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.
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.
Gamers have all experienced this before — you’re trying to get from Point A to Point B when, suddenly, you’re gunned down by a player who’s been hiding, motionless, for minutes, just waiting for you to run by. It doesn’t matter if it’s a sniper in an open field or some jerk hiding around the corner with a shotgun — it pisses you off and, of course, it’s never your fault.
The practice of posting up in a spot and waiting for players to enter your field of view is called ‘camping,’ and if you’ve played an online shooter, this tactic has definitely boiled your blood. Probably because we all, on some level, recognize an undeniable truth: there’s nothing technically wrong with the strategy.
If you’ve just come off a losing round of CS:GO, this is probably the point in the article where you ragequit and go back to scrolling through Facebook, but if you’ve served, then you know ‘camping’ is a legitimate strategy — one that’s used in every area of military tactics, both defensive and offensive.
Next time, before you yell at that camper, consider these real-life examples:
If you know anything about being a sniper, then you’ll know exactly why this is at the top of the list. Snipers are the kings of real-life camping. Their entire job revolves around sitting in a spot, waiting to clap someone on the other side of the “map.”
A successful ambush leverages the element of surprise against your enemy. It’s when you and your entire squad hide in some bushes and wait for enemies to roll down a road so you can punch their time card.
If an enemy squad hears you approaching in PLAYERUNKNOWN’S BATTLEGROUNDS, they’re going to hit the deck and wait until you come into view. It’s fair play and you getting upset about it won’t diminish its usefulness.
Whether you’re in a city, in a desert, or in a jungle, if you’re kneeling down waiting for enemies, then you’re definitely camping. You’d be stupid not to keep an eye out for the enemy in real life — so why’s it a sin in gaming?
Sitting in a defense
Defensive postures are mostly meant for resting after a large-scale attack, but while you’re sitting in your fighting hole, you’re watching for enemies.
This is, essentially, 300+ people camping together in real-life.
The entire purpose of being on post is, no matter where you’re at, to watch for enemies and forcefully remove their soul from their body should they come around. Sometimes, you’ll wait for hours and nothing happens but, either way, camping is used to maintain security in large perimeters.
So, next time someone says they “hate campers,” remind them that it’s not only fair — but tactically sound.
Nintendo’s new version of the Nintendo Switch costs just $200, and it’s scheduled to arrive on Sep. 20, 2019.
The Nintendo Switch Lite, which was revealed on July 10, 2019, after months of rumors, is similar to the flagship $300 Nintendo Switch in many ways — and crucially different in a few ways.
Outside of price, here’s how the two Nintendo Switch versions stack up:
1. The Nintendo Switch Lite costs 0 less because it’s a portable-only console.
The Nintendo Switch is named as such for its ability to switchbetween form factors.
You can take it on-the-go, as a handheld console! You can dock it at home and play games on your TV, as a home console! You can even prop it up on its built-in kickstand, detach the two gamepads, and play multiplayer games with a friend, as a standalone screen/console! Madness!
The Nintendo Switch Lite, however, isn’t quite so verstatile. It’s intended for one thing: Handheld gaming.
Like the Game Boy, Game Boy Color, Game Boy Advance, Nintendo DS, and Nintendo 3DS before it, the Nintendo Switch Lite is a portable game console. It runs the same games as the Nintendo Switch, but it can only be used as a portable game console.
2. The Nintendo Switch Lite is smaller than the flagship Nintendo Switch, in both its body and screen sizes.
On the standard, 0 Nintendo Switch console, the touch screen is 6.2 inches. On the new Nintendo Switch Lite, the touch screen comes in at 5.5 inches.
Similarly, as seen above, the overall size of the Switch Lite’s body is shorter and skinnier than the standard Switch console.
3. The Joy-Con gamepads don’t detach from the Switch Lite.
Another major selling point of the original Nintendo Switch console was its removable gamepads — the so-called “Joy-Con” controllers. A single Nintendo Switch console, with Joy-Cons, is a two-player standalone gaming system! Pretty incredible!
