Gamers have all experienced this before — you’re trying to get from Point A to Point B when, suddenly, you’re gunned down by a player who’s been hiding, motionless, for minutes, just waiting for you to run by. It doesn’t matter if it’s a sniper in an open field or some jerk hiding around the corner with a shotgun — it pisses you off and, of course, it’s never your fault.
The practice of posting up in a spot and waiting for players to enter your field of view is called ‘camping,’ and if you’ve played an online shooter, this tactic has definitely boiled your blood. Probably because we all, on some level, recognize an undeniable truth: there’s nothing technically wrong with the strategy.
If you’ve just come off a losing round of CS:GO, this is probably the point in the article where you ragequit and go back to scrolling through Facebook, but if you’ve served, then you know ‘camping’ is a legitimate strategy — one that’s used in every area of military tactics, both defensive and offensive.
Next time, before you yell at that camper, consider these real-life examples:
If you know anything about being a sniper, then you’ll know exactly why this is at the top of the list. Snipers are the kings of real-life camping. Their entire job revolves around sitting in a spot, waiting to clap someone on the other side of the “map.”
A successful ambush leverages the element of surprise against your enemy. It’s when you and your entire squad hide in some bushes and wait for enemies to roll down a road so you can punch their time card.
If an enemy squad hears you approaching in PLAYERUNKNOWN’S BATTLEGROUNDS, they’re going to hit the deck and wait until you come into view. It’s fair play and you getting upset about it won’t diminish its usefulness.
Whether you’re in a city, in a desert, or in a jungle, if you’re kneeling down waiting for enemies, then you’re definitely camping. You’d be stupid not to keep an eye out for the enemy in real life — so why’s it a sin in gaming?
Sitting in a defense
Defensive postures are mostly meant for resting after a large-scale attack, but while you’re sitting in your fighting hole, you’re watching for enemies.
This is, essentially, 300+ people camping together in real-life.
The entire purpose of being on post is, no matter where you’re at, to watch for enemies and forcefully remove their soul from their body should they come around. Sometimes, you’ll wait for hours and nothing happens but, either way, camping is used to maintain security in large perimeters.
So, next time someone says they “hate campers,” remind them that it’s not only fair — but tactically sound.
After a week-long controversy and accusations of censorship, Blizzard Entertainment responded late Oct. 11, 2019, to say China did not influence its decision to ban a professional gamer from Hong Kong for supporting anti-China protests. But the gaming community has been reluctant to accept Blizzard’s latest explanation of the move, and many are still planning protests at the company’s upcoming conference, BlizzCon.
“Hearthstone” player Ng Wai Chung, better known as Blitzchung, wore a gas mask and called for the liberation of Hong Kong during a post-match interview at a Blizzard-sponsored event on Oct. 5, 2019. Blizzard initially responded by banning him from competition for one year, and saying that it would no longer work with the two commentators who conducted the interview.
The punishment was harshly criticized by fans and U.S. lawmakers who accused the company of censoring free speech to protect its relationships in China, a massive and highly lucrative market with strict laws that require companies operating in the country to censor or remove content at the government’s request. Players threatened to boycott Blizzard’s games in response and a small group of Blizzard employees staged a walkout to show support for the protesters in Hong Kong.
After staying silent for several days, Blizzard Entertainment President J.Allen Brack pushed back against claims that Blizzard’s business in China influenced the company’s decision in a statement published Oct. 11, 2019. The company reduced the suspension of Blitzchung and the two commentators to six months and reinstated Blitzchung’s prize money, but Brack reiterated that Blitzchung had violated the rules of the competition.
“There is a consequence for taking the conversation away from the purpose of the event and disrupting or derailing the broadcast,” Brack wrote in a statement.
Blizzard’s reduced punishment didn’t do much to change public perception
Critics remain skeptical of Brack’s claim that China had no impact on Blizzard’s decision, and many suggested that Blizzard should have lifted its suspension of Blitzchung and the two competitors entirely.
