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 no doubt about it. World of Warcraft is one of the most influential video games ever to hit the market. As a massively multiplayer online role playing game, it let you create a fantasized version of yourself and seamlessly wove you into a living world, filled with quests and ongoing wars.
Warcraft isn’t just some “click attack, smash your 1 key” kind of game, either. Every little detail — from gear choices to talent selections to which race you selected back at the start — matters when perfecting your unique character. Though the game has changed dramatically over its 15-year lifetime, if you wanted to get anywhere back in the early days, you needed to think through all the details, down to ensuring that everyone in the raid was wearing the right cloak; that took an insane amount of time.
Over the years, these minute (some would say “tedious”) intricacies devolved to appease the more casual audience, but with Monday’s re-release of the Classic World of Warcraft servers, everyone has a chance to experience the basics anew. And now that we’re looking at the game through a more mature perspective rather than our awkward teenage years eyeballs, it’s worth it to reevaluate how we setup our raids…
…Or, more accurately, how the military gave us that tiny little edge in thinking about how to best kill a world-threatening fire lord with our buddies this Tuesday night. Sadly, there’s no coordinating with air support — after all, Blizzard didn’t add flying mounts until The Burning Crusade.
“The more you sweat in training, the less you bleed in battle.” – Richard Marchenko, First Commanding Officer of SEAL Team Six
Train in low-stress environments
This should be drilled into everyone’s head the moment they step off that bus in Basic/Boot Camp. For the next several weeks, you will practice fighting during every waking moment of your life. Not only is it important to get time on the range, but MOUT training, where you enter a simulated environment made to mimic the conditions that await you on deployment. It’s a good way to give troops an easy training scenario where it’s actually crucial to let them fail — so they can learn what not to do when the real thing comes.
In World of Warcraft, this same concept applies. If you want to learn how to most efficiently use your abilities, do so by running dungeons that are a little on the easier side relative to your level. That way, when it’s time for the big bad, you’re not sending your friends to the graveyard.
Not just any chump off the street could get a shot at wielding Thunderfury, Blessed Blade of the Windseeker.
Physical proof you’re ready to undertake a certain mission
No one will let you jump out of a perfectly good aircraft unless you’ve proven you’re capable at the Airborne school. No one will let you join the SPECOPS unless you’ve proven you’re capable of fighting at their level. It’s nothing personal — it’s just that watching over the dead weight isn’t a high-level operator’s duty. Prove you’re ready and they’ll welcome you in with open arms.
Classic World of Warcraft ran the same way. Before you’re ready to step into the higher-end dungeons and raids, you’ll need to do lengthy attunement quests. Don’t get mad at your guild when raid night rolls around and you can’t get in — show up prepared.
If it looks cool, great. If it doesn’t, at least your DPS should be high enough.
Double-checking everyone to see if they have the right gear
One of the best things about leaving the Army is that no one will ever make me unload every last bit of TA-50 I was issued onto the motor pool parking lot just so some butterbar can take a quick glance at it hours later for all of five seconds. But there’s a method to the madness; it ensures that every troop has everything they need — even if it’s something mundane, like an extra red filter for their L-bend flashlight, before the deployment.
When planning a raid, you should make sure everyone has every last potion they need, every last reagent required for their spells, and above all, the right armor and weapons to get them through the intense fights about to happen.
Just leave the fire doggo alone.
Timing the infiltration perfectly to cause the least amount of conflict
The military isn’t running missions like the Wild West. You don’t go kicking down every single door. That’s just dumb. What you really want to do is find where you’re going and take the path of least resistance.
For the most difficult encounters in Classic WoW, you’ll need 40 people to coordinate amongst themselves. If that sounds difficult to manage, that’s because it is. Only kill the monsters that are absolutely essential, and let everyone focus on what’s important: theloot, the boss.
If you’re a hunter, your role is to turn on the wrong aspect, set your pet to tank, wipe the raid several times, and still claim that any weapon that drops is for you.
Coordinating everyone’s strategy down to the letter
If you enlisted as a radio operator, be the best damn radio operator you can be. If you’re a medic, you keep an eye on everyone in case someone goes down. The team leaders and commanders should have their battle plans and stick to them perfectly. Even if you’re just a rifleman given just a single window to provide overwatch on, you keep your barrel on that window. There’s a greater mission at play, and everyone is counting on you to do your one task.