But the Nintendo Switch Lite is a handheld console, intended for a single person to use it as a handheld console. Thus, the Joy-Cons are built directly into the hardware.
Notably, you can pair various other Switch controllers to the Switch Lite — the Joy-Cons, for instance, or the Switch Pro Controller — which is handy if you still want to play multiplayer games like “Mario Kart 8 Deluxe” on the itty-bitty screen.
4. The d-pad is an actual d-pad now.
For many, the version of a d-pad on the left Joy-Con was an abomination. Four directional buttons? Instead of a connected d-pad? What?!
The Nintendo Switch Lite solves that issue by putting in a standard d-pad.
5. The battery life is a little better on the Switch Lite.
Are you looking for a whopping half hour increase in battery life? You’ve come to the right place: The Switch Lite is exactly that. Instead of a maximum of 6.5 hours (like the original Switch), the Nintendo Switch Lite has a maximum of 7 hours.
As always, though, battery life will differ based on the game you’re playing: Games with intense graphical needs will chew through your battery faster, as will playing games online. So if you’re playing “Super Smash Bros. Ultimate” online with the brightness up, your mileage will very likely vary.
6. The Switch Lite comes in three colors: Yellow, Grey, and Turquoise.
The standard Nintendo Switch has a few different color options based primarily around swapping Joy-Cons of various colors, but the Nintendo Switch Lite is going all-in on color choice.
In addition to the three seen above — the standard colors that the Switch Lite will be offfered in — expect special editions, like the “Pokémon” one that arrives this November with the new game “Pokémon Sword Shield.”
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
Troops go through seemingly endless amounts of training that can be expensive, boring, and even dangerous. In an effort to make training cheaper, safer, and more effective, the service branches have turned increasingly to video games and simulators.
Possibly the most immersive system in use today, the VIRTSIM system from Raytheon allows users to operate in an open area the size of a basketball court. Trainees wear a set of sensors and feedback gear that records their every action and feeds it into the simulator. Virtual reality goggles show them a simulated world that they move through as a team.
Similarly, the Army’s Dismounted Soldier Training System allows troops to train as a squad in virtual reality. The system allows for customizable missions and incorporates all of a trainee’s movements except for actually walking. Because of the high cost of treadmills, each soldier stands on a rubber pad and moves through the environment with a controller mounted on their weapon, meaning they can’t train the muscle memory of leaping to cover or learn as well to operate with muscle fatigue.
Still, the DSTS provides the chance for soldiers to respond to a mortar attack, react to a near ambush, or any number of dangerous situations that are impossible to train on in the real world.
One of the older simulators, the Engagement Skills Trainer 2000, has even more limitations. Troops are confined to a room and can’t move their character through the simulation at all. Instead of looking through goggles to see the virtual world, a projection of the simulated battle is displayed on one or more walls and trainees engage targets in it.
The EST 2000 does have weapons that closely simulate actual M4s, M9s, and other commons systems. The weapons keep track of how the soldier aims and fires, catching even small actions like trigger squeeze. This allows marksmanship trainers to collect detailed information about what a service member is doing right or wrong.
The military branches use simulators similar to the ESTS 2000 to train pilots and vehicle crew members. While not being able to walk limits training opportunities for ground troops, people in vehicles don’t have to worry about that. Warrior Hall at Fort Rucker allows new Army pilots to train on different helicopter airframes. The Navy and Air Force have similar programs for jet pilots.
While the simulators are great, the goal isn’t to replace the standard training but to augment. Troops can use the simulator to practice rifle fundamentals before heading to the range, experience hitting a building with their squad before their first visit to a shoot house.
And the military still has even more ambitious plans for simulations. The Future Holistic Training Environment Live Synthetic program would tie together different simulations and allow players to participate in massive exercises. Pilots training in New Mexico could fly support for infantrymen training in California while battle staff commanded from North Carolina.
