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.
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.
Whether you’ve served or not, you know the difficulty of leaving a job and moving away. For all you civilians out there, take the struggles and anxieties that come with moving away from a place, a people, and a function you know and amplify them ten-fold. In the military, you spend all day, every day getting to know your coworkers and becoming a family. When you finally leave that family and return to civilian life, it sucks — all of your best friends are now thousands of miles away.
Thanks to the age of the internet and social media, that gap is easily closed — but one thing us veterans (especially us grunts) miss the most is playing soldier with our brothers and sisters. Strangely enough, we’ve found that there is a way to reconnect with our veteran friends in the way we prefer, which is getting into gunfights.
If you’re a veteran and you’ve been looking to reconnect with your buddies, here’s why you should do it over a few rounds of a battle royale game:
Just like the old days, eh?
(U.S. Marine Corps photo by Lance Cpl. Tommy Bellegarde)
Teamwork is essential
By playing with your friends, you’ll have a distinct advantage in a battle royale game. You already know how to work together and function in combat scenarios and that chemistry takes you far. You also know how to communicate with each other because you speak the same military language.
If you’re like us, this is the part you miss the most.
(U.S. Marine Corps photo by Lance Cpl. Ricardo Hurtado)
You spend time with your veteran friends
While it may not be an in-person visit, you still get to hang out with your friends. In a way, the settings are surprisingly similar — you never really know what lies ahead.
Winner, winner, chicken dinner.
(U.S. Marine Corps photo by Pfc. Ryan Carpenter)
Your knowledge can help you dominate
In games like PLAYERUNKNOWN’S BATTLEGROUNDS, employment of real-world tactics is crucial. You didn’t know it at the time, but all that time you spent in training wasn’t just preparing you for real war — it was preparing you to dominate the digital domain, too.
The fact that you and your buddies have training and experience with each other gives you a distinct advantage — and we all love winning, so why not use everything you know? You’ve already done the hard part — once you get the controls down, it’s smooth sailing.
You’ll enjoy it.
(U.S. Marine Corps photo by Cpl. Katherine M. Solano)
It’s just plain fun
Hanging out with your buddies and sh*t talking each other is the world’s greatest pastime. Even if you’re not dominating other teams, you’re still having fun reminiscing and joking with each other. So, why not take a crack at it?
The final “Fortnite” season 10 event ended suddenly, with every player’s screen going black and showing a black hole graphic instead. As millions of gamers tuned in to streams and their own games, they suddenly lost the ability to login (the only action on the display is an “Exit” button), and the official “Fortnite” Twitter account tweeted “This is The End.”
It’s likely not the actual end of “Fortnite,” the wildly popular battle royale game that overtook the gaming community starting in 2017. Rather, the gameplay map that fans have used the past two years is likely going to be replaced with a new setting.
If the tweet wasn’t enough confirmation, “The End” was definitely a planned sequence by “Fortnite” creator Epic Games, as the “lobby” of the game showed a special galaxy collapse animation for those who were in it at the time of the server power-down.
Other players in the game saw the world collapse in front of them, and the “Fortnite” status menu showed the phrase “Anomaly Detected” for all its different features.
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
When I was a kid we used to blow on Nintendo games if they didn’t work and I’ve always wondered if this actually did anything?
Once upon a time a seemingly universally known trick to get a Nintendo game cartridge to work was to simply pull it out, blow on it, then re-insert. If this didn’t give the desired result, this process was generally repeated until the magic happened. For the truly desperate among us, blowing inside the console opening itself was common practice in hopes that this would finally get the game to work. The general rational for why this worked was that it gave a better connection via blowing dust off the many pins. This all brings us to the question of the hour — did blowing your cartridge actually do anything?
To begin with, it is true that the root of the problem in question was almost always a bad connection between the internal connector and the pins on the game cartridge’s internal board. This was a notorious issue on the NES particularly which used a so called “zero insertion force” (ZIF) 72 pin connector. The particular insertion design for the NES was inspired by VCR’s — the idea being to differentiate the NES from top loading consoles of the day, give kids a loading method they were already familiar with, and potentially reduce the chances of kids breaking something when over forcing things as occasionally happened with top loader designs.