WoW gives kind of a double meaning to the term “roleplaying game.” There’s the disassociation with reality aspect that lets you pretend you’re a sexy elf girl when you’re really a 300lb bum sitting in your momma’s basement, but it also implies that everyone is given a mechanical role and that you’re expected to adhere to it.
If you’re a priest, heal or cast attack spells (depending on your specialization choices). If you’re a warrior, tank or stab (depending on your specialization choices). If you’re a rogue, stab or… well, you have no choice but to stab, but you get my point. Focus on what you’re best at and let that be what you bring to the table.
I don’t care what anyone says…. Stand in fire, you DPS higher.
Debrief to improve next time
There’s nothing better than rolling back in from a successful mission, dropping your gear, and hitting the chow hall. But there’s always that pesky debrief the commander wants everyone to attend first. It seems boring to the private in the back of the tent, but it’s crucial information for next time. Let everything out — what worked, what didn’t, what needs to be brought next time, what can stay back. There’s no such thing as a perfect mission, but you can tweak it ever so slightly each time.
We get it. Ragnaros didn’t drop your Perdition’s Blade and you just want to Hearthstone back to Orgrimmar. That’s fine, as long as you’re still on voice chat with your raid leaders. When everything’s said and done, it’s nearly impossible to keep tabs on 40 people at once — everyone’s input is valuable.
Marines love video games. It’s no secret that games like Battlefield had an influence on many of us as we decided to sign up in the first place. Slowly, you’ll come realize that life in the military is nothing like video games 99% of the time. But that still leaves that sweet, sweet 1% — which is experienced mostly during the Integrated Training Exercise.
When you’re at ITX, your battalion is put to the test to see if they can operate in combat environments. This is the thing that makes or breaks your unit. It’s what tells the Marine Corps that you’re ready to be sent on cool, important missions during deployment.
There’s a lot at stake when your unit arrives at Camp Wilson, make no mistake about that. It’s also some of the most fun you’ll have while training for a deployment. At times, the experience can feel like you’re in a video game. The types of things you do at ITX are the very reason you joined the infantry in the first place — to shoot guns and blow stuff up. This is Battlefield live.
Even some of the company assault ranges were pretty cool.
(U.S. Marine Corps photo by Lance Cpl. Samantha Schwoch)
You go on cool missions
Conducing helicopter-supported raids and clearing through a large town populated with both enemies and civilians sound like objectives out of latest Rainbow Six. Sure, not all of the exercises are this cool, but even video games have their dull levels.
There’s not much to do there, either.
(U.S. Marine Corps photo by Cpl. Natalia Cuevas)
Camp Wilson is basically the game lobby
When playing a game online, between matches, you often get sent to a “lobby,” where you wait with other players and get prepared for the next mission. This is essentially the role of Camp Wilson: it’s a place you relax and get ready for the next event.
You were lucky if you mostly rode in helicopters.
(U.S. Marine Corps photo by Lance Cpl. Samantha Schwoch)
You use vehicles to attack objectives
This isn’t the case for every mission but, for the most part, you’ll be taken to and from a staging area by vehicle to get as close as possible to your objective before you get out and attack. On the large assaults, you’ll be riding in Amphibious Assault Vehicles.
The explosions are better in person.
U.S. Marine Corps photo by Lance Cpl. Samantha Schwoch)
You finally get to witness air strikes
Twentynine Palms offers a cool training experience for units undergoing ITX evaluation — you get the ability to use and witness air strikes. That’s right: We’re talking planes flying overhead and dropping bombs that you get to watch explode. And you thought calling in an airstrike in Call of Duty felt good?
They’re like mortars but, bigger.
(U.S. Marine Corps photo illustration by Sgt. Justin A. Bopp)
You have artillery support
In some games, you can call for artillery support. This probably wasn’t the case during a lot of your pre-deployment training cycles. You definitely get mortars, but watching a 155mm Howitzer drop warheads in the distance is amazing. Just like air strikes, these are even better in person.
You’ll burn through more ammo than you thought you’d ever touch.
