenomorph from the “Alien” franchise.
When “Mortal Kombat 11” was released in April 2019, it became the first game to top the sales charts on all three major video game consoles in more than a decade. “Mortal Kombat 11” the best-selling game of the year thus far and it’s on pace to surpass “Mortal Kombat X” as the best-selling game in franchise history.
All six characters in the “Mortal Kombat 11” Kombat Pack.
(“Mortal Kombat”/NeatherRealm Studios)
The Kombat Pack adds six characters to the game’s original roster of 25. The Terminator is the third Kombat Pack character to be released, following Nightwolf, a Native American fighter first introduced in “Mortal Kombat 3,” and Shang Tsung, the soul-stealing villain at the center of the original “Mortal Kombat.” Actor Cary-Hiroyuki Tagawa starred as Shang Tsung in the 1994 “Mortal Kombat” movie, and reprised the role for “Mortal Kombat 11.”
The final three Kombat Pack characters are Sindel from “Mortal Kombat 3” arriving on Nov. 26, 2019, the Joker from DC Comics planned for Jan. 28, 2020, and Spawn from Image Comics closing out the release schedule on March 17, 2020.
“Mortal Kombat 11” is out now for PlayStation 4, Xbox One, Nintendo Switch, and PC. The only way to get the Terminator right now is to purchase the full Kombat Pack for , but in a few weeks you’ll be able to buy the T-800 alone for .
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
Ah, Call of Duty. A video game that was a far more successful recruitment tool for the Army than the Army’s actual recruitment video game America’s Army.
It’s understandable that the game would plant a good seed in the heads of many teens who play the game. They get a consequence-free taste of the badassery from the safety of their couch. Later they’ll keep the military in the back of their mind and one day they’ll enlist.
If it fills the seats of recruitment offices — it’s fantastic. The only down side is that it kind of paints the military in an unrealistically awesome light. That’s not to say that life isn’t awesome in the military — just not that awesome.
You’ll think it’s a cool achievement when you finish but everyone else has it unlocked already.
(Photo by Scott Prater)
The tutorial is over nine weeks long
In the video game, you can just skip any training if you’ve already got an idea of how things work. You don’t get that kind of luxury in the real military. Even if you have a good idea how to pick up food with a fork or make a bed, you’ll learn you’ve been doing it wrong your entire life.
Then comes the cool training like rifle marksmanship. You’ll blink and then it’s back to learning that eating and showering should be done in 30 seconds.
You’re kinda on your own getting “Slight of Hand Pro.”
(DoD photo by Sgt. Tierney P. Nowland)
You can’t really modify your loadout
You can earn cool points in Call of Duty with the people you’re playing with by unlocking all the attachments and skins for your weapons. Hate to burst your bubble but it’s generally frowned upon to spray-paint your M4 bright pink and go on a patrol.
There is a silver lining to this one though. You don’t have to be a Colonel before you can get your hands on an M240-B.
But it is kinda real with other people running to go steal YOUR package. Still a bit sour about that one.
(U.S. Navy photo by Public Affairs Specialist Joel Diller)
Care packages don’t include attack dogs
Care packages are fun in Call of Duty! If you rack up a high enough score, you can get lucky and find some pretty useful stuff in them, like controllers to drone strikes or a radio to call in an attack helicopter.
Actual care packages usually just include things like socks, hotel soaps, and a chocolate bar that melted on its way to the deserts of Iraq.
You missed a spot.
(U.S Air Force photo by Tech Sgt. Matt Hecht)
Prestiging isn’t as fun
Prestiging in Call of Duty is a way for players to start their career all over again. When they reach the rank of General of the Army, they can say “f*ck it” and go back to being a private for the fun of it so they can unlock everything all over again — this time with a way to let other players know how cool they are.
In the actual military, going back down to private usually involves a reduction in pay and a lot more menial labor.
That’s not to imply that we don’t talk smack over the radios. No one really cares as long as you use “over” and “out.”
(U.S. Marine Corps photo by Cpl. Austin Mealy)
The chain of command discourages screaming obsenities over comms
It’s kind of a given that, when given a headset, kids will scream curse words that would have gotten us all slapped by our parents if they ever heard us use them. It doesn’t affect their gameplay, which is all that matters to them, so they’ll keep smack-talking you.
Even just the simplest of improper radio etiquette gets you a stern talking to by the operations sergeant major. Any mentions of doing unspeakable things to someone’s mother will be a near-instant way to “prestige” in rank.
