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.
There’s a meme that occasionally makes the rounds on social media that claims you’d have to kill 359 people in order to save up enough human blood to get the iron required to make a longsword. Forging a weapon of war from the blood of your enemies? Sign us up.
But that number seemed a little suspect, so we decided to dig deeper.
It’s true, there is iron in red blood cells — mostly in hemoglobin — but trying to extract that iron from someone’s blood is no simple process. And, with a little math, we’ve determined that if you’re somehow able to get the iron out, the number of people you’d need to drain would be way higher than the meme suggests. Let’s explore this bloody question.
Yes, this scene. Side note: This is why they had Mystique inject iron into the blood of the guard — to keep this scene scientifically accurate.
(20th Century Fox)
First of all, there are roughly 5 million red blood cells in a microliter of blood. Accounting for the tiny fractions of iron in red blood cells and the amount of blood in the body, the amount of iron within an average human body totals 4 grams, enough for about eight paperclips. We’re thinking that whoever invented the meme took this number, did the division, and came to the conclusion that you’d need 359 unfortunate souls to complete the diabolical process. But we’re not finished — not by a long shot.
A single molecule of hemoglobin is comprised of 2952 carbon atoms, 4664 hydrogen atoms, 832 oxygen atoms, 812 nitrogen atoms, eight sulfur atoms, and a whopping four iron atoms. You’d have to strip away the rest of the elements in the molecule to get to said iron. So, now we have to talk extraction — and since you’re probably already thinking of that scene from X2, let’s talk magnets.
The quality of the iron in the blood might be tied to the healthiness of each individual — but we’re just going to assume that’ll average out over the several thousand souls required…
(Photo by Tamahagane Arts)
The iron in the metalloprotein hemoglobin isn’t in a metallic state, which is great for anyone who has ever encountered a magnet. This is why you don’t immediately collapse from a clogged artery when a magnet comes close to your veins. Instead, oxygenated hemoglobin is diamagnetic — meaning it repels magnets — at an extremely low level. The blood that travels between the heart and the lungs is deoxygenated, however, making it paramagnetic, so that’s the first place any chaotic-evil blacksmith should begin.
If you could manage to create a machine to pump and deoxygenate large quantities of blood, like a modified, artificial heart, it would then be prepped for a super-magnet to pull the raw iron out of the blood. Take the blood that’s been pulled out by a super magnet and set it on fire to burn away any remaining oxygen and hydrogen and, voila, you have something to work with — in theory, anyway. Nobody’s tested this, probably because they don’t feel like being labelled a mad scientist.
What you’d be left with is something similar to iron sand. You officially have a workable material for first step in the smelting process. But there’s a huge difference between raw materials and iron that’s able to be forged.
In the real world, for every 1 kg of workable iron ingots created, you end up with an average of 3.181 kg of impurities and slag byproduct — and that’s when working with the highest quality iron sand, stuff from Gampo, South Korea. We’ll give our theoretical blood-iron the benefit of the doubt and assume it’s about the same in terms of quality.
So, you’ll need a total of 4.181 kg of blood-iron sand to get 1 kg of workable iron. Now, let’s get back to the math.
At this point, you’d already be considered a monster, so let’s keep going! To get 25 kg of usable blood-steel for a full suit of armor would require a messy 179,376 blood bags — which, surprisingly, is less than the amount of people killed annually by sugary drinks worldwide.
(Bethesda Game Studios)
An average longsword has a finished weight of around 1.5 kg — but typical generates an additional 0.75 kg of waste. That means we’ll need 2.25 kg of workable iron to make the sword. 2,250 grams of workable iron, factoring for the ratio of impurities, means we’ll need 9,407.25 grams of raw material — of blood-iron sand — to start. At 4 grams per person, you’d need at least 2,352 completely drained donors to make a iron longsword out of blood.
But if you’re going that far, why stop at iron? Why not work it into steel, which makes objectively better weapons?
Continuing folding and forging, removing the impurities, and adding carbon (which, presumably, could be found in the garbage shoot after all the work you’ve done so far) can harden that bad boy into something more durable. Granted, you’d need more blood-iron sand at a magnitude of 1 kg of blood-steel ingots to 27.7 kg of waste. That puts you at 64,749.9 grams of blood-iron sand, or a genocidal 16,188 doomed souls to create a single steel blade.
To put that in perspective, you’re looking at killing roughly half as many people as the bubonic plague did in 1625 London.