(U.S. Marine Corps photo by Cpl. Dallas Johnson)
You fire a lot of bullets
Video games give you a lot of ammunition and so will your unit at Twentynine Palms. You’re going to get everything you need for every mission you take on, and you might get more than you know what to do with. Hopefully your trigger finger is prepared for the cramp it’s going to experience.
Creating science fiction comes with the unique challenge of dreaming up some kind of awesome, future technology and making it the norm for people native to the fictional society. Sometimes, creators get it right, like the video-call system in 2001: A Space Odyssey that later became reality with Skype and FaceTime. Others, like Back to the Future, left us waiting for pink hoverboards that were supposed to be available by 2015.
Thanks for nothing, Mattel.
CD Projekt Red faces this same conundrum in coming up with the dystopian future setting of their upcoming title, Cyberpunk 2077. Set 59 years in the future, you play a mercenary in a world almost completely overtaken by technology. People get cybernetic enhancements to make themselves look better and advertisements fill up every inch of the city. It’s up to you to carve out a little hole in this world.
Before we dive in, we have to say the game looks incredible. Check out this recently released footage.
From the looks of things, the developers appear to be very grounded in their approach to portraying technological advancements, keeping in accordance with Marshall McLuhan and his Tetrad of Media Effects theory.
The man himself, Marshall McLuhan.
Marshall McLuhan was fairly advanced for his time and was regarded as one of the fathers of media psychology. He’s was well regarded (posthumously, of course, as is the case with most scientists that’re ahead of their time) for laying the groundwork for achieving an understanding of how people perceive and take in all forms of media — meaning art, technology, and speech.
Today, we call it the internet. We use it to pretend to do work, watch videos of funny cats, and occasionally engage in fruitless arguments that will never change either party’s mind.
McLuhan’s Tetrad of Media Effects states that all technological advancements must serve four purposes to make a lasting impact on society. It must enhance something, make something obsolete, call back to something familiar, and have the potential to become something new when pushed to its limits.
His famous example was the FM radio, which meets all four criteria:
It amplifies news and music through sound,
It reduces the need for print media,
It brings spoken word back to the forefront in how people transfer stories, and,
Eventually, it could be enhanced with a visual component (aka television).
By following these rules, you can make educated guesses at where new technologies might emerge and which need they may grow to fill. In fact, he famously hypothesized that all forms of media would one day grow to an extreme, at which point, this new medium would be so fast and so large that everyone in the world could instantaneously communicate with one another. This single, new media form would encompass most other forms of communication. He called it “the global village” and was ostracized from the scientific community for his crackpot speculations.
But that would never… oh…
With McLuhan’s theory in mind, we can see how the developers at CD Projekt Red are applying it perfectly to the world of Cyberpunk. Not everything is crazy and outrageous, but rather plays on something that currently exists and amplifies it to a realistic degree.
Cybernetic enhancements are now a thing because they replace the previously squishy and less desirable parts of being human. Taxi cabs still exist because people still need to get from one place to another. And, of course, billboards cover everything when there are no rules about not plastered flashy ads across the sides of buildings.
Rare Limited’sGoldeneye 007 was released for the Nintendo 64 on August 25, 1997. Despite being 21 years old, this game still sits near the top of many, many older gamers’ top ten video games lists. It was glitchy, had several design flaws (like the extremely unbalanced Oddjob), and featured a control scheme that hasn’t aged gracefully — but none of that really matters.
The game will always hold a spot in our hearts. For many people, it was their first time getting their hands on a first-person shooter game. For others, it was the first time staying up all night long competing against a living room full of friends. Shooters might be a dime a dozen these days, but this game is a legend.
Here’s why it remains a hallmark title in the industry.
Or, you know, using to extreme DIY measures to prevent “screen cheating.”
(Photo via Reddit u/thx316)
Goldeneye 007 was one of the first major games to incorporate multiplayer into the first-person shooter genre for the home console. While there are multiplayer mods for Doom on the PC that predate Goldeneye, there weren’t any games that brought groups of friends together into the same living room, playing on the same console, and splitting the same TV into four different sections.
This laid the groundwork for a long lineage of other successive franchises, like Halo and Call of Duty, that later incorporated the same multiplayer mechanic into their games. This kind of high-octane, social experience was fun for all, and downright formative for some.