“Here take a profile. That’ll cure everything!” said every doc ever.
(U.S. Army photo by Spc. Anthony Zendejas IV)
Healing involves more than hiding for four seconds
Being shot in the face in a video game is really easy to recover from. You just hide behind a rock until your screen stops being red and you’re good to go. Get back in there.
Real life medics and corpsmen like to think they have this ability when they prescribe you a Motrin and a change of socks — but they don’t. That also includes taking a knee and drinking water.
In either world, do not lose your own dog tags.
(U.S. Marine Corps photo by Lance Cpl. Jordan A. Talley)
Collecting enemy dogtags isn’t a thing
A fun game mode in Call of Duty is Kill Confirmed, where after players kill the enemy, they have to run over their corpse and collect their dog tags to get points for the kill.
If that was how operations were conducted in the real world, it would make being an artilleryman so much more difficult. And taking war trophies off dead bodies is actually frowned upon by the Geneva Convention.
Freakin’ campers, man.
(U.S. Air National Guard photo by Master Sgt. Joshua C. Allmaras)
Stabbing people in the foot doesn’t instantly kill them
According to the game’s logic, it takes several bullets to the chest to drop somebody, shotguns only work if you’re within three feet of someone, and sniper rifles are great for clearing rooms with. If you manage to find the dude hiding in the corner with a sub-machine gun though, you can stab them to instantly kill them.
No. That is not how any of this works. The grenade launcher thing is pretty close though.
What kind of military doesn’t allow its troops to single-handedly use a nuclear warhead at their own discretion? Oh? Literally every military? Nevermind.
(U.S. Marine Corps photo by Staff Sgt. Dengrier Baez)
No one will let you drop a nuke just because you killed 25 people
The ultimate prize for any Call of Duty is to get a 25-kill streak going without dying. If you can manage this, you can get a tactical nuke that you can drop to instantly win the match.
In reality, killing 25 people just gives you a drinking problem and night terrors.
It’s time to start yelling Chesty Puller quotes at the top of your lungs.
You can forget about video games glorifying violence. All that went out the window with the latest iteration of the Battlefield franchise. The new trailer for Battlefield V brings us to World War II in the Pacific Theater and the epic throwdown between the United States Marines and Imperial Japan. The game appears to depict the actual desperate tactics and explosive fighting when East met West in the 1940s.
Get ready for a game that shows the bloody aftermath of banzai charges, flamethrowers, and what happened when two of the world’s most storied, dedicated, and effective fighting forces went head-on.
The Battlefield series is getting back to its World War II roots as DICE brings players back to the Pacific War for the first time in ten years. If you loved Battlefield 1942 and Battlefield 1943, then Battlefield V Chapter 5: War in the Pacific needs to be on your “must list” this October. The new Battlefield features the amphibious assaults we’ve come to expect and the all-out war that only this series can muster.
Prepare to land United States Marines on the beaches of Iwo Jima in one of the first two new Battlefield maps with authentic, iconic weapons of the era, including the M1 Garand Rifle and the M1919A6 Browning Machine Gun. True to the history of engagements between the Japanese and American Marines, the game also features the use of the traditional katana carried by Japanese troops, and the flamethrower used by the Marines in the Pacific, both of which are featured heavily in the trailer above. The Iwo Jima map will be released at the end of October, and you’ll be able to defend Wake Island in December – just like the Marines did in 1941.
Not sure if the flamethrower tank is available for in-game use, but it should be, amirite?
Also coming is a new “Pacific Storm” map, where players will fight the elements along with the enemy while securing points of control using ships, planes, and tanks in an island-hopping campaign of their own design. Among those planes is the Marine Corps’ legendary F4U Corsair and the Sherman tank, weapons that are now synonymous with American forces in the Second World War.
If you need a Battlefield refresher on Xbox One, PC, or PlayStation 4, there are free Grand Operations trials happening now through Monday, Oct. 28, and another free trial weekend on Friday, Nov. 1 through Monday, Nov. 4. Trials can be played once per EA account and per computer.
Battlefield V is available now on Xbox One, PlayStation 4, and PC. Follow Battlefield on Twitter and Instagram, like on Facebook, and subscribe to the YouTube channel. Hop in and join the Battlefield Community on the Battlefield Forums, Reddit, and Discord.
For more about Battlefield V Chapter 5: War in the Pacific, check out the official web page here.