Recruiting officials hope that soldiers who compete in these gaming tournaments will help the service connect with this specific, but growing, segment of the American youth population.
Roughly 35 percent of American males ages 21 to 35 participate in this market, which is estimated to be worth id=”listicle-2625430237″.9 billion, recruiting officials say. They often play multiplayer, first-person shooter games such as Overwatch and Call of Duty on systems ranging from personal computers to PlayStations, both on their own and in tournaments sponsored by civilian gaming leagues.
Capt. Ryan Lewis talks to Sgt. 1st Class Christopher Jones and @twitch.tv shout caster James “jchensor” Chen during the Army Entertainment Esports Street Fighter V tournament 11 August 2018, at the Alternate Escapes Café at Fort Gordon, Georgia.
(U.S. Army 2nd Recruiting Brigade)
Young soldiers are part of this subculture, according to Sgt. 1st Class Christopher Jones, noncommissioned officer in charge of the Army Esports Team.
“Soldiers are showing a want and desire to not only play gaming … but also be in competitive gaming, and we understand that is a really good connection to our target market,” he said. “These soldiers will actually be hand-selected, so what we are doing is grouping them together and — based upon the title and platform that they wish to compete in — having them scrimmage within those groups to find out who are the best we have.”
Jones has been gaming since he was five years old and has a “custom-built PC, a Nintendo Switch, PS4 Pro and an Xbox One X. So if there is a game, I normally play it,” he said.
Part of the screening process will include ensuring that candidates also meet Army physical fitness, height and weight standards.
“Those soldiers will be screened from there to make sure that not only can they compete, but [they] are the top-quality soldier that we are looking for in order to move here to Knox to compete,” Jones said. “We want those soldiers, when they go to these events, to be able to articulate to the public.”
Team members will serve 36 months at Fort Knox and travel to tournaments, supporting the Army’s recruiting efforts at high schools and colleges, he said.
Many applicants who aren’t selected for the team could still be involved in the effort, Jones said.
“There are a lot of soldiers that just want to be a part of the community and want to help out even outside of competitive play,” he said. “We do have soldiers who have applied to the program and said, ‘I know I’m not competitive; however, I wish to help grow this.’ “
These soldiers can still participate on their off time, doing exactly what they already have been doing, Jones said.
“The difference is we are giving them a platform to play together … whether it be participating in online tournaments or just playing together and showcasing that to the American public,” he said.
“Essentially, soldiers are already playing video games,” Jones said. “We are just bringing to the light what is already in existence.”
The eSports world is widely shared on “Twist TV and all of these streaming services,” said Sgt. 1st Class Robert Dodge, a spokesman for Army Recruiting Command.
“We know that there is a large [portion] of the population out there that is watching these video game tournaments and watching people game, and this is allowing our soldiers who are already doing this and competing in these tournaments to get out there and connect with that large population,” Dodge said.
“So with this, we can touch a huge number of people and tell our Army story and help get them potentially interested in wanting to serve,” he added.
This article originally appeared on Military.com. Follow @militarydotcom on Twitter.
Whether he spends his weekends streaming on Twitch or if he’s lucky enough to squeeze in a few hours a week, every gaming dad needs the best gear to unlock his next achievement. From the resurgence of retro consoles to the latest in high-resolution headphones, here are 11 gifts that can help any dad level up his game.
1. NES Wireless Controllers for Switch
It’s the perfect hybrid of old-school aesthetics and modern tech. This wireless two-pack brings back the vintage NES controllers as an alternative for the Nintendo Switch. This isn’t some nostalgia cash grab, it’s specifically for the classic NES games you can play on the Switch via the Nintendo eShop. Plus, there are just two updates — the controllers come with two new shoulder buttons.
Created by eSports innovative tech company Scuf Gaming, this controller reimagines Sony’s DualShock 4 by borrowing the style of the Xbox One controller and ups the customization factor. With additional buttons (paddles, actually) placed under the gamepad, you can create custom button settings allowing you to keep your thumbs on the sticks during any game.