The ZIF connector here used pins made of nickel, bent slightly to give a spring effect. When the cartridge was inserted they’d bend slightly, and then spring back when the cartridge was removed. There are a few problems with this mechanism. To begin with, given very frequent insertions in an application like the NES, these pins were prone to losing their spring effect relatively quickly. Further, to achieve close to the stated claim of “zero insertion force” the pins on the ZIF connector weren’t that strongly springy to begin with.
On top of this, the pins on the cartridges were usually made of copper, making them already prone to eventually developing a nice layer of patina (think the green on the Statue of Liberty) whether you blew them or not, further making a good connection less reliable over time.
Moving on to the seemingly universally known trick of blowing on the pins both inside the case and in the cartridges themselves, this would impart moisture onto the metal, significantly increasing the development of forms of corrosion as well as potentially resulted in dust and other particles sticking to the pins. This can also very quickly result in the growth of things on the pins, like some sort of gamer inspired Petri dish.
On this note, while you might not think the moisture from your breath would make things that much worse, gaming guru and host of TheDPPodcast Frankie Viturello gave a good example of just the effect this could have. Viturello took two copies of the game Gyromite, one to be blown, the other to sit around on a shelf in the same room as the other. He then blew on the one copy ten times in quick succession each day, essentially in the same basic way gamers the world over do when trying to fix the game so it works.
Certainly a much bigger sample size and much more detailed data would be needed for more definitive results. (For example, it would be interesting to track the number of failures after insertion of a game, along with the number of blows, the humidity levels over time, etc. compared to a control group of games and consoles and then with a sample of years and many games and consoles tabulate all that and write a fascinating paper on the subject.) However, this much more basic experiment did very clearly demonstrate the significant effect blowing on the pins has, with the blown on pins developing a clearly visible layer of something over the course of the month and the 300 blows. Viturello’s conclusion here was nicely summed up, “Could this… be cleaned up post test and returned to 100% working condition? Sure. Probably. But right now it’s fucking gross.”
It should also be noted here while the pins on the games could have been relatively easily cleaned, the pins on the ZIF connector inside the console are note quite as easily restored to their former shiny selves without taking the console apart, making blowing inside the console itself an even worse idea. Although, thankfully these days a replacement ZIF connector is both cheap (around ) and easy to install if one does have to resort to taking the console apart anyway.
It is perhaps no surprise from all of this that when this blowing method of “fixing” cartridges that weren’t working in a given instance became popular, Nintendo themselves started explicitly stating in their NES Game Pak Troubleshooting: “Do not blow into your Game Paks or systems. The moisture in your breath can corrode and contaminate the pin connectors.”
A Nintendo Entertainment System video game console with controller attached.
And while bad connections did become less of a problem with the release of future consoles like the Super Nintendo and the N64, occasional blowing before insertion was still a thing, resulting in Nintendo actually putting a message on the back of every N64 game cartridge again saying not to blow on the pins.
In the end, unless there was a significant and very visible layer of dust or other debris on the pins, blowing on them wouldn’t have accomplished anything useful outside of a bit of moisture from your breath maybe helping get a slightly higher probability of a good connection on insertion. But even this potential extremely minor, if any, benefit would be significantly outweighed by the long term downsides of blowing on the pins. The real benefit of this blowing method was seemingly just that you were removing the cartridge and putting it back in, thus, re-seating it and giving the potential for a proper connection.
Finally, funny enough, while the blowing method was seemingly universally known despite it not really doing anything other than making the problem worse long term, there was one other drastically lesser known trick for fixing the issue that actually did work in some cases. This was wedging something (like another game pak) in the console between the game and the top of the slot. This put added pressure on the loaded cartridge which could, if done right, add pressure between the ZIF connector pins and the pins on the game board, thus making a better connection.