The video game community is filled with the same amount of douchebags as regular society. The majority of gamers hop online, as they have for years, to enjoy spending some time playing their favorite title — then, some as*hole comes in and ruins it all in a blink of an eye.
It’s an inevitability. There’s always that one dick who ruins the fun for everyone else just because they can. In gaming, they’re generally referred to as “trolls,” but in the military, we call them “Blue Falcons” — or buddy f*ckers. Even the most kindhearted, polite person might unleash their inner as*hole when they’re safely behind the anonymity of their video game avatar.
At the end of the day, when these online Blue Falcons do their dirty work, no one really gets hurt — it’s still just a game and players usually just respawn somewhere else (or log off for a while). That being said, the level of time, effort, and dedication these guys put into f*cking with some random players is beyond astounding.
(South Park Studios)
But seriously though, if you’re interested getting your kids to stop playing video games – there’s definitely a market for that.
(Bluehole Studios Inc.)
We’re not referring to the guys who pick up a rifle and camp in one spot for (seemingly) hours just to score a kill (we’ll get to that in a minute). Instead, we’re talking about the people who go out of their way in the “real life world” to hunt down someone’s virtual character — just to kill them or harass them.
This type of Blue Falcon became much more popular with the rise of game streaming. Now, some people take it as a point of pride to track down whatever high-profile streamer is on air and kill them — even if it’s against the rules. But your average stream sniper doesn’t even come close to that one time a father hired virtual assassins to hunt and kill his son’s characters in hopes that it’d make him give up video games.
I just blame it on a terrible grenade throw.
Online games assume that once you’re randomly placed onto either the blue or red team, you’ll be loyal to the other players out of a mutual desire to win. Not all games have friendly-fire turned off, so it’s important to watch your aim.
It sucks when someone on your team accidentally shoots you — but it’s infuriating when they do it on purpose… and it’s in the spawn zone. Now, the other players on your team have to either kill that douche or let them continue trolling. Either way, the other team won’t mind.
And yet camping is a legitimate strategy in real life.
Games often provide a wide-open world for players to enjoy themselves in. In fact, some games are so massive that they’re comparable to actual states in America. They’ve got all that room to play in and yet some assholes still feel the desire to hole up somewhere — to set up camp and sit with a shotgun, just waiting for you to round the corner.
“Camping,” as it’s called, is most egregious when you’re the last player alive on your team. Not only does the enemy need to search every single corner, but your teammates are often stuck waiting for a chance to respawn, too. Some game developers will put in a system that punishes “camping” after a while, but that won’t stop the dedicated.
After a certain point in EVE, if you want to get insanely rich, you need to get nefarious.
Remember when the internet was first introduced and everyone was extremely wary of online creeps and scammers? Well, apparently, all of that is thrown out the window when it comes to video games.
“Scammers” in online games take many forms, from people trying to sell you junk for gold to those who run extremely complex banking schemes in games like EVE Online. That’s right — in CCP Games’ space-based MMO, players would loan out virtual money to other players, manage a massive system where players have, essentially, created an investment bank, and then make off with trillions of Isk, the in-game currency.
To make matters worse, Lord Kazzak would heal himself with each player he killed…
Players who bring disaster into low-level areas
In most online games, threats are appropriate to their area. If you want to fight a dangerous baddie, you’ll have to do it over there, near those other dangerous baddies. Some clever players, however, have figured out how to drag extremely tough bosses or (or virtual plagues) into major player hubs.
In the early days of World of Warcraft, players could bring a massive demon, Lord Kazzak, directly into Stormwind City, where he would proceed to evaporate players with barely any effort.
On rare occasions, players band together and decide to not fight each other — usually for a good reason. Then, one person comes in and breaks the armistice when they see a good chance to kill everyone. The most famous example of this was in World of Warcraft. When a well-respected player passed away in real life, players gathered for a virtual funeral. Then, players of the opposing faction learned that they were holding it in a neutral area and without weapons and, well… you guessed it.
But this doesn’t just happen in MMOs. Recently, a Fortnite player named Elemental_Ray took advantage of an in-game event to rack up a massive kill count. Players gathered on an easily-destroyed ramp to get a good view of an in-game rocket launch. When this Blue Falcon destroyed the bottom of the ramp, it all came crashing down — firmly placing Elemental_Ray at the top of Fortnite‘s all-time leaderboard for number of kills in single match: 48.