Nintendo Labo not only gets kids more involved with gaming titles, but it also invokes a DIY spirit before the console is turned on. Their newest kit, the Labo Vehicle, gives you everything you need to craft a cardboard steering wheel and pedal for racers, a joystick for planes, and a submarine wheel for underwater adventure.
Following in the footsteps of the absurdly successful and adorably cute retro consoles by Nintendo, Sony is dipping its toes in the nostalgia pool with their PlayStation One Classic. Roughy 45% smaller than the 1994 original, the Classic comes with two wired controllers, an internal memory card, and 20 preloaded titles including Metal Gear Solid, Ridge Racer 4, Twisted Metal and Rayman.
The world’s first certified high-res gaming headphones may just be the best set of cans for gaming. The headphones can take PS4 or PC audio and deliver lossless, crystal clear sound. Not to mention, they’re equipped for online chat with a built-in retractable mic, comfy leather ear cushions, and the Arctis signature ski goggle suspension strap over the steel headband for a perfect fit. Choose a reliable wired controller, or go wireless.
Fans of Red Dead Redemption have waited eight long years to traverse the wild west once again. Red Dead Redemption 2 is already being called an all-time great, and Sony is celebrating the critically acclaimed sequel with a PS4 Pro bundle. The PS4 Pro itself may have no RDR2 inspired decorations or skins, but with the game in full 4K glory, no one will ever look at the console.
Delivering the best VR visuals with no PC or wired connection needed, and at half the price of the Oculus Rift, Go is the sleekest VR headset to date. The elastic straps on the Go make for the most pleasant fitting VR headset available, and with thousands of compatible apps for the Go, you’ll appreciate the comfort after a few hours.
8. Blood Sweat & Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made
It can take hundreds of people countless hours over a number of years to create one single game. All of that work often goes unnoticed, until now. Jason Schreier, an editor at Kotaku, takes readers through first-hand tales of video game development from the biggest AAA games to the smallest indies, giving credit to the unsung heroes behind your favorite games including Destiny, Dragon Age, and games that made it to consoles.
It’s the biggest video game of 2018, and Microsoft is piggybacking off of the popular title with an Xbox One S bundle. The 1TB edition comes with a full download of the first person shooter and a DLC complete with different skins, 2,000 in-game money (V-Bucks) and a free month to Xbox Live. It’s worth nothing, Fortnite has cross-platform play, so you can take on friends who are playing on other gaming systems.
According to the science from Kontrol Freek, the company feels every gamer would see an improvement in performance if every thumbstick on current controllers were just taller. Freek says their sticks ups your accuracy and takes the tension off your thumbs. And with a slew of different styles, colors, and game themes, you can find the thumbstick that’s just right for you.
While it might feel like 2020 has already lasted seven or eight decades, extended stay-at-home orders are going to make this year feel a whole lot longer and lonelier. Nothing like looking at an empty calendar for the next few weeks until… indefinitely. Womp. But here to brighten your social life is Jackbox Games. Everyone’s favorite TV party game just got an even better twist: you can play it together, remotely.
Jackbox Games has a multitude of interactive, hilarious games that will keep you guessing and laughing for hours. From drawing and guessing games like Drawful to Murder Trivia and everything in between, Jackbox is a fan favorite on Friday nights in our friend group when we’re together – so we’re ecstatic we can now play while we’re all apart.
If you feel confident about you and your fellow players’ internet connections, just hop on a videoconferencing service (like Zoom or Google Hangouts). Start a game on your laptop and use the screen sharing option so that players you’re on a call with can see the game. Everyone can play along on their own mobile devices by using a browser and going to Jackbox.tv. If you’re having difficulty with getting out of full screen mode in the game to get back to your video conferencing screen, go to the game’s settings in the main lobby and turn off “Full Screen Mode.”