Of course, split-screen multiplayer also means that your sibling’s looking at your portion of the screen, but let’s be honest, everybody did it and that was part of what made the game so great. Once you understood that “screen cheating” was a given, it became part of the game — you could punish someone for looking away from their screen or lure them into a remote mine or two.
‘Goldeneye’ — “It’s not a bug, it’s a feature!”
The game also sported several minor features that were mind-blowing back then, but have since become standard practice. There was a huge variety ofweapons available foruse, like shotguns, rifles, snipers, and handguns, but it also had offbeat selections, likesilenced weapons, lasers, insta-kill golden guns, and plenty of gadgets featuredthroughout the iconicfilm series.
The “cheats” in the game were also memorable for being just hilariously fun. Everyone, at some point, wouldtry out “big head mode” and “paintball mode,” just to experiencesomething new. Unlike modern games, where cheat codes are mostly offered as paid DLC, you earned these goofy rewards in-game by beating single player levels on a increasingdifficulties within a certain amount of time.
Today, Goldeneye 007 still holds a dear place in the hearts of many gamers. Computer and Video Games Magazine gave it the top spot on their “top 100 games of all time” back in 2000 and you’ll still find it ranking highly today.
The love for Goldeneye is universal. The game has been included in the Smithsonian American Art Museum for being “culturally and artistically significant.”
The Mass Effect series has had its share of ups and downs, but one thing is undeniable — the world-building was done insanely well. One such piece of world-building that is worth mentioning is the existence of the Special Tactics and Reconnaissance agents. For those who don’t know, SPECTREs are special agents, granted authority by a government council to essentially carry out special missions that standard military cannot. This authority also gives them an insane amount of freedom.
If there is any unit, fictional or otherwise, to live up to the “Own F***ing Program” mantra, it’s definitely SPECTREs. Why? Because they’re rarely even assigned tasks; often times they just find their own and occasionally check in with the council that granted them their authority in the first place.
So, here are the biggest reasons being a SPECTRE would be awesome:
Although, you may still have to answer to military and government officials when the time comes.
You can choose your missions
You can also decide which ones take the most precedence. Do you want to rescue colonists before defeating a rogue who’s threatening life in the galaxy? Have at it. For the most part, military officials won’t breathe down your neck about what you’re doing — you just do you.
This allows you to put together your own personal A-team.
You choose your crew
You don’t have to go planet-side with a team that was assigned to you. You can essentially recruit whoever you want, including mercenaries, to watch your back.
Like signing out a duty van — just make sure you fill up the tank.
You get your own ship
Who doesn’t want their own ship to travel where and when as they please at the expense of their government? That ship is basically yours to do with as you please and go where you see fit, even if there aren’t any missions tied to that distant moon you just dropped in on.
Or you can just go with what they give you.
You get the best weapons and gear
“Military grade” doesn’t apply to you. In fact, you can buy whatever you need for your missions, and no higher-up is going to yell at you for it. You want that scope for your rifle? Cool. Do you want to use that alien’s blaster that they just dropped? Go for it. Is the military issued armor not best on the market? Pick up your own.
No more relying on that government salary.
(U.S. Air Force photo)
You can get paid by whoever you want
One thing that may not have been covered is whether SPECTREs earn a salary or not. But, one thing’s for sure — if someone offers to pay you credits for a job, you’re allowed to take it. Remember how we said you can pick your own missions? One being more lucrative than another may actually be part of which ones you take.
Toiling away deep in the U.S. Army’s research and development arm of the Special Operations Command are the scientists crafting the Tactical Assault Light Operations Suit. It looks slick. It looks awesome. It looks like it’s going to change the battlefield in a big way.
The only problem with it is that when military journalists cover it, they see how it looks and immediately attribute it to some sci-fi universe by saying something like, “it’s a real-life Iron Man suit!” So, let’s take a closer look and determine where, exactly, within the broad horizon of nerdom this high-tech exo-suit belongs.
We weren’t exaggerating: Right off the bat, a comparison to Iron Man’s suit is invariably struck by nearlyeverysinglenewsoutlet. To a degree, we can see why. The suit, officials have said, will be considered complete when it’s functional, bullet-proof, and weaponized.