Ever wonder how the gun in the original Duck Hunt game knew if you actually hit something on the screen? Well, wonder no more. The Duck Hunt gun primarily just consists of a button (the trigger) and a photodiode (light sensor). When you pull the trigger, this causes the game to make the TV screen go completely black for one frame. At this point, the game uses the light sensor to sample the black color it’s reading from your TV to give it a reference point for the given ambient light at the time. In the next frame, the game causes the target area to turn white, with the rest remaining black. If the game detects a shift from black to white from the gun’s photodiode in that split second, it knows you were aiming correctly at the target and so doesn’t specifically need to know anything about where on the screen the target is. For games with multiple targets at any given time, the same type of method is used except multiple target frames are shown. So the game will flash the black reference screen; then will flash one of the targets, leaving the rest of the screen black; then flashes the next target, again leaving the rest of the screen black; and so on. The game knows which target is hit, if any, by which frame is currently being shown when a light shift is detected.
Interestingly, if you read over the patent for the NES Zapper Gun, one of the main features they point out which separates their gun from previously patented light detecting guns is that in the “preferred embodiment” of their system, it has the ability to distinguish between multiple targets in one frame. However, that’s not actually what they did in the NES system as noted.
In contrast, in a “one frame” system, it uses a signal from the TV itself. This signal is in the form of pulses which signify the start of the horizontal and vertical retracing. The computer hooked up to the TV can use these pulses to more or less tell what area is currently being traced on the TV; it can then time this with a shift in light detected by the photodiode. Thus, with precise enough timing, it is able to detect which target is being hit in just one frame.
With this method, the flash can happen fast enough that it’s nearly imperceptible to most people, unlike in the actual NES system where when multiple targets are shown, most people can perceive the flash. The NES system did use the vertical retrace signal to be able to detect the start of each frame though, but didn’t use it to detect anything about the position of the target as in the “preferred embodiment” described in the patent.
This article originally appeared on Today I Found Out. Follow @TodayIFoundOut on Twitter.
As images of flames engulfing the roof of Notre-Dame Cathedral began spreading on April 15, 2019, Maxime Durand initially thought it was a hoax.
“It really took me a full day to put words to the feelings that I had regarding this,” Durand told Business Insider in a phone interview on April 17, 2019.
Notre-Dame is personal to Durand. He’s the historian in charge of overseeing historical representations in the blockbuster “Assassin’s Creed” franchise, and he spent four years overseeing the creation of “Assassin’s Creed Unity” — a game set during the French Revolution that contains a stunningly accurate depiction of Notre-Dame Cathedral as its centerpiece.
The company also offered its expertise, which makes a lot of sense: Two Ubisoft staffers spent “over 5,000 hours” researching Notre-Dame Cathedral, inside and out.
“Because this is ‘Assassin’s Creed,’ players are able to climb over and go everywhere on the monument, so we have to make sure that the details would be well done,” Durand said. “Because [Notre-Dame Cathedral] was the most iconic monument that we had for ‘Assassin’s Creed Unity,’ obviously we really wanted to put in all the efforts to make sure that it was really, really beautiful but also representative of the monument.”
That said, because of the fact that “Assassin’s Creed Unity” was developed between 2010 and 2014, Ubisoft wasn’t yet using 3D mapping technology to recreate monuments. Fans hoping that Ubisoft has detailed blueprints of the cathedral may be disappointed to learn that this isn’t the case.
“I’ve seen some comments this week of people mentioning that we probably sent an army of drones to scan the whole monument back in these days,” Durand said. “Reality is that photogrammetry — the ability to scan monuments — was technology that we added later in the ‘Assassin’s Creed’ franchise, on ‘Assassin’s Creed Origins,’ actually.”
If Egypt needs help rebuilding an ancient pyramid, Ubisoft is ready — that isn’t the case for Notre-Dame Cathedral, unfortunately.
“Back then we really relied on pictures — photos, videos — of modern day Notre-Dame,” Durand said. Ubisoft does have “a huge database” of information on the cathedral, and that could no doubt help in the rebuilding effort, but Durand is skeptical that the French government will come asking.