Others accused Blizzard of trying to minimize its concession by making a statement on a Friday evening, a common tactic used to diminish negative press in a weekend news cycle. Former Blizzard producer Mark Kern said the company used the same strategy while he was working there.
Protesters upset with Blizzard’s lack of support for Hong Kong are planning to show up at the company’s annual fan convention, BlizzCon, on November 1. One group of protesters planned to form picket lines outside of the event and interrupt BlizzCon panel discussions with questions about Hong Kong. The same group is demanding that Blizzard make a public statement in support of Hong Kong, apologize and reverse the punishment, and create a special protest costume for the Chinese “Overwatch” character Mei.
Ultimately, Brack’s statement did little to change the perception of Blizzard’s punishment of Blitzchung, though the “Hearthstone” player said he accepted the company’s stance on the situation. Blizzard will have to wait and see if time will heal the company’s public perception, and hope the situation doesn’t escalate further with planned protests in the coming weeks.
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
Since 2009, the Call of Duty Endowment has been making strides in helping out the real-life heroes upon which the Call of Duty series is based. Now, the newest installment in the series, Call of Duty: WWII, is once again offering gamers the chance to give back to our nation’s war fighters — and get some really sweet loot in the process.
The deal here isn’t exactly groundbreaking, but it is effective. The developers over at Sledgehammer Games, Inc. are again putting out some cosmetic DLC that offers gamers some nifty swag in exchange for putting some cash towards helping veterans find jobs after they leave the service.
They’ve began this trend with Call of Duty:Infinite Warfare when they offered players a sweet red, white, and blue skin for their weapon, giving fans of the series the chance to showcase their commitment to helping veterans. Shortly after the release of Call of Duty: WWII, players once again had a chance to chip in and, in return, receive a helmet with the C.O.D.E. emblem on it.
This time around, the pack is called the “Fear Not Pack.” It comes with a new Monty uniform, two calling cards, two player emblems, a weapon charm that’s a Scottish Terrier wearing Teddy Roosevelt’s glasses, and a green “Viper” weapon skin.
You can pick up this new pack for $4.99. Playstation 4 players can snag an exclusive premium, animated theme for an additional $3.99. Or, you can get it all bundled up with last year’s Bravery pack for a grand total of $9.99. Both packs are now available for players to purchase.
No matter what your stance is on buying in-game cosmetics, remember, it’s all for a good cause. All of the proceeds go towards placing veterans in high-paying, high-quality jobs — and things are going well. The Call of Duty Endowment first set out to place 25,000 veterans in great jobs by the end of 2018. Due to an overwhelmingly positive reception and avid participation from the players, they met that goal two years early. They’ve since revised their goal. Now, they want to place 50,000 veterans by the end of 2019 — and you can help.
Check out the video below to learn a little more about the organization and how they’re helping our nation’s vets.
“The continued support from Sledgehammer Games, PlayStation, and Xbox for Call of Duty® in-game items this year is vital to our mission of helping veterans beat unemployment and underemployment as they transition back into civilian life. Via these programs, we have raised more than $3.8 million toward helping veterans into meaningful careers,” said Dan Goldenberg, Executive Director of the Call of Duty Endowment. “We want to thank Call of Duty gamers and our partners for their continued support, without which we could not be have helped more than 6,000 vets.”
ACTIVISION and CALL OF DUTY are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the properties of their respective owners.
“Call of Duty: Modern Warfare” had a massive launch, bringing in more than $600 million in its first three days. Publisher Activision Blizzard said “Modern Warfare” sold more in its first weekend than any “Call of Duty” game released since 2013.
With a new blockbuster release each year, “Call of Duty” is one of the best-selling video game franchises of all-time, and publisher Activision has doubled down for 2019 by releasing both “Call of Duty: Modern Warfare” and the free-to-play “Call of Duty Mobile” in October 2019.
“Call of Duty Mobile” saw more than 100 million downloads during the first week of October 2019, but that didn’t stop “Modern Warfare” from becoming the top-selling digital launch in Activision’s history.