Even Jim Geurtz of SOCOM jokingly told NPR that it’s “not at the Iron Man-flying-suit, you know, flying-at-50,000-feet level.” Since he’s developing the suit, he gets a pass on calling it an Iron Man suit — but a more apt comparison is a War Machine suit. Since the suit is not going to be powered by a nuclear fission reactor and fire lasers, it’s a better match with War Machine’s kinetic arsenal.
(Punisher Vol 1. #218)
Though there’s no proof, we’re pretty sure the name TALOS is a backronym designed to share a name with the ancient Greek legend. In mythology, Talos is a bronze automaton said to have protected Crete from pirates and scoundrels (and is the God of Man in the Elder Scrolls universe, but that’s fantasy and not sci-fi). Coincidentally, Talos’ mythological job would fit it perfectly within the Boba Fett-inspired H&K AR500 suit. Looking at their helmet design, it’s obvious that they know full-well who they want it to look like.
A comparison that the TALOS suit doesn’t get often enough is to the armor of Halo’s Space Marines. The design is strikingly similar to the armor worn by non-player characters in the series.
The suit was also once projected to be able to relay vital information to the wearer via a heads-up display. Command information could also be relayed to the user through their fancy set of glasses. The early designs weren’t too far off from the in-game version, but that was also back when they thought Google Glass was going to change the battlefield…
It’s amazing how often the media gets worked up about amazing combat actions caught on camera only to find that the incredible “footage” is actually from a video game.
Video games are pretty advanced these days and they, admittedly, look very realistic, but they aren’t that realistic. And the things soldiers do “caught on camera” in the “combat footage” is definitely not realistic.
It’s really astoundingly dumb how often this happens.
1. Russia’s Veterans Day.
Probably the worst time to f*ck this up. When Russian President Vladimir Putin was describing the heroism of Senior Lieutenant Alexander Prokhorenko, Russia’s state media made the worst edit possible. Prokhorenko was calling in airstrikes on ISIS positions near Palmyra, Syria in 2016. When surrounded with no way out, he called the fire onto himself, killing the oncoming ISIS fighters.
Russian state-owned news Channel 1 edited in a clip from a video game combat simulator, called ArmA. The bit is at 2:35 in the video below.
What happened here? There isn’t enough combat footage in Syria so we have to make it up now?
2. Russia “catches” extremist fighters with chemical weapons.
They caught us red-handed giving “extremist” troops truckloads of chemical ammunition — or so they thought. When Russia’s UK embassy tweeted this “damning evidence,” they were quickly outed. They stood by the tweet, though. It’s still up.
I’ll stop harping on Russian media using video game footage when they stop using video game footage.
4. Russia Today’s report on child soldiers in Sudan.
Dammit Russia, you are making this easy. As one former child soldier gives his story about fighting in the country’s civil war, the camera does an entirely unnecessary pan across an image from Metal Gear Solid V: The Phantom Pain.
(It’s not as if there isn’t enough footage of African child soldiers. On RT’s YouTube page, they completely acknowledge it, so why keep it up? Or even use it in the first place?
5. UK news magazine tries to link the IRA to Muammar Gaddafi.
The United Kingdom’s ITV ran a documentary in September 2011, called Gaddafi and the IRA, which the British TV regulator Ofcom later found to be “materially misleading” and “a significant breach of audience trust.” What sparked the Ofcom investigation was footage of a helicopter being shot down by weapons supplied to the Libyan dictator.
What the film labels “IRA film 1988” is actually ArmA 2, a sequel to the game Russia tried to pass off as real in the first item on this list. Nice work, Bohemia Interactive.
6. UN Security Council or UN Space Command?
Admittedly, this isn’t from combat, but it’s really hilarious (and just downright lazy). As the BBC was airing a report on Amnesty International’s real-life criticism of the UN Security Council, the logo of the UN Space Command from the super popular Halo series was used instead of the real UNSC’s logo.
You should know the real UNSC’s logo looks nothing like this… but if you do a Google image search for “UNSC Logo,” you see how some intern got fired in 2012.
Can a video game help the U.S. Navy find future operators for its remotely operated, unmanned vehicles (UxV), popularly called drones?
To find out, the Naval Aerospace Medical Institute and Adaptive Immersion Technologies, a software company, are developing a computer game to identify individuals with the right skills to be UxV operators. The project, sponsored by the Office of Naval Research (ONR), is called StealthAdapt.