“I’d be very surprised if the architects that will work on the spire will actually engage us in participating,” he said.
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
During Bethesda’s E3 Showcase, game director Todd Howard offhandedly mentioned that West Virginia is the perfect setting for a
Fallout game because it’s where actual nuclear secrets are kept. If you do a little digging into the history behind the featured locations they’ve unveiled so far, you’ll quickly see that he’s telling the truth.
Just like in the game, one of America’s most secure nuclear fallout shelters is located outside of White Sulphur Springs, West Virginia. It’s called The Greenbrier Resort.
First built in 1858 as a resort for Northerners and Southerners alike, it was re-purposed in WWII as a relocation center for Axis diplomats before being retooled again during the Cold War to become a nuclear fallout shelter for diplomats nearby in Washington D.C.
As part of a project code named ”
Greek Island,” Greenbrier was modified to be able to support every member of congress and their families beneath two feet of reinforced concrete. The bunker was kept secret throughout the Cold War before being finally revealed in a 1992 Washington Post article.
The most interesting tidbit of West-Virginian nuclear history is that Morgantown, the third most populous city in West Virginia, was also home to part of the
P-9 Project, an essential piece of the larger Manhattan Project. Although the construction of the nuclear bomb took place all over the United States in secret, it was in Morgantown that progress was made in developing “heavy water.”
Heavy water, or water that contains higher amounts of the stable hydrogen isotope deuterium, is needed to modulate nuclear reactors. It’s no coincidence that Morgantown became home to the Morgantown Ordnance Works, an ammunition manufacturing facility responsible for (among other things) producing much of the TNT used during World War II.
A second ordnance works located nearby in Point Pleasant called the West Virginia Ordnance Works also seems like it’ll be interesting to see in-game. The presence of it’s explosive secrets with the volatility of massive-scale arms production combined to form the basis of local myths that state a mutated Mothman lives nearby — which you can be damned sure will make an appearance in Fallout 76.
(Bethesda Game Studios)
But these tidbits of nuclear history just scratch the surface. Parts of
Operation Plowshare, in which the U.S. government was testing the use of nuclear weapons in mining operations, was also conducted in the West Virginian counties of Logan and Boone.This, and all of the other nuclear blasts that would have occurred in-game, may also help reshape the map (since the obviously Point Pleasant is closer to the smaller but real-world Mason, WV.) Even the above map hints at where rivers may have once been.
The mountains in West Virginia are also home to the
seventh largest uranium deposit, which you’ll likely be able to explore on your post-apocalyptic romp. Pretty much everything you need to create a nuclear bomb is right there in West Virginia — and it’ll be up to you to explore it all.
Recruiting officials hope that soldiers who compete in these gaming tournaments will help the service connect with this specific, but growing, segment of the American youth population.
Roughly 35 percent of American males ages 21 to 35 participate in this market, which is estimated to be worth id=”listicle-2625430237″.9 billion, recruiting officials say. They often play multiplayer, first-person shooter games such as Overwatch and Call of Duty on systems ranging from personal computers to PlayStations, both on their own and in tournaments sponsored by civilian gaming leagues.
Capt. Ryan Lewis talks to Sgt. 1st Class Christopher Jones and @twitch.tv shout caster James “jchensor” Chen during the Army Entertainment Esports Street Fighter V tournament 11 August 2018, at the Alternate Escapes Café at Fort Gordon, Georgia.
(U.S. Army 2nd Recruiting Brigade)
Young soldiers are part of this subculture, according to Sgt. 1st Class Christopher Jones, noncommissioned officer in charge of the Army Esports Team.
“Soldiers are showing a want and desire to not only play gaming … but also be in competitive gaming, and we understand that is a really good connection to our target market,” he said. “These soldiers will actually be hand-selected, so what we are doing is grouping them together and — based upon the title and platform that they wish to compete in — having them scrimmage within those groups to find out who are the best we have.”