“Call of Duty: Modern Warfare” also set new records on the PlayStation Network for the most digital preorders, and the most three-day digital sales on PlayStation 4. Activision also said “Modern Warfare” has become the top-selling “Call of Duty” PC launch ever, beating out last year’s “Call of Duty: Black Ops 4.”
“Black Ops 4” was the second-best-selling game of 2018, trailing “Red Dead Redemption 2.” “Call of Duty: WWII” was the best-selling game of 2017, and “Call of Duty: Modern Warfare” is likely to lead the charts for 2019 at its current pace.
“Through the first three days, Modern Warfare has more total players and total hours played than any Call of Duty opening release in the last six years,” Activision President Rob Kostich said in a statement.
For the very first time, “Call of Duty: Modern Warfare” unites the millions of “Call of Duty ” players on PlayStation 4, Xbox One, and PC by allowing cross-play and cross-progression, regardless of which version you’re playing. The game also has a cinematic single-player campaign, which “Black Ops 4” lacked. “Call of Duty: Modern Warfare” was built on a new engine too, giving the game a major graphical improvement from last year.
“Call of Duty: Modern Warfare” was released for PlayStation 4, Xbox One, and PC on Oct. 25, 2019. The PC version of “Modern Warfare” is available on Battle.net, Blizzard’s online gaming platform.
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
After whiffing on its recruiting goal in 2018, the Army has been trying new approaches to bring in the soldiers it needs to reach its goal of 500,000 in active-duty service by the end of the 2020s.
The 6,500-soldier shortfall the service reported in September 2018 was its first recruiting miss since 2005 and came despite it putting $200 million into bonuses and issuing extra waivers for health issues or bad conduct.
Within a few months of that disappointment, the Army announced it was seeking soldiers for an esports team that would, it said, “build awareness of skills that can be used as professional soldiers and use [its] gaming knowledge to be more relatable to youth.”
By January 2019, more than 6,500 soldiers had applied for a team that was expected to have about 30 members. In September 2019, the Army credited the esports team, one of two new outreach teams set up that year, as having “initiated some of the highest lead-generating events in the history of the all-volunteer force.”
“It’s essentially connecting America to its Army through the passion of the gaming community,” Sgt. 1st Class Christopher Jones, noncommissioned-officer-in-charge of the team, said in January 2019.
Team members who were competing would train for up to six hours a day, Jones said at the time, and they received instruction on Army enlistment programs so they could answer questions from potential recruits.
“They will have the ability to start a dialogue about what it is like to serve in our Army and see if those contacts are interested in joining,” Gen. Frank Muth, head of Army Recruiting Command, said in early 2019.
Thousands of soldiers play esports, Muth said, and the audience for it has grown into the hundreds of millions — West Point even recognized its own official esports club in January — but the appeal wasn’t obvious at first to Army leaders, Army Secretary Ryan McCarthy said Friday.
“This was one [idea] that when the first time Gen. Frank Muth briefed … Army senior leadership, we’re like, ‘What are you talking about, Frank?'” McCarthy told an audience at the National Press Club in Washington, DC.
“We’re about 18 months into it,” McCarthy said, and with that team, Army recruiters were “getting their finger on the pulse with 17- to 24-year-old Americans. What are they into? How do they communicate? And [finding] those right venues and shaping our messaging to talk about here’s the 150 different things you can do in the Army and the access to education and the kinds of people that you can meet and being a part of something as special as this institution.”
In 2019, the Army rolled out an esports trailer with four gaming stations inside, as well as a semi-trailer with eight seats that could be adjusted so all eight players played the same game or their own on a gaming PC, an Xbox 1S, a PS4 Pro, and a Nintendo Switch, Jones, the NCO-in-charge, told Task Purpose in October.
One of the senior leaders dispatched to an esports event was Gen. Mark Milley, who was Army chief of staff at the time and is now chairman of the Joint Chiefs of Staff, which is the president’s top uniformed military adviser.