“The Navy currently doesn’t have a test like this to predict who might excel as UxV operators,” said Lt. Cmdr. Peter Walker, a program officer in ONR’s Warfighter Performance Department. “This fast-paced, realistic computer simulation of UxV missions could be an effective recruitment tool.”
Since the wars in Afghanistan and Iraq began, UxV have played ever-larger roles in intelligence, surveillance and reconnaissance, and other missions. Consequently, there’s an increasing need for well-trained UxV operators.
In recent years, the Air Force established its own formal screening process for remotely piloted aircraft operators, and the Marine Corps designated an unmanned aviation systems (UAS) career path for its ranks.
The Navy, however, doesn’t have an official selection and training pipeline specifically for its UxV operators, who face challenges unique to the service. For UAS duty, the Navy has taken aviators who already earned their wings; provided on-the-job, UAS-specific training; and placed them in temporary positions.
However, this presents challenges. It’s costly and time-consuming to add more training hours, and it takes aviators away from their manned aircraft duties. Finally, the cognitive skills needed for successful manned aviation can vary from those needed for unmanned operators.
(U.S. Air Force photo by Staff Sgt. Brian Ferguson)
StealthAdapt is designed to address this issue. It consists of a cognitive test, personality assessment, and biographical history assessment. The cognitive exam actually is the game-based component of the system and takes the form of a search-and-rescue mission. Each player’s assignment is to rescue as many stranded friendly forces as possible, within a pre-set time limit, while avoiding fire from hostile forces.
If that’s not stressful enough, players must simultaneously monitor chat-based communications, make sure they have enough fuel and battery power to complete missions, memorize and enter authentication codes required for safe rescue of friendlies, decode encrypted information, and maintain situational awareness.
“We’re trying to see how well players respond under pressure, which is critical for success as an unmanned operator,” said Dr. Phillip Mangos, president and chief scientist at Adaptive Immersion Technologies. “We’re looking for attention to detail, the ability to multitask and prioritize, and a talent for strategic planning — thinking 10 moves ahead of your adversary.”
To maintain this pressure, players complete multiple 5- to 10-minute missions in an hour. Each scenario changes, with different weather, terrain, number of friendlies and hostiles, and potential communication breakdowns.
After finishing the game portion, participants answer questions focusing on personality and biographical history. Mangos’ team then crunches this data with game-performance metrics to create a comprehensive operator evaluation.
In 2017, over 400 civilian and military volunteers participated as StealthAdapt research subjects at various Navy and Air Force training centers. Mangos and his research team currently are reviewing the results and designing an updated system for validation by prospective Navy and Air Force unmanned operators. It will be ready for fleet implementation in 2018
Mangos envisions StealthAdapt serving as a stand-alone testing and recruitment tool, or as part of a larger screening process such as the Selection for UAS Personnel, also known as SUPer. SUPer is an ONR-sponsored series of specialized tests that assesses cognitive abilities and personality traits of aspiring UxV operators.
The Star Wars franchise is all about placing fantastical elements within in a sci-fi setting. In order to truly enjoy the films, you have to suspend your disbelief a little bit — otherwise it’ll look a lot like cosmic samurai fighting a faceless evil empire across a galaxy filled with people who magically speak the same language and function just fine without a space suit wherever they end up.
Putting a bit more thought into it, the Imperial Stormtroopers seem to get the short end of the stick nearly every single time. With the soon-to-be-released Solo: A Star Wars Story on the horizon, it’s fun to remember why they probably wouldn’t make the most intimidating enemy — especially not with highly-overused AT-AT walkers.
(Photo by Tim Moreillon)
To all seven of you out there who haven’t seen Star Wars, the AT-AT is a gigantic, robotic troop transport used by the antagonists that’s sort-of a futuristic callback to Hannibal’s elephants. They’re fairly intimidating in the films until you realize just how dumb of a design they really are.
At least they acknowledged that painting its weak spot bright orange was an objectively bad idea.
Its weaknesses are extremely obvious
The most glaring mistake of the AT-AT is that they’re so easy to destroy. In The Empire Strikes Back, our heroes turn the tide during a battle on the icy planet of Hoth when they decide to trip the lumbering armor. Really? Why did it take some rural moisture farmer to make that mental breakthrough?