Jones has been gaming since he was five years old and has a “custom-built PC, a Nintendo Switch, PS4 Pro and an Xbox One X. So if there is a game, I normally play it,” he said.
Part of the screening process will include ensuring that candidates also meet Army physical fitness, height and weight standards.
“Those soldiers will be screened from there to make sure that not only can they compete, but [they] are the top-quality soldier that we are looking for in order to move here to Knox to compete,” Jones said. “We want those soldiers, when they go to these events, to be able to articulate to the public.”
Team members will serve 36 months at Fort Knox and travel to tournaments, supporting the Army’s recruiting efforts at high schools and colleges, he said.
Many applicants who aren’t selected for the team could still be involved in the effort, Jones said.
“There are a lot of soldiers that just want to be a part of the community and want to help out even outside of competitive play,” he said. “We do have soldiers who have applied to the program and said, ‘I know I’m not competitive; however, I wish to help grow this.’ “
These soldiers can still participate on their off time, doing exactly what they already have been doing, Jones said.
“The difference is we are giving them a platform to play together … whether it be participating in online tournaments or just playing together and showcasing that to the American public,” he said.
“Essentially, soldiers are already playing video games,” Jones said. “We are just bringing to the light what is already in existence.”
The eSports world is widely shared on “Twist TV and all of these streaming services,” said Sgt. 1st Class Robert Dodge, a spokesman for Army Recruiting Command.
“We know that there is a large [portion] of the population out there that is watching these video game tournaments and watching people game, and this is allowing our soldiers who are already doing this and competing in these tournaments to get out there and connect with that large population,” Dodge said.
“So with this, we can touch a huge number of people and tell our Army story and help get them potentially interested in wanting to serve,” he added.
This article originally appeared on Military.com. Follow @militarydotcom on Twitter.
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.
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.
It’s 1 a.m. again, and I’m wearily crawling into bed hours after my partner.
This is the effect of “Apex Legends” on my life — the latest major Battle Royale game to demand the attention of tens of millions of players. Since “Apex Legends” arrived in early February 2019, it’s become the standard background game in my life.
Unlike “Fortnite” or “PlayerUnknown’s Battlegrounds,” “Apex Legends” has its hooks in me deep and I don’t foresee them letting go anytime soon. Here’s why:
There are ziplines in “Apex Legends” that defy the laws of physics in delightful ways.
1. “Apex Legends” feels better to play, from gunplay to movement to strategy, than any other Battle Royale game available.
Everything about the act of playing “Apex Legends” feels good, and the more I dig into the game, the more I find to love.
The simple act of moving around is so thoroughly, thoughtfully detailed that it bears praising.
Here’s a very basic overview: Every character moves at the same speed, whether walking or running. While running, you can push the crouch button to slide — this offers you a minor speed boost if you’re on flat or sloping ground. Every character can jump, and if you hold jump while leaping into a wall you’ll clamber up the wall.
It’s a very simple set of rules, but the way that “Apex Legends” makes all movement feel so fluid and smooth is remarkable. It’s perhaps the most impressive aspect of “Apex Legends”: The game simply feels good to move around in. The same can’t be said for any other Battle Royale game.
2. It’s a tremendously detailed game, despite being straightforward and accessible to anyone.
Allow me an example: For the first few weeks, I rarely used hip-fire (shooting without aiming down the sights). Why would I do that if I could aim more carefully by aiming with a sight?
It turns out there’s a massive benefit to using hip-fire shooting in “Apex Legends,” and blending your shooting between aimed shots and hip-fire is a crucial component to successful play. Due to the relatively accurate spread of fire, hip-firing is critical for winning close-quarter fights with most weapons in “Apex Legends.”
That’s one tiny detail of myriad tiny details that make every little thing you do in “Apex Legends” feel so good. It’s actually my favorite component of the game: I’m still learning finer nuances of each specific weapon, of how to move through the environment more swiftly, of how to reach a place I didn’t know I could.