Young civilians often tend to equate life in the military with what they see in video games. By their very nature, video games are supposed to be fun and engaging. You often find yourself in the boots of an impossibly badass character, doing over the top things.
By contrast, life in the military usually involves sitting around, waiting to hear what the next training exercise will be. It’s definitely not the video-game-like experience some might expect.
We can’t blame you for using your imagination, though. In fact, these are some things about video games that would make real military service so much better.
6. The tutorial would be much shorter
At the beginning of nearly every game, you’re first taught how to play the game. Use the sticks to move around, press ‘X’ to jump, press ‘R2’ to shoot, and so on. In the real world, you spend 9 weeks in basic/boot camp, additional time learning your specific MOS, and then god-knows-how-much time before you actually deploy.
5. Traveling would just be a load screen
One of the worst waits in the military is the moment you pack your duffle bag for the last time to leave the deployment. You wait to get the order to move to the larger FOBs, you wait to get the order to leave country to a larger airfield, and then you wait for the plane to finally touch down. At least in a video game, the load screens don’t last three weeks.
Every troop while they “hurry up and wait.” (Image via GIPHY)
4. Having a choice in gear would be nice
The most common talking point between someone who plays military video games and someone who actually knows the military is weapon selection. You’ll hear the, “Oh, did you get to use the (insert weapon issued by another country’s SpecOps)?”
Almost always, you’re assigned a weapon by your squad leader. One person is the grenadier, another the machine gunner. Everyone else is a rifleman. Rarely will you even interact with someone who has a sniper rifle, let alone use one.
If you’re wondering who gets the machine gun, it’s always the smallest person — because it’s funny. (Image via GIPHY)
3. Combat would be easy if the enemy was flagged for PvP
In massively multiplayer games, like World of Warcraft, you get to have fun duking it out with others in player-versus-player combat. For the most part, you’re always going to know who, exactly, is your enemy. Iraq and Afghanistan, on the other hand…
Also, looting stuff from the enemy is also generally frowned upon. (Image via GIPHY)
2. No need for medics!
Who needs an entire expertise that takes years of training when you can just step on top of a first aid kit or hide behind a rock until your screen stops glowing red?
You could get shot thirty times and get right back up to chainsaw someone in half a few seconds later.
Much simpler than changing your socks and taking a Motrin. (Image via GIPHY)
1. Changes from the developers usually make things easier
There’s no real rank structure in video games. Sure, you might have a guild leader or your e-sports team might have a captain, but the only words that come down the pipe to a gamer, generally, are patch notes. Games get patched to fix bugs, make the game more accessible, and usually have a positive impact on the overall game.
If you get word from the Big Military on something, it’s usually something dumb, like a change in the tattoo policy or a memo stating the uniforms you just bought are now obsolete.
If you think hearing your character got nerfed was bad, try hearing your deployment got extended. (Image via GIPHY)
“Final Fantasy VII Remake” is due out for PlayStation 4 on March 3, 2020, and Square Enix just dropped a new trailer at the Tokyo Game Show.
The new footage shows off the game’s villains: the president of the nefarious Shinra Company, and the Turks, Shinra’s suit-wearing enforcers.
“Final Fantasy VII Remake” will re-create the classic game from the ground up with totally new gameplay, but classic characters, summons, and the story will remain the same. The remake will be split into a series, with this game focusing on the city of Midgar
FINAL FANTASY VII REMAKE Tokyo Game Show 2019 Trailer (Closed Captions)
Most experiments in which biologists — or, more accurately, epidemiologists — study how a disease spreads are done theoretically, involving only a pen and paper. They do their best to simulate the spread of various contagions and study outbreaks of the past, but nobody would dare spread a disease simply to study it.
In 2005, however, they were given the perfect test conditions and subjects: World of Warcraft players.
World of Warcraft is a massively multiplayer online role-playing game made by Blizzard Entertainment set in a fantasy realm called Azeroth. In September of 2005, a new “raid” encounter — an experience that required 20 players — opened up, called Zul’Gurub. This was, basically, an ancient city loosely based on Mayan culture that belonged to a savage tribe of Trolls.
When players finally fought the final boss, the Serpent God Hakkar, they would contract a temporary “debuff” (or weakness) called “Corrupted Blood” that would slowly drain their health before spreading to another player.