Not only that, but Luke Skywalker also destroyed one by throwing a single grenade, which, somehow, blows up the head. They’re even more easily destroyed in Rogue One, when a single rocket to the walker’s “neck” is enough to take it down.
This is about the field of fire of an AT-AT. Avoid this and you’re fine.
Its only weapons are front-facing
If you’re facing the front of an AT-AT, you’re probably screwed. If you’re literally anywhere outside of its 30-degree field of facing, you’re completely safe.
Without any kind of air support, like what happened to them in The Empire Strikes Back, the opportunity to flank them is wide open. If you’re thinking that it could just turn around, that brings us to our next point.
This is it TRYING to turn.
It can barely turn
To be fair, the AT-AT can turn a little bit in Episode V and some of the obscure novels (which are no longer canon) say that they have an additional joint under the plating to help it turn. But, even if we’re generous, they can turn maybe fifteen degrees with each slow, lumbering step.
This is happens in a time when, according to the logic that has been established by the franchise, intergalactic travel and troop transport is done with spaceships. But, instead of carrying troops via something that fly, they chose something that can barely change course.
It can’t really leave this small clearing so, for any reason other than creating drama, this makes no sense.
It wouldn’t be able to maneuver anywhere
Let’s bring things back to the real world for a moment and discuss why tank treads work in almost every environment while horses don’t: Legs get caught in things. They get tangled in snares and sink into sand, snow, and mud. Tank treads, conversely, just roll through it all.
Now magnify that four-legged beast to the size of an AT-AT. All of those same problems still exist, but now you can cross cities and forests off that list, too.
Poor little AT-AT… At least you tried.
It’s a terrible design for a troop transport
Let’s bring it back to the fact that they rely on what are essentially robot camels when they have countless other options at their disposal. A spaceship can warp in and push out every Stormtrooper in a blink of an eye. The AT-AT, on the other hand, needs to bend down, load troops into the vehicle, carry them all somewhere, bend back down, and, finally, unload them.
All of that just to get some troops forward in an easily destructible, undefended deathtrap that can barely get around. Sure, they’re intimidating, but don’t you have Death Stars and Star Destroyers for that?
Bayonets epitomize the warrior mentality. Although it’s been a good while since the last official call was made to “fix bayonets” in an actual combat mission, the ancillary CQC weapon retains a special place in many warfighters’ hearts. Of course, if troops like to attach a sharp, pointy knife to their rifle’s end, then they’d surely love to affix a chainsaw. What could be better?
Chainsaw bayonets have become a trope in popular sci-fi, but there is none more iconic, overly-gratuitous, and awesome than those attached to the Mark 2 Lancer Assault Rifle in the Gears of War series. This futuristic weapon is a massive, fully-automatic rifle outfitted with a roaring chainsaw bayonet. It works well in the game, but it wouldn’t stand a chance in the real world.
There aren’t any official technical specs available for the Lancer, so it’s impossible for us to accurately judge its effectiveness, but we’ve seen a few people try to recreate the chainsaw bayonet themselves. Still, this technique is nowhere near as common as pop sci-fi would have you believe — for good reason.
In real life, the chainsaw bayonet is extremely flawed for a number of reasons. Firstly, there isn’t really any way to store the gasoline needed to power the chainsaw, so it won’t run for long. The workaround here would be to add a larger fuel source, but by doing so, you’d add to the already-bulky weight of the saw.
Then there’s the weight-distribution problem. It’s never an issue for the hulking heroes of Gears of War, but real-world troops aren’t so massive. Adding weight to a rifle will likely throw off its center of balance. When the front of a gun is far heavier than the back, it simply won’t fire accurately.
The center of balance is almost always closer to the butt-stock so the user has more control over control the weapon. Firearms without butt-stocks are also balanced in a way so that the recoil doesn’t shift the sight picture. Attachments to the front of a weapon, like suppressors, can help regulate weight distribution, but these are very specialized tools. The bulk of a functioning chainsaw would be incredibly difficult to offset.
Finally, we have a hard time seeing a situation in which a chainsaw bayonet would be more effective — not just more enjoyable — than a standard bayonet.
For a quick rundown on why this weapon would also be a complete safety hazard, check out this video.
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.
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.