If you’re a Steam fan, you can skip the videoconferencing step and use Steam Remote Play Together. This feature allows you to share your local co-op games online with friends. Using Remote Play Together, only one person needs to own a copy of a Jackbox Games title. Up to four players (or more with faster internet connections) can join. You can find instructions for how to get started here.
Discord screen sharing can also be a great option if you’re playing on a laptop. You and up to nine of your Discord friends can connect and have both the game and video enabled. You’ll want to see your friend’s face when they’re lying about being an alien in Push The Button. Learn more here.
Some consoles also have screen share or co-stream abilities as long as you’re playing with someone who also owns that platform. For example, if you’re friends with someone else on Xbox One, co-streaming lets you and up to three friends merge your screens into one single Mixer broadcast. Instead of streaming, many people have set up an additional webcam in front of their TV as an easier option.
The creators of “Fortnite” have responded to the pleas of hundreds of players by lowering the firepower of a giant robot that has been terrorizing the game for weeks.
Epic Games added the B.R.U.T.E. mech suit to the game with “Fortnite’s” season 10 update on Aug. 1, 2019. The B.R.U.T.E. is a two-person vehicle that requires one player to pilot while the other player controls a rocket launcher and shotgun. The B.R.U.T.E. can crush players and destroy buildings simply by stomping through them, and its boosters give it tons of mobility compared to players on foot.
The mech has been wreaking havoc in battle royale matches, and some of the most well-known “Fortnite” players started a social media hashtag #RemovetheMech to petition for the B.R.U.T.E. to be removed entirely. Players have specifically complained about their inability to defend themselves against the B.R.U.T.E. during competitive matches.
The game’s developers attempted to defend the B.R.U.T.E.’s strength in an Aug. 15, 2019 blog post, sharing specific stats about how many players were eliminated using the mech in battle royale matches. Epic said the mech was designed to bring “spectacle and entertainment” to the game, and make it easier for players with a lower skill level to win a match.
“The mission of Fortnite is to bring players of all skill levels together to have a fun experience where anyone can win. For example — everyone having a shot at that first elimination or Victory Royale moment and the satisfying feeling that comes with it. Right now, we know there are players out there who have never had that opportunity,” the developers said in the post.
Now, one week later, Epic announced sweeping changes to the B.R.U.T.E., lowering its speed and damage, and making it appear less often overall. The changes are designed to make the mech a defensive tank, rather than an aggressive juggernaut.
Streamers React To The BRUTE Finally Being NERFED & Junk Rifts Being REMOVED!
“We want to reduce a B.R.U.T.E.’s ability to engage and disengage at long distances to encourage a more strategic approach to an encounter,” the detailed patch notes read. “In general we hope to shift B.R.U.T.E.s away from being highly mobile and put more emphasis on their already defensive nature.”
The B.R.U.T.E. will still be around for the foreseeable future, but it seems that players will have now a better chance to fight back. “Fortnite” regularly cycles through weapons and vehicles, so its possible that the mechs will be a distant memory in a few months, or just replaced with something even more powerful.
“Fortnite” is the most popular game in the world with more than 250 million players, and it’s free to play. The game also supports competitive events that give away millions of dollars in prize money.
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
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.
A four-man team of soldiers sits in a nondescript building on Fort Belvoir, Va., each at his own desk, surrounded by three monitors that provide them individual, 3D views of an abandoned city.
On screen, they gather at the corner of a crumbling building to meet another team — represented by avatars — who are actually on the ground in a live-training area, a mock-up of the abandoned city. They’re all training together, in real time, to prepare for battles in dense urban terrain.
That’s the central goal of the Synthetic Training Environment (STE) — immersive, integrated virtual training — presented during a Warriors Corner session at the 2018 Association of the United States Army (AUSA) Annual Meeting and Exposition in Washington. The Army has been working toward this kind of fully immersive training experience for decades, and leadership hopes to have it operational as early as 2025.