“He said, ‘You’re going to make me do what?'” McCarthy said Friday. “Then when he went, he learned a lot, and he got to engage with young men and women, and what we found is we’re getting millions of leads of 17- to 24-year-olds to feed into Army Recruiting Command to engage young men and women to see if they’d be interested in a life of service.”
The esports team is part of a change in recruiting strategy, McCarthy said, that has focused on 22 cities in traditional recruiting grounds in the South and Midwest but also on the West Coast and the Northeast with the goal of informing potential recruits about what life in the Army is actually like as well as about the benefits of serving, such as money for college or soft skills that appeal to employers.
The service has also shifted almost all its advertising spending to digital and put more uniformed personnel into the Army Marketing Research Group to take more control of its messaging.
McCarthy on Friday called it “a comprehensive approach” to “improve our performance in a variety of demographics, whether that’s male-to-female ratios or ethnicities.” That geographic focus yielded “a double-digit lift” among women and minorities, McCarthy said last year.
After the 2018 recruiting shortfall, service chiefs, including then-Army Secretary Mark Esper, said schools were not letting uniformed service members in to recruit. Anti-war activists attempted to disprove that claim by offering ,000 to schools that admitted to barring recruiters.
But recruiting has improved year-over-year, hitting the goal set last year and being ahead of pace now, McCarthy said.
“This has been a major turnaround, because I think we just got a little lazy and we started losing touch with young men and women … but you have to sustain this,” McCarthy added. “We’re in a war for talent in this country — 3.5% unemployment, they have a lot of opportunities.”
“We travel to a lot of American cities, and we meet with mayors and superintendents of schools and other civic leaders to try to educate those influencers, to try to help us in recruiting, and it’s yielded tremendous benefit.”
Despite the fan base not being filled to the brim with lovers of the game, Halo: Reach remains in the hearts of many of us gamers who dumped a considerable amount of time into the game itself. One thing that might stand out, especially for those of us in the veteran community, is how the game itself depicts war.
Halo: Reach was released nearly a decade this upcoming September, and this campaign still gets a lot of us excited. It had some good characters, each with unique qualities, and the story was amazing. The gameplay is another story, but what we’re focusing on here is the biggest thing that stood out: this game is about war.
Here’s why Halo: Reach was one of the best:
You were also, for the first time, surrounded by other Spartans.
Nerfed Spartan strength
Throughout the original Halo trilogy, you fight as Master Chief, the only Spartan in sight, which makes you an absolute force of nature on the battlefield. You’re essentially unstoppable, with your only purpose being to bring judgment down upon the Covenant that stands before you.
Reach took that and essentially made you just slightly weaker, but it was noticeable. Stronger than the average UNSC Marine but just on the same level as the best the Covenant has to offer. This made you feel more like you couldn’t just steamroll into battles, bringing death on a silver platter to the Covenant.
There are plenty of shots in the game that show the planet’s destruction.
Depicted a losing fight
Most of us who knew the lore of Reach before the game’s release knew it was a doomed mission. You were fighting a losing battle because the Covenant hits the planet’s under-manned military defenses with an all-out attack force with the intent to reap every last soul upon its surface. That didn’t stop you, though.
It really showed the tenacity that troops bring to the battlefield. Knowing you could lose doesn’t matter, you’ll fight to the death anyway and make the enemy work for every life they have to take – and suffer the consequences of taking it to begin with.
Prime example: Jorge.
Showed the tremendous sacrifices that were made
One thing that the original trilogy doesn’t take much time to do is to show the sacrifices of individual soldiers. Reach absolutely does that. With Noble Team, you see each of the team members die in some way or another, a couple of them choosing to die so that others may live.
Seeing mega cities like this getting torn apart was devastating.
Reach takes a lot of time to show us how destructive the Covenant is and the devastation of that destruction in context with what they do to the planet. Most of the other games you don’t get that sense, with Halo 3 being the obvious exception since part of it takes place on Earth.
But what we got in Reach was an entire game of trying to save a planet only to fail.