Once a player was infected, they’d have to wait out the sickness or die in the process. It wasn’t much more than a nuisance to high-level players, as they could simply heal themselves and continue fighting, hoping to pry an epic sword from the Serpent Lord’s cold corpse. But the in-game plague didn’t just affect players.
In the game, you play one of several different fantasy roles, including paladins, druids, rogues, and (most relevant to this scenario) hunters. Hunters specialized in taming beasts that would then fight in their name. If a hunter’s pet contracted Corrupted Blood, the player could “dismiss” their pet, making it effectively disappear. The next time that pet was called to help, however, it would still have the disease — and it would still spread to nearby characters.
Hunters of the world would (sometimes) inadvertently bring their infected pets back to large population hubs after completing the raid. There, they’d call forth their beast without realizing it was still infected. Then, the Corrupted Blood was transmitted to other players outside of the raid. This time, the infected players weren’t powerful heroes attempting to kill a god, but rather low-level noobies that would quickly die once affected by the plague, causing it to infect others.
This spread just like a real plague. Players, in search of safety, would evacuate large cities, bringing Corrupted Blood to outlying hamlets, just as with real plagues. Some players would knowingly infect themselves just to harass other players, akin to bio-terrorism.
It was fixed within a week and the game developers apologized for the bug (even though they intentionally recreated it a few years afterwards). But this was the perfect scenario that every epidemiologist dreams of recreating without risking their medical license.
Years after the virtual incident, many researchers published documents using information gathered from the digital plague. They tracked how animals that humans keep as pets might be the most prone to infecting others. They monitored how the disease spread through major population centers and how it traveled along pathways towards the outer reaches of the game. It even simulated surprisingly lifelike actions of bio-terrorists and how they can be dealt with.
(Photo by Jerry Stillwagon)
All in all, it was a mild annoyance to the players but it gave the Center for Disease Control and many researchers a realistic and ethically-sound testing environment.
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.
“Call of Duty: Modern Warfare” had a massive launch, bringing in more than $600 million in its first three days. Publisher Activision Blizzard said “Modern Warfare” sold more in its first weekend than any “Call of Duty” game released since 2013.
With a new blockbuster release each year, “Call of Duty” is one of the best-selling video game franchises of all-time, and publisher Activision has doubled down for 2019 by releasing both “Call of Duty: Modern Warfare” and the free-to-play “Call of Duty Mobile” in October 2019.
“Call of Duty Mobile” saw more than 100 million downloads during the first week of October 2019, but that didn’t stop “Modern Warfare” from becoming the top-selling digital launch in Activision’s history.
“Call of Duty: Modern Warfare” also set new records on the PlayStation Network for the most digital preorders, and the most three-day digital sales on PlayStation 4. Activision also said “Modern Warfare” has become the top-selling “Call of Duty” PC launch ever, beating out last year’s “Call of Duty: Black Ops 4.”
“Black Ops 4” was the second-best-selling game of 2018, trailing “Red Dead Redemption 2.” “Call of Duty: WWII” was the best-selling game of 2017, and “Call of Duty: Modern Warfare” is likely to lead the charts for 2019 at its current pace.
“Through the first three days, Modern Warfare has more total players and total hours played than any Call of Duty opening release in the last six years,” Activision President Rob Kostich said in a statement.
For the very first time, “Call of Duty: Modern Warfare” unites the millions of “Call of Duty ” players on PlayStation 4, Xbox One, and PC by allowing cross-play and cross-progression, regardless of which version you’re playing. The game also has a cinematic single-player campaign, which “Black Ops 4” lacked. “Call of Duty: Modern Warfare” was built on a new engine too, giving the game a major graphical improvement from last year.
“Call of Duty: Modern Warfare” was released for PlayStation 4, Xbox One, and PC on Oct. 25, 2019. The PC version of “Modern Warfare” is available on Battle.net, Blizzard’s online gaming platform.
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.
If you haven’t played
Red Dead Redemption II, we highly recommend it. The game has some great storytelling and features some amazing characters. The most notable of the cast is the protagonist and player-character, Arthur Morgan. Easily one of the best characters in video game history, Arthur Morgan’s set of skills puts him in line with special operators around the world.
Special operators must be equipped to carry out the most dangerous missions the country has to offer. This is why they’re required to undergo rigorous training. Arthur Morgan, on the other hand, developed his skills while trying to survive in the days of the American frontier, a.k.a. The Wild West.
While there’re plenty of things to say about Arthur Morgan, here are some of the top reasons he’s operator AF:
Oh, and before we begin, this is your official spoiler warning.