In May 1993, Army RDA Bulletin dedicated several articles to the concept and execution of distributed interactive simulation (DIS), “a time and space coherent representation of a virtual battlefield environment” that allowed warfighters across the globe to interact with one other as well as computer-generated forces, according to John S. Yuhas, author of the article “Distributed Interactive Simulation.”
Better, faster, stronger
While the name of the program seems to emphasize individual simulation units, its overarching purpose was to bring together thousands of individuals and teams virtually in real time. Central to DIS was the idea of interoperable standards and protocol, allowing each community — “trainer, tester, developer, and acquisitioner” — to use the others’ concepts and products, Maj. David W. Vaden wrote in “Vision for the Next Decade.”
The article explained that “distributed” referred to geographically separated simulations networked together to create a synthetic environment; “interactive” to different simulations linked electronically to act together and upon each other; and “simulation” to three categories — live, virtual and constructive. Live simulations involved real people and equipment; virtual referred to manned simulators; and constructive referred to war games and models, with or without human interaction.
DIS has much in common with STE. Both provide training and mission rehearsal capability to the operational and institutional sides of the Army (i.e., soldiers and civilians). They even share the same training philosophy: to reduce support requirements, increase realism and help deliver capabilities to the warfighter faster.
Users of STE will train with live participants and computer simulations, with some units training remotely. However, STE takes virtual reality training to a new level altogether by incorporating advances in artificial intelligence, big data analysis and three-dimensional terrain representation.
Current training simulations are based on technologies from the 1980s and ’90s that can’t replicate the complex operational environment soldiers will fight in. They operate on closed, restrictive networks, are facilities-based and have high overhead costs for personnel, Maj. Gen.
Maria R. Gervais, commanding general for the U.S. Army Combined Arms Training Center and director of the STE Cross-Functional Team, said in an August 2018 article, “The Synthetic Training Environment Revolutionizes Sustainment Training.”
Those older technologies also can’t support electronic warfare, cyberspace, and megacities, the article explained. For example, soldiers in the 1990s could conduct training using computers and physical simulators — like the ones showcased in Charles Burdick, Jorge Cadiz and Gordon Sayre’s 1993 “Industry Applications of Distributed Interactive Simulation” article in the Army RDA Bulletin-but the training was limited to a single facility and only a few networked groups; the technology wasn’t yet able to support worldwide training with multiple groups of users in real time, like the Army proposes to do with the STE.
Gervais presented a promotional video during “Warriors Corner #13: Synthetic Training Environment Cross-Functional Team Update,” which said the STE will provide intuitive and immersive capabilities to keep pace with the changing operational environment. The STE is a soldier lethality modernization priority of the U.S. Army Futures Command.
“With the STE, commanders will conduct tough, realistic training at home stations, the combat training centers and at deployed locations. The STE will increase readiness through repetition, multi-echelon, multidomain, combined arms maneuver and mission command training. And most importantly, the STE will train soldiers for where they will fight,” said Gen. Robert B. Abrams, then-commanding general of U.S. Army Forces Command, in the same video. Abrams is now commander of United Nations Command, Combined Forces Command, U.S. Forces Korea.
Today, simulations in the integrated training environment do not provide the realism, interoperability, affordability and availability necessary for the breadth of training that the Army envisions for the future. The STE will be able to do all that — it will be flexible, affordable and available at the point of need.
“This video helps us get to shared understanding, and also awareness of what we’re trying to achieve with the synthetic training environment,” Gervais said during the AUSA presentation. “But it also allows us to understand the challenges that we’re going to face as we try to deliver this.”
“We don’t have the right training capability to set the exercises up,” said Mike Enloe, chief engineer for the STE Cross-Functional Team, during the presentation. “What I mean by that is that it takes more time to set up the systems that are disparate to talk to each other, to get the terrains together, than it does to actually have the exercise go.”
The Synthetic Training Environment will assess Soldiers in enhancing decision-making skills through an immersive environment.