“Final Fantasy VII Remake” is due out for PlayStation 4 on March 3, 2020, and Square Enix just dropped a new trailer at the Tokyo Game Show.
The new footage shows off the game’s villains: the president of the nefarious Shinra Company, and the Turks, Shinra’s suit-wearing enforcers.
“Final Fantasy VII Remake” will re-create the classic game from the ground up with totally new gameplay, but classic characters, summons, and the story will remain the same. The remake will be split into a series, with this game focusing on the city of Midgar
FINAL FANTASY VII REMAKE Tokyo Game Show 2019 Trailer (Closed Captions)
To celebrate the release of Battlefield V, Microsoft and Electronic Arts partnered to give a Florida veteran a limited-edition Xbox One X bundle, delivered via an outrageous skydiving stunt.
Motorsport driver and stunt performer Travis Pastrana of Nitro Circus dove from a height of 13,000 feet to deliver the first Xbox One X Gold Rush Special Edition Battlefield V bundle to retired Navy Corpsman Jeff Bartrom, who lives in Paisley, Florida. Pastrana hit a peak speed of 140 mph during the dive, and the jump took less than 55 seconds.
Travis Pastrana Aerial Drop With Xbox One Gold Rush Battlefield Bundle
The giveaway was meant to thank Bartrom for his service, and it coincides with Microsoft’s #GiveWithXbox initiative. The company pledged to donate worth of Xbox products for every picture shared to social media with the hashtag showing the importance of gaming. Microsoft will donate up to id=”listicle-2621537520″ million to be split between four charities, Child’s Play, Gamers Outreach, SpecialEffect, and Operation Supply Drop. The social-media campaign is running through December 9th.
World War II shooter Battlefield V officially launched on Nov. 20, 2018, and is available on Xbox One, PlayStation 4 and PC. The Xbox One X version of Battlefield V also features enhanced visuals. EA Access members can play a free 10-hour trial of the game on their platform of choice as well.
If you’ve never heard of Max Uriarte, you’re in for a treat. He’s the Marine, writer, and artist best known for his comic Terminal Lance, which pokes fun at the Marine Corps from a grunt’s point of view. Now he’s teamed up with The Call of Duty Endowment to create the Call of Duty: “Night Raid” PlayStation 4 Dynamic Theme.
The Call of Duty Endowment “helps veterans find high quality careers by supporting groups that prepare them for the job market and by raising awareness of the value vets bring to the workplace.”
All proceeds from the sale of the Night Raid theme ($2.99) go directly to the endowment to help vets get jobs after service. The Call of Duty Endowment has placed over 57,000 veterans thus far. Their new goal is placing 100,000 veterans into high quality jobs by 2024.
Check out some of the awesome artwork below:
Call of duty Endowment night raid dynamic theme tier 3
Uriarte deployed to Iraq twice with 3rd Battalion, 3rd Marines. In 2007 he operated as a turret gunner out of Fallujah and in 2009 he was a combat photographer out of al Asad. His second deployment left a lasting impact on his civilian career as an artist — or, to be more specific, a Combat Artist.
“Combat Art is the act of capturing beauty in places you wouldn’t normally find it. It…exists solely for the purpose of creating art on the battlefield. When events are filtered through an artist’s eye, they capture things that maybe a camera does not, such as the feelings and emotion of the place or subjects. A photograph is objective — it shows reality. A sketch or a painting is subjective, it shows what the artist interpreted and what the artist saw that maybe no one else did (or could),” Uriarte told Fletcher Black of Activision.
U.S. Marine Max Uriarte (left); ‘Terminal Lance’ Marines Abe Garcia (right)
‘Terminal Lance’ strikes true with Marines — and vets from all branches — who’ve dealt with some of the…color…military service has to offer. The comic makes light of the tedium and nonsense that come with the job.
But Uriarte also has a serious side. His graphic novel, The White Donkey, was based on his combat deployment in Fallujah. His upcoming graphic novel, Battle Born: Lapis Lazuli, promises to be a visceral examination of the effects of war on an Afghanistan province.