Yes, he can even use a bow.
He can use just about any weapon
From your standard lever-action rifle to a tomahawk, Arthur can pick up any weapon and use it with deadly proficiency. He’s also a very skilled boxer and knife-fighter. His previous life as an outlaw put him through numerous fights against all sorts of enemies, and he learned from those experiences.
Being outnumbered is actually fun in this game.
He fights against overwhelming odds
Not unlike our very own Green Berets, who are trained to take on entire battalions with a single team, Morgan is no stranger to being outnumbered and still managing to shoot his way out of the situation, relatively unscathed.
In fact, on several occasions throughout the game, you fight around 20 people by yourself. That may not seem like a lot, but when your fastest firing weapon is a lever-action, it’s quite a challenge.
You’re alone most of the game anyway.
He goes on covert missions
Numerous times throughout the game, you’re sent on missions to steal or destroy things without being detected. Hell, there’s even a mission where you and another character, the famous John Marston, secretly blow up a railroad bridge. Another mission takes you into an Army camp to steal some items.
Of course, you can choose to make some noise, but when you do it quietly, you really get the feeling that Arthur is a true operator of his time.
Look at that thing!
He can grow a sick beard
While it may not be a requirement, most operators are definitely capable of growing nice, thick beards. If you choose to let it grow, Arthur’s beard can challenge even the most operator beards.
It’s honestly heartbreaking, though.
He gets tuberculosis… and keeps on fighting
The man gets diagnosed with TB and is even told by a doctor to get plenty of rest, but what does Arthur do? He goes about living his life as though nothing has changed. He struggles, sure, but he doesn’t let the sickness become a liability and fights all the way to the very end.
Shooting games are loved across the military, whether it’s Battlefield, Call of Duty, or any other video game that breaks up the monotony of the hurry-up-and-wait lifestyle.
Open-world shooters make for some of the best games available on the market today. They give you full freedom to choose when and how you go about accomplishing each mission, offering fast-paced, frenetic gameplay without the linear monotony of yesterday’s titles. But along with this freedom of choice comes a hefty dose of challenge that’ll give any player a run for their money.
While most troops have the skills and knowledge they need to survive the digital battlefield just long enough to not feel compelled to throw a controller through the T.V., we’ve got some general tips to take you to the next level.
In the absence of cover, go prone and use concealment.
(U.S. Marine Corps photo by Pfc. Trevor Rowett)
Stick to cover
If your goal is to stay alive (which it probably is), then cover is your best friend. And just to be clear: bushes are not cover, they’re concealment. Cover is solid and should be able to take a beating from incoming bullets.
Just remember, if you can see the enemy, they can see you. Your goal is always to make yourself the smallest target you can.
Only run when you absolutely must.
(U.S. Marine Corps photo by Cpl. Antonia E. Mercado)
Slow is smooth and smooth is fast. So, take your time. If you must cover a large area, sprint between pieces of cover, not in a straight line toward your objective. Plus, in most games, sprinting across an open area will cause your character to run out of stamina — making you a slow, exposed target.
This method counters the recoil and increases your overall accuracy.
(U.S Marine Corps Photo by Lance Cpl. Patrick Osino)
Fire in controlled bursts
Automatic weapons are great but the recoil degrades your accuracy more the longer you hold the trigger down. This is one thing that video games get right — though it’s often exaggerated. The way to solve this issue in a video game is the same as it is in real life: fire 5-to-6-round bursts.
If you aren’t used to it, simply repeat the phrase, “run, fuzzy bunny, run” in your head. That’ll take about 6 rounds to say.
These bad boys are your worst enemy on the battlefield in Battlefield.
(U.S. Marine Corps photo by Cpl. Austin Livingston/Released)
Vehicles are priority targets
If you’ve played any iteration of Battlefield, then you know how irritating it is when other players only focus on enemy infantry and not the tanks or helicopters. This ought to be common sense, but let’s talk about it anyway: vehicles take priority over infantry.
They are your biggest enemies on the battlefield and they’ll inflict the largest amount of casualties. So, always go for helicopters, tanks, or any other vehicle that has a big gun attached to it.
Indirect fire is your best friend.
(U.S. Marine Corps Photo by Pfc. Heather Atherton)
High-explosives win the day
Military commanders will preach this all day, and rightfully so. Explosives are your greatest asset on the battlefield and you ought to utilize them as much as possible. They allow you to eliminate large groups of enemies with minimal effort and destroy vehicles quickly, allowing infantry to work on individual targets.