When I was a kid we used to blow on Nintendo games if they didn’t work and I’ve always wondered if this actually did anything?
Once upon a time a seemingly universally known trick to get a Nintendo game cartridge to work was to simply pull it out, blow on it, then re-insert. If this didn’t give the desired result, this process was generally repeated until the magic happened. For the truly desperate among us, blowing inside the console opening itself was common practice in hopes that this would finally get the game to work. The general rational for why this worked was that it gave a better connection via blowing dust off the many pins. This all brings us to the question of the hour — did blowing your cartridge actually do anything?
To begin with, it is true that the root of the problem in question was almost always a bad connection between the internal connector and the pins on the game cartridge’s internal board. This was a notorious issue on the NES particularly which used a so called “zero insertion force” (ZIF) 72 pin connector. The particular insertion design for the NES was inspired by VCR’s — the idea being to differentiate the NES from top loading consoles of the day, give kids a loading method they were already familiar with, and potentially reduce the chances of kids breaking something when over forcing things as occasionally happened with top loader designs.
The ZIF connector here used pins made of nickel, bent slightly to give a spring effect. When the cartridge was inserted they’d bend slightly, and then spring back when the cartridge was removed. There are a few problems with this mechanism. To begin with, given very frequent insertions in an application like the NES, these pins were prone to losing their spring effect relatively quickly. Further, to achieve close to the stated claim of “zero insertion force” the pins on the ZIF connector weren’t that strongly springy to begin with.
On top of this, the pins on the cartridges were usually made of copper, making them already prone to eventually developing a nice layer of patina (think the green on the Statue of Liberty) whether you blew them or not, further making a good connection less reliable over time.
Moving on to the seemingly universally known trick of blowing on the pins both inside the case and in the cartridges themselves, this would impart moisture onto the metal, significantly increasing the development of forms of corrosion as well as potentially resulted in dust and other particles sticking to the pins. This can also very quickly result in the growth of things on the pins, like some sort of gamer inspired Petri dish.
On this note, while you might not think the moisture from your breath would make things that much worse, gaming guru and host of TheDPPodcast Frankie Viturello gave a good example of just the effect this could have. Viturello took two copies of the game Gyromite, one to be blown, the other to sit around on a shelf in the same room as the other. He then blew on the one copy ten times in quick succession each day, essentially in the same basic way gamers the world over do when trying to fix the game so it works.
Certainly a much bigger sample size and much more detailed data would be needed for more definitive results. (For example, it would be interesting to track the number of failures after insertion of a game, along with the number of blows, the humidity levels over time, etc. compared to a control group of games and consoles and then with a sample of years and many games and consoles tabulate all that and write a fascinating paper on the subject.) However, this much more basic experiment did very clearly demonstrate the significant effect blowing on the pins has, with the blown on pins developing a clearly visible layer of something over the course of the month and the 300 blows. Viturello’s conclusion here was nicely summed up, “Could this… be cleaned up post test and returned to 100% working condition? Sure. Probably. But right now it’s fucking gross.”
It should also be noted here while the pins on the games could have been relatively easily cleaned, the pins on the ZIF connector inside the console are note quite as easily restored to their former shiny selves without taking the console apart, making blowing inside the console itself an even worse idea. Although, thankfully these days a replacement ZIF connector is both cheap (around ) and easy to install if one does have to resort to taking the console apart anyway.
It is perhaps no surprise from all of this that when this blowing method of “fixing” cartridges that weren’t working in a given instance became popular, Nintendo themselves started explicitly stating in their NES Game Pak Troubleshooting: “Do not blow into your Game Paks or systems. The moisture in your breath can corrode and contaminate the pin connectors.”
A Nintendo Entertainment System video game console with controller attached.
And while bad connections did become less of a problem with the release of future consoles like the Super Nintendo and the N64, occasional blowing before insertion was still a thing, resulting in Nintendo actually putting a message on the back of every N64 game cartridge again saying not to blow on the pins.
In the end, unless there was a significant and very visible layer of dust or other debris on the pins, blowing on them wouldn’t have accomplished anything useful outside of a bit of moisture from your breath maybe helping get a slightly higher probability of a good connection on insertion. But even this potential extremely minor, if any, benefit would be significantly outweighed by the long term downsides of blowing on the pins. The real benefit of this blowing method was seemingly just that you were removing the cartridge and putting it back in, thus, re-seating it and giving the potential for a proper connection.