Who better to design art for the Call of Duty Endowment than a combat-experienced Marine with an artist’s eye and a creator’s hand?
Call of Duty®: Black Ops 4: C.O.D.E. Jump Pack
You can also support veterans by grabbing the new Call of Duty®: Black Ops 4 – C.O.D.E. Jump Pack, which includes a special wingsuit, parachute, and trail. 100% of the proceeds will go directly toward helping veterans get jobs after their military service.
Check out both the Jump Pack and the “Night Raid” Dynamic Theme on your PlayStation!
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.
With the release of EA’s Medal of Honor: Above and Beyond, gamers have their first dedicated WWII virtual reality experience from a AAA studio. The game is the first release from the Medal of Honor franchise since Medal of Honor: Warfighter in 2012. Set in the European theater, Above and Beyond has players take on the role of an OSS agent fighting alongside the French Resistance against the Nazis in its single-player campaign. Played entirely in VR on either the Oculus Rift or Steam VR, Above and Beyond also includes traditional player vs. player competitive multiplayer and a survival mode. However, the game’s signature feature is its Gallery mode.
A longstanding inclusion with Medal of Honor games, the Gallery mode provides players with insight on the real-life soldiers and their stories that inspired the game. As players progress in the single-player story, documentaries in the Gallery are unlocked. “The goal of Medal of Honor is to be grounded and emotionally authentic. To be as true as we can to the people who actually fought in it and lived in it” said Peter Hirschmann, game director of Medal of Honor: Above and Beyond, “The goal is to tell and show as much truth as possible and let people get the tiniest of glimpses of what it must’ve been like.”
Hirschmann is no stranger to telling stories as he wrote and produced the groundbreaking original 1999 Medal of Honor game. He brought on board Emmy Award-winning filmmaker Anthony Giacchino to produce the Gallery mode. Giacchino, who is well-known for his WWII documentaries featured on The History Channel, sought to bring a human dimension to the game. Over 16 million Americans served in WWII. In 2019, the VA estimated that less than 390,000 were still alive and nearly 300 died every day. With the greatest generation fading away, Giacchino wanted, “for people to hear their stories before it’s too late.” Developer Respawn partnered with Honor Flight to bring WWII veterans to the locations of historic events that they took part in to conduct interviews.
In the Gallery mode, and through the power of VR, players will be able to sit next to these veterans and hear them tell their stories. They will walk alongside them on the battlefields that they fought through all those years ago. “It’s an amazing tool for transporting people into the stories that we’re telling,” Giacchino said of VR. “You’ll be able to go to Peenemünde where the V2 rocket program was, or Omaha Beach, parts of the world you’d otherwise never get to see.”
Above and Beyond offers players an engaging gaming experience, but an even more powerful and emotionally impactful story-telling experience. While new technology like VR will inevitably become antiquated and games like Above and Beyond difficult to play, its Gallery mode serves as a timeless historical record and testament to the veterans of the Second World War. Giacchino has confirmed that the team is working on a way to bring the Gallery mode to a wider and more mainstream audience without the need for a VR headset and gaming PC. “The Gallery will forever be the thing that lives on, a hundred years from now.”
Nintendo’s new version of the Nintendo Switch costs just $200, and it’s scheduled to arrive on Sep. 20, 2019.
The Nintendo Switch Lite, which was revealed on July 10, 2019, after months of rumors, is similar to the flagship $300 Nintendo Switch in many ways — and crucially different in a few ways.
Outside of price, here’s how the two Nintendo Switch versions stack up:
1. The Nintendo Switch Lite costs 0 less because it’s a portable-only console.
The Nintendo Switch is named as such for its ability to switchbetween form factors.
You can take it on-the-go, as a handheld console! You can dock it at home and play games on your TV, as a home console! You can even prop it up on its built-in kickstand, detach the two gamepads, and play multiplayer games with a friend, as a standalone screen/console! Madness!
The Nintendo Switch Lite, however, isn’t quite so verstatile. It’s intended for one thing: Handheld gaming.