It’s a game that still feels remarkably fresh to me even after dozens of hours played.
The full “Apex Legends” island.
(“Apex Legends”/Electronic Arts)
3. The way players can interact with the extremely detailed world in “Apex Legends” is a testament to its excellent world design.
On our way to the next circle, my friend pinged a location for me to see — a tiny little hole he’d discovered that could be used to sneakily get away in a desperate Skull Town fight.
It was the most recent discovery he’d made after over 100 hours spent running, sliding, and shooting through the single map in “Apex Legends.”
There are dozens of these little quirks to the map, and it’s clear that an absurd amount of attention was given to exactly how each area of the map was laid out. There are always more angles to take, or ways to flank enemies, or a carefully placed boulder that’ll have to serve as cover — the hands of the game’s development team are all over the map if you look close enough.
“Fortnite” recently added a bus that acts a lot like the Respawn Beacons in “Apex Legends.”
4. “Apex Legends” is the evolution of Battle Royale — every other game in the genre feels old by comparison.
Watching a video recently of a popular Twitch streamer playing “PlayerUnknown’s Battlegrounds,” I was struck by how stiff it was. Movement had no sense of weight to it, and the sound of the player running made it look like they were tiptoe-running across a field.
Frankly, it looked outdated and unpolished compared to “Apex Legends.”
The closest any Battle Royale game gets, in terms of movement and gunplay and feel, is “Call of Duty: Blackout.” It’s quick, and has solid gunplay, and there are some interesting gameplay twists that make it unique. But it is inherently a “Call of Duty” Battle Royale mode, with all the baggage that comes with — movement isn’t very fluid, and guns mostly sound like toys.
And that’s before we start talking about the respawn system, or ziplines, or the pinging system, or dropships, or care packages, or the jumpmaster system, or any of the other dozen innovations that “Apex Legends” brings to the Battle Royale genre. It adds so much new stuff that it feels like a full step forward past every other game in the genre.
Level 1 Shield here!
5. The ping system!
It’s hard to overstate how impressive the ping system is in “Apex Legends.” It should be the number one takeaway for any game developer working on a new multiplayer shooter.
The idea is simple: See an enemy? Tap the right bumper on your gamepad, and your character will call out those enemies and even mark their last movement for your teammates. See ammo your teammate needs? Tap the right bumper! It’s a brilliant, robust system for “spotting” various things — from items to enemies.
Smarter still, that system is contextual. If you’re looking at a level-three helmet and “spot” it, your character shouts out, “Level-three helmet here!” and marks it for your teammates. It’s this system that enables teammates to communicate a wealth of information without having to literally speak to strangers.
The spotting system cannot be overstated in its importance — it’s such a smart innovation that I outright expect it to show up in most multiplayer shooters going forward. It better!
Even with a sight, shooting someone from this distance with an Alternator is a tricky proposition.
6. It’s the best shooter of any Battle Royale game — shooting specifically.
The team behind “Apex Legends” has a serious pedigree behind it, having created the “Call of Duty” series and the “Titanfall” series.
It’s no surprise, then, that the shooting in “Apex Legends” feels so good — it’s from developers who more or less set the standard in video-game shooting.
To this end, bullets fall appropriately over a distance. Gunshot sounds are directional. Headshots feel substantial, and submachine guns feel like high-powered BB guns.
The shooting looks, feels, and sounds as good or better than the best shooting games, from the latest “Call of Duty” to “Destiny 2.”
This may sound obvious but, in the most popular Battle Royale games, the shooting is pretty terrible. “Fortnite” has notoriously lackluster shooting mechanics. The only great Battle Royale shooter is “Call of Duty: Blackout,” and that shooting is held back by the relatively stiff movement of the game.
7. Since each Legend has their own abilities, learning how to mix those abilities with your friends is a blast.
In “Fortnite,” every character you play as has the same abilities. It’s a third-person shooter with building mechanics, and every avatar — visuals aside — is identical.
The same can be said for “PlayerUnknown’s Battlegrounds” and the Battle Royale mode in “Call of Duty: Black Ops 4.”