Finally, funny enough, while the blowing method was seemingly universally known despite it not really doing anything other than making the problem worse long term, there was one other drastically lesser known trick for fixing the issue that actually did work in some cases. This was wedging something (like another game pak) in the console between the game and the top of the slot. This put added pressure on the loaded cartridge which could, if done right, add pressure between the ZIF connector pins and the pins on the game board, thus making a better connection.
Ever wonder how the gun in the original Duck Hunt game knew if you actually hit something on the screen? Well, wonder no more. The Duck Hunt gun primarily just consists of a button (the trigger) and a photodiode (light sensor). When you pull the trigger, this causes the game to make the TV screen go completely black for one frame. At this point, the game uses the light sensor to sample the black color it’s reading from your TV to give it a reference point for the given ambient light at the time. In the next frame, the game causes the target area to turn white, with the rest remaining black. If the game detects a shift from black to white from the gun’s photodiode in that split second, it knows you were aiming correctly at the target and so doesn’t specifically need to know anything about where on the screen the target is. For games with multiple targets at any given time, the same type of method is used except multiple target frames are shown. So the game will flash the black reference screen; then will flash one of the targets, leaving the rest of the screen black; then flashes the next target, again leaving the rest of the screen black; and so on. The game knows which target is hit, if any, by which frame is currently being shown when a light shift is detected.
Interestingly, if you read over the patent for the NES Zapper Gun, one of the main features they point out which separates their gun from previously patented light detecting guns is that in the “preferred embodiment” of their system, it has the ability to distinguish between multiple targets in one frame. However, that’s not actually what they did in the NES system as noted.
In contrast, in a “one frame” system, it uses a signal from the TV itself. This signal is in the form of pulses which signify the start of the horizontal and vertical retracing. The computer hooked up to the TV can use these pulses to more or less tell what area is currently being traced on the TV; it can then time this with a shift in light detected by the photodiode. Thus, with precise enough timing, it is able to detect which target is being hit in just one frame.
With this method, the flash can happen fast enough that it’s nearly imperceptible to most people, unlike in the actual NES system where when multiple targets are shown, most people can perceive the flash. The NES system did use the vertical retrace signal to be able to detect the start of each frame though, but didn’t use it to detect anything about the position of the target as in the “preferred embodiment” described in the patent.
This article originally appeared on Today I Found Out. Follow @TodayIFoundOut on Twitter.
The Mass Effect series has had its share of ups and downs, but one thing is undeniable — the world-building was done insanely well. One such piece of world-building that is worth mentioning is the existence of the Special Tactics and Reconnaissance agents. For those who don’t know, SPECTREs are special agents, granted authority by a government council to essentially carry out special missions that standard military cannot. This authority also gives them an insane amount of freedom.
If there is any unit, fictional or otherwise, to live up to the “Own F***ing Program” mantra, it’s definitely SPECTREs. Why? Because they’re rarely even assigned tasks; often times they just find their own and occasionally check in with the council that granted them their authority in the first place.
So, here are the biggest reasons being a SPECTRE would be awesome:
Although, you may still have to answer to military and government officials when the time comes.
You can choose your missions
You can also decide which ones take the most precedence. Do you want to rescue colonists before defeating a rogue who’s threatening life in the galaxy? Have at it. For the most part, military officials won’t breathe down your neck about what you’re doing — you just do you.
This allows you to put together your own personal A-team.
You choose your crew
You don’t have to go planet-side with a team that was assigned to you. You can essentially recruit whoever you want, including mercenaries, to watch your back.
Like signing out a duty van — just make sure you fill up the tank.
You get your own ship
Who doesn’t want their own ship to travel where and when as they please at the expense of their government? That ship is basically yours to do with as you please and go where you see fit, even if there aren’t any missions tied to that distant moon you just dropped in on.
Or you can just go with what they give you.
You get the best weapons and gear
“Military grade” doesn’t apply to you. In fact, you can buy whatever you need for your missions, and no higher-up is going to yell at you for it. You want that scope for your rifle? Cool. Do you want to use that alien’s blaster that they just dropped? Go for it. Is the military issued armor not best on the market? Pick up your own.
No more relying on that government salary.
(U.S. Air Force photo)
You can get paid by whoever you want
One thing that may not have been covered is whether SPECTREs earn a salary or not. But, one thing’s for sure — if someone offers to pay you credits for a job, you’re allowed to take it. Remember how we said you can pick your own missions? One being more lucrative than another may actually be part of which ones you take.