(US Army photo)
The Army’s One World Terrain, a 3D database launched in 2013 that collects, processes, stores and executes global terrain simulations, has been the “Achilles’ heel” of STE from the start, Enloe said. The Army lacks well-formed 3D terrain data and therefore the ability to run different echelons of training to respond to the threat. The database is still being developed as part of the STE, and what the Army needs most “right now from industry is content … we need a lot of 3D content and rapid ways to get them built,” Enloe said. That means the capability to process terrain on 3D engines so that it can move across platforms, he said, and steering clear of proprietary technologies. The STE is based on modules that can be changed to keep up with emerging technologies.
The Army also needs the ability to write the code to develop the artificial intelligence that will meet STE’s needs — that can, to some extent, learn and challenge the weaknesses of participants, he said.
Retired Gen. Peter W. Chiarelli, 32nd vice chief of staff of the Army, emphasized during the presentation that the Army needs to move away from the materiel development of the STE and focus on training as a service. “I believe that a training environment should have two critical aspects to it,” he said: It should be a maneuver trainer, and it should be a gunnery trainer.
Changing the culture
Brig. Gen. Michael E. Sloane, program executive officer for Simulation, Training, and Instrumentation (PEO STRI), said the leadership philosophy of STE’s development is about fostering culture change and getting soldiers capabilities faster. “We have to be proactive; the [cross-functional teams] have to work together with the PEOs, and we’re doing that,” he said. “Collectively, we’re going to deliver real value to the soldier, I think, in doing this under the cross-functional teams and the leadership of the Army Futures Command.”
Many organizations are involved with STE’s development. The U.S. Army Combined Arms Center-Training and the U.S. Army Training and Doctrine Command capability managers are working requirements and represent users. PEO STRI is the materiel developer. The U.S. Army Maneuver Center of Excellence is responsible for the infantry, armor and combined arms requirement. And finally, the assistant secretary of the Army for acquisition, logistics and technology (ASA(ALT)) serves as the approval authority for long-range investing and requirements.
With the Futures Command and ASA(ALT) collaborating throughout the development of STE, Sloane believes the Army will be able to reduce and streamline acquisition documentation, leverage rapid prototyping, deliver capabilities and get it all right the first time.
Soldiers prepare to operate training technologies during the STE User Assessment in Orlando, Fla., in March 2018.
(Photo by Bob Potter)
Gervais reminded the AUSA audience in October that she had spoken about STE at the annual meeting two years ago, explaining that the Army intends to use the commercial gaming industry to accelerate the development of STE. “I did not believe that it couldn’t be delivered until 2030. I absolutely refused to believe that,” she said. In 2017, the chief of staff designated STE as one of the eight cross-functional teams for Army modernization, aligning it with soldier lethality.
Since then, STE has made quite a bit of progress, Gervais said. The initial capability document for the Army collective training environment, which lays the foundation for STE, was approved in 2018. The Army increased its industry engagement to accelerate the development of STE, according to Chief of Staff of the Army Gen. Mark A. Milley’s direction, which led to the awarding of seven other transaction authority agreements for One World Terrain, followed by a user assessment in March 2018. In June, Secretary of the Army Dr. Mark T. Esper and Milley codified STE in their vision statement. “We’re postured to execute quickly,” Gervais said.
In the meantime, she said, there has been a focused effort to increase lethality with a squad marksmanship trainer in the field to allow close combat soldiers to train immediately. The Army also developed a squad immersive virtual trainer. “We believe we can deliver that [squad immersive trainer] much quicker than the 2025 timeframe,” she said.
STE is focused on establishing common data, standards and terrain to maximize interoperability, ease of integration and cost savings, Gervais said. With the right team effort and coordination, she believes STE can be delivered quickly. Perhaps in a few short years, STE can achieve the lofty goal that DIS had for itself, according to Yuhas: Revolutionize the training and acquisition process for new weapon systems.
Obviously, video games are nothing like the real world. No one is going to give you 100 gold coins to go clear a bunch of rats out of a dungeon and no one is impressed by your ability to roll on the ground to get places faster.