That being said, don’t waste your grenades on one person. This might work in Halo or Call of Duty, where multiplayer matches are more like a series of duels, but in open-world shooters, you’ll want to wait until you’re fighting a large group dumb enough to cluster together.
Your muzzle goes where your eyes go.
(U.S. Marine Corps photo by Cpl. Austyn Saylor)
Aim with your eyes
It’s easy to look to different parts of the screen while playing a game to acquire targets but, just as you would in real life, move your weapon with your eyes so, when you find a target, you can engage immediately.
Don’t do this.
(U.S. Marine Corps Photo by Pfc. Heather Atherton)
Avoid making a silhouette
If you need to look through a window, stick to the edges to avoid being seen by enemies outside.
Call of Dutyhas become a staple of military gamers. Both casual and hardcore gamers can enjoy picking up a controller and going a few rounds with their buddies in the barracks while waiting for their command to tell them it’s time to clean weapons at the armory or reorganize that connex container. While it’s a great pastime, there are plenty of titles to choose from, and not all of them are as good as the others.
Since the first release in 2003, Call of Duty has been the title of around 15 video games with the most recent being Black Ops 4, and there is another one on the way later this year. While a lot of people enjoy the multiplayer in the game, the franchise has also done a great job with storytelling in several of its installments.
It’s tough to choose from the 15 title roster, so we’re going to look at titles from the past decade that gave us a great story to play:
That last mission is one of the best.
World at War
Okay, okay, this one was released in November of 2008 so not technically from the last decade, but it’s January 2019 so deal with it. This game needs to be on this list. The reason for this is that World at War featured some more mature thematic elements, showing World War II as a tragic and horrific event and showing that there’s a lot of moral gray areas.
The game also gave you control of a Russian character to see their side of the war, as well as giving birth to the Black Ops series.
You fight off a Russian invasion of the United States.
Modern Warfare 2
While the first Modern Warfare installment was great, its sequel built on the strengths of its predecessor and made an even better game. This game’s story felt more like a military-action thriller, giving you a mystery to uncover, while still bringing realistic, war-related thematic elements and even serving up some controversy as a side dish.
Sgt. Woods is one of the best characters in the entire series.
The first game in the series to start in Vietnam, going into the Cold War, this game seriously delivered on some awesome story. This game also featured some of the best three-dimensional characters in the franchise and gave us a taste of Vietnam, something we want more of.
This series is a lot of fun.
Black Ops II
The third installment of the series and definitely worth mentioning, Black Ops II was the first in the line-up of futuristic warfare games. Building off the story of the previous installments of the Black Ops series, this story gave you some insight into the ripple effect of one’s actions, showing how the previous two story-lines bled into the future.
This also led to the creation of the best fictional unit for stolen valor.
Not loved by many but there are some of us who loved the story and the concept. This game really focuses on what brotherhood means as it follows two literal brothers as they fight to stop an organization known as the “Federation of the Americas” and their father’s former teammate.
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.
Ahead of the premiere of “Solo: A Star Wars Story,” many critics have praised Donald Glover’s portrayal of Lando Calrissian in the film, despite the film’s lukewarm overall reception. But more importantly, Glover’s role seems to have won over the people behind the movie.
On May 16, 2018, Lucasfilm studio chief Kathleen Kennedy told the French publication Premiere that she would “love” to give Lando Calrissian his own spin-off movie.
“Solo” currently has a 72% critic rating on the reviews aggregator Rotten Tomatoes, but many reviewers, including Business Insider’s Jason Guerrasio, have heaped praise on Glover’s performance.
Guerrasio wrote in his review that Glover “completely knocks it out of the park as Lando Calrissian.”
In a review for The Atlantic, Christopher Orr wrote, “If you are not already a fan of Glover (and, let’s be clear, you should be), this ought to make you one.”
Critical praise for Glover’s role, along with Glover’s star rising from his Emmy-winning FX show, “Atlanta,” and his recent viral hit single as Childish Gambino, all rightfully have Lucasfilm encouraged to pursue a film with Glover in what would be his first blockbuster lead role.
UPDATE: After the publication of the original article by Premiere, Lucasfilm clarified to the publication that while the company would “love” to devote a spin-off film to Lando in the future, such a film had not been confirmed yet and would not be “next” (as implied by the original Premiere article).
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.