But in “Apex Legends,” each player has unique abilities. There are various “classes” of characters — soldiers, tanks, healers, etc. — and various specialties within each class. In this way, “Apex Legends” is more similar to “Overwatch” than its direct competition.
And blending those characters into a team made up of complementary players is part of the delight of “Apex Legends.” Better yet: The game’s developer, Respawn Entertainment, has already added one new character, Octane. And more are promised for the future.
So, what are these powers? They range from the ability to conjure a healing drone that can heal multiple teammates at once, to a grappling hook for reaching high places, to the ability to deploy noxious-gas containers. Using Bangalore’s smoke grenade combined with Gibraltar’s air strike ultimate is one combination I’ve been particularly enjoying.
Since it’s still early days for “Apex Legends,” many of the best ways to use various abilities are still shaking out. And that’s thrilling! There’s a “meta” to “Apex Legends” that is deeper and smarter than games like “Fortnite.” It feels like there are many ways to win, with a variety of different team setups, rather than a “best” way to win. And that leads to the kind of experimentation that keeps the game fresh.
Picking up wins with friends is absolutely delightful.
8. Playing with friends is critical, and makes the game so much more enjoyable.
I’ve had lots of good matches of “Apex Legends” with total strangers. I’ve won many games where my teammates and I never spoke a word, using only the in-game pinging system to communicate while moving from fight to fight. It is entirely possible to play this game with strangers and have a blast.
But nothing is better than playing with friends, using both your voice and the game’s pinging system to detail your words. Saying “Enemies right here” and pinging the location at the same time is a great way to immediately convey complex information to your teammates. Even better is the tactical planning you convey to each other afterward as you head into battle. “I’ll take left flank,” for instance, or “Getting height” — common refrains while sneaking up on an opposing squad.
Better still, you learn each other’s strengths and compliment each other’s chosen character. You laugh at each other’s faults and call out items you know friends are looking for — yes, I’m always looking for an R-301. Thank you for remembering!
It’s why I’ve been staying up way past my normal bedtime almost every day to play more “Apex Legends.” It’s the best game that’s come out this year by a longshot, and by far the best Battle Royale game available.
When a writer needs to think up some great, imposing force to pit against their protagonist, sometimes they go a little overboard. Yeah, it’s great to see some young farmboy find the strength within needed to lead a rebellion against an evil, galactic empire, but most times, the troops fighting alongside the protagonist don’t have magic space powers (we’re looking at you, Luke).
And yet anyone who’s never seen the show will still think they’re just silly little robots…
The Daleks (Doctor Who)
At first glance, the Daleks are kind of silly. A rolling pepper shaker with two sticks for arms might not seem imposing — until you realize they’re almost impossible to kill inside their shells.
Fighting a near-undying force that’s backed by a ridiculous amount of troops hellbent on your extermination isn’t ideal — it doesn’t matter that you could just put a hat over their eyestalk.
Yep. And the other villains in the game try to capture these things — doesn’t work like that.
The Reapers (Mass Effect)
Normally, giant, spacefaring warships are hard to kill. They’re even harder to kill if they’re sentient and are capable indoctrinating entire galaxies under their control.
Reapers are massive beings often confused with space ships. They dominate entire star systems by slowly brainwashing their inhabitants. Or, if that takes too long and they just need some troops fast, they can shoot out robot appendages to turn anyone fighting them into lifeless, obedient husks. Every conquered world joins their ranks, becoming a new enemy that our heroes must fight physically and psychologically.
A rocket launcher may be overkill, but you don’t want to take any chances.
The Flood (Halo)
What’s worse than fighting zombies? Fighting space zombies. One of the most deadly things about the Flood is that they can destroy their enemies with a single touch.
They cover battlefields in disease, meaning any step may lead to infection. The Flood is so terrifying that it takes two great armies, the humans and the Covenant, to band together and defeat them.
Poor bug. No one ever takes them seriously.