Where this division between real life and gaming hits the hardest is in the military. Think about it — not once has a recruiter tried to tell you about the “quest reward” that is the GI Bill. On the bright side, there are a lot less people screaming that they’ve done unspeakable acts to others’ mothers — so there’s that.
These are six video game tropes that are completely detached from reality.
Usually, waiting for your vision to stop going red indicates a concussion…
Most games have one of two types of healing: Either you just hide behind a rock for a few seconds and you’re perfect or you run over a first-aid kit and it immediately feel better You might be surprised to learn that this isn’t how it works on an actual battlefield.
There are entire occupations in the military dedicated to delivering aid to wounded troops. The cold reality is that just throwing a first aid kit at someone isn’t going to get them back to 100%.
It’s probably for the best. A laser could get set off by anyone: friend, foe, or civilian bystander.
For some reason, claymore mines in video games are always set to go off when someone walks in front of the little lasers attached to the front.
In real life, mines like those do exist, but they aren’t used on the battlefield. Laser tripwire mines are highly discouraged by the Geneva convention. Typically, real claymore mines are detonated with a wire and switch.
Even in the apocalypse, any weapon you find works perfectly.
Perfectly working weapons
No matter what wide assortment of weapons and firearms the game presents to the player, every weapon will always work perfectly. You never have to clean them, maintain them, or deal with many of the issues that plague actual weapons.
Cleaning weapons is a daily routine for combat arms troops. But even if the weapon is at peak cleanliness, they may still suffer a failure to feed, load, or eject, which takes a troop out of the fight temporarily. It’d be nice for immersion if the gamer had to perform SPORTS on a disabled rifle, but it definitely wouldn’t be any fun.
Older games tended to be a lot more straightforward with their orders.
In a sense, there are briefings in video games. While the mission loads up, players are told what to do and then sent off to play. If they don’t like a mission, they can usually just skip it — or disregard orders and play it however they see fit.
Declining a mission from someone who outranks you or putting your own “creative twist” on an objective to it is a surefire way to incur administrative action — especially if your idiotic move has terrible consequences for someone else.
It’s also much harder to do a 360 No-Scope in real life, so don’t try it at home, kids.
“Running and gunning”
In multiplayer games, when a match starts, players set out with a singular objective of outscoring the other guys. This means that everyone plays the fun role of the badass who runs around the map shooting fools in the face.
Actual missions are set up differently and broken down into many different tasks. Your security element is often away from the fight and watching what the enemy is up to, the support element makes sure things go according to plan, and even the assault teams you’d expect to be doing the badass stuff often are given a single task like, “just watch this one particular window.”
Thankfully, helicopter pilots don’t give a damn if you’ve gone on a 7-kill streak or not.
Video games try to give everyone an equal and competitive chance at winning. Developers spend months fine tuning a game before launching it to make sure every player is given the same chance as the next. In a perfect, competitive environment, the only variable is skill.
There’s no way in Hell that U.S. troops would willingly fight on the same level as their enemy. Sure, there’s always going to be that one tool who complains about the Geneva Convention “holding us back,” but in the grander scheme of things, it really doesn’t. U.S. troops kick an unbelievable amount of ass — and they do so with bigger guns, better technology, and more rigorous training.
Most veterans who have served in the past 20 years are probably familiar with video games. From barracks LAN parties, to marathon sessions of Madden NFL at the MWR while downrange, it’s safe to say veterans like to play video games. Studies have shown that video games also help veterans recover from some mental health challenges, providing an escape while boosting confidence, personal growth, leadership, and social connections.
Operation Supply Drop’s Games to Grunts program supports community engagement to veterans, military, and their families through video games. Most of the games they offer are on Steam, such as TEKKEN 7, Cooking Simulator, and Vietnam 65′, but other platforms are also available, like free XBOX Game Passes. All of the games are available through digital download codes.