The Arachnid (Starship Troopers)
No good military satire is complete without an insane enemy that comes in insane numbers and is armed with insane psychic abilities.
One of the most deadly things about the Arachnids was how mindless they seem. Everyone who initially thought, “oh, just a giant bug” was in for a rude awakening when they discovered they can communicate telepathically and shoot down spaceships in orbit.
The Borg even managed to assimilate the great Captain Jean-Luc Picard. And adding Picard to their ranks definitely gives them an edge.
The Borg (Star Trek)
These guys are the culmination of all the terrifying things on this list. Put together highly advanced technology, overwhelming numbers, near invulnerability, and mass assimilation and you end up with the Borg.
With most sci-fi hiveminds, destroying their leader usually means the destruction of their entire force. But with the Borg, it just means another Queen must take their place.
Who would win: 40 millenia of technological advancements or one Orky boy?
The Orks (Warhammer 40k)
To be fair, every army in Warhammer 40k is a force to be reckoned with. But even in a universe filled with futuristic demons, robot zombies, and blood-thirsty elves, the Orks are considered the most successful intergalactic conquerors.
When the space savages aren’t fighting among themselves, they’ll band together to overwhelm their foes — even if those foes are Chaos gods, alien samurai, or whatever the hell Tyranids are.
For months now, “Fortnite: Battle Royale” has kept players on their toes with weekly — and sometimes daily — updates to the game, including new character skins, limited-time game modes, and fun and interesting challenges.
Some of those updates have been just for fun, and some actually change the way the game is played. For example, in the days leading up to the beginning of Season 4, the game hinted that a meteor shower would change the island forever. When the meteor did hit, it caused a large crater in the enter of the map, turning Dusty Depot into the craterous Dusty Divot. Later, there was even a limited-time tie-in with “Avengers: Infinity War.”
The developers have also introduced or removed a few truly game-changing tools, including jetpacks, guided missiles, and even a rideable shopping cart.
Here’s what’s new this week in the world’s most popular video game:
New items: Bouncers
Following lots of rumors swirling on Reddit and Twitter, Epic has re-introduced jump pads to “Fortnite: Battle Royale.”
These jump pads launch players into the air at high speeds. This time, they apparently won’t inflict falling damage, and will be able to bounce both you and your shopping cart.
A few months back, Epic experimented with two versions of the of jump pads: one that would bounce players straight up, and one that would propel them forward through the air.
The pads were eventually removed, to the dismay of many streamers who quickly grew accustomed to using them for insane trick shots like this one:
Epic announced these new matching skins this morning, called “NiteLite and Lightshow,” respectively, on the official Fortnite Twitter account.
Both are already available in the item shop.
Gliders and pickaxes
Of course, the two new skins also come with matching accessories, in appropriate color schemes.
Week 6 challenge leak
Challenges unlock every Thursday, but like most things in Fortnite, they almost always leak a few days beforehand.
These are the leaked Season 4, Week 6 challenges, according to Fortnite Intel:
Search Supply Drops (3)
Deal damage with Shotguns to opponents (1000)
Search Chests in Loot Lake (7)
Spray over different Carbide or Omega Posters (7)
Search between a Playground, Campsite, and a Footprint (1) (HARD)
SMG Eliminations (3) (HARD)
Eliminate opponents in Retail Row (3) (HARD)
As with any leaked content, challenges have the potential to change or be replaced.
What’s up next
It’s hard to predict what the creators of “Fortnite” will change or add to the game next, but every week, dedicated fans dig through the game’s code looking for hints.
New cosmetics — like the new skins pictured above — are almost always among the first new additions to be datamined and circulated on fan blogs like Skins-Tracker and FortniteIntel, so check there if you want an early look at what’s next.
According to Skins-Tracker, these skins are called “Flytrap,” “Royale Bomber” and “Ventura,” and could be coming soon.
Naturally, those dataminers also uncovered the matching accessories.
This new glider and axe set, named Venus-Flyer and Tendril, respectively, clearly complete the Flytrap look.
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.