Like the Game Boy, Game Boy Color, Game Boy Advance, Nintendo DS, and Nintendo 3DS before it, the Nintendo Switch Lite is a portable game console. It runs the same games as the Nintendo Switch, but it can only be used as a portable game console.
2. The Nintendo Switch Lite is smaller than the flagship Nintendo Switch, in both its body and screen sizes.
On the standard, 0 Nintendo Switch console, the touch screen is 6.2 inches. On the new Nintendo Switch Lite, the touch screen comes in at 5.5 inches.
Similarly, as seen above, the overall size of the Switch Lite’s body is shorter and skinnier than the standard Switch console.
3. The Joy-Con gamepads don’t detach from the Switch Lite.
Another major selling point of the original Nintendo Switch console was its removable gamepads — the so-called “Joy-Con” controllers. A single Nintendo Switch console, with Joy-Cons, is a two-player standalone gaming system! Pretty incredible!
But the Nintendo Switch Lite is a handheld console, intended for a single person to use it as a handheld console. Thus, the Joy-Cons are built directly into the hardware.
Notably, you can pair various other Switch controllers to the Switch Lite — the Joy-Cons, for instance, or the Switch Pro Controller — which is handy if you still want to play multiplayer games like “Mario Kart 8 Deluxe” on the itty-bitty screen.
4. The d-pad is an actual d-pad now.
For many, the version of a d-pad on the left Joy-Con was an abomination. Four directional buttons? Instead of a connected d-pad? What?!
The Nintendo Switch Lite solves that issue by putting in a standard d-pad.
5. The battery life is a little better on the Switch Lite.
Are you looking for a whopping half hour increase in battery life? You’ve come to the right place: The Switch Lite is exactly that. Instead of a maximum of 6.5 hours (like the original Switch), the Nintendo Switch Lite has a maximum of 7 hours.
As always, though, battery life will differ based on the game you’re playing: Games with intense graphical needs will chew through your battery faster, as will playing games online. So if you’re playing “Super Smash Bros. Ultimate” online with the brightness up, your mileage will very likely vary.
6. The Switch Lite comes in three colors: Yellow, Grey, and Turquoise.
The standard Nintendo Switch has a few different color options based primarily around swapping Joy-Cons of various colors, but the Nintendo Switch Lite is going all-in on color choice.
In addition to the three seen above — the standard colors that the Switch Lite will be offfered in — expect special editions, like the “Pokémon” one that arrives this November with the new game “Pokémon Sword Shield.”
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
Like clockwork, whenever a new Call of Duty game gets released, there’s a mad rush within the playerbase to be the first (or one of the first) to reach level fifty-five and “prestige,” effectively resetting your progress to gain a cool emblem that you can then show off to other players.
That emblem, especially during the game’s earliest days, shows your opponents (and teammates) that you’re extremely skilled at the game.
But this isn’t exclusively a player-driven tradition. Activision Blizzard is well aware of this race to the top and is using it to drive donations toward a charity that directly helps veterans find employment after service. Right now, you can watch the greatest players duke it out as they strive to be the first to prestige while simultaneously supporting the Call of Duty Endowment.
It’s called the #CODNation Challenge.
“The #CODNATION Challenge is an incredible and unique way for the gaming community to come together each year, have fun, and support our veterans in their transition back to civilian life,” said Dan Goldenberg, Executive Director of the Call of Duty Endowment.
The race to the top first officially began today at 9:00 am PST, but you haven’t missed out just yet — it’s expected to be a full 24-hour gaming marathon. The #CODNATION Challenge has partnered with ELEAGUE, the premiere esports and live tournament brand, to showcase each gamer in the running on Twitch.
To watch their live stream, check out the video below:
Every cent donated through the event is directly given to the Call of Duty Endowment. With it, the charity helps place veterans in high-paying, high-quality jobs — and things are going amazingly well.
The Call of Duty Endowment first set out to place 25,000 veterans in great jobs by the end of 2018, but they’ve nearly doubled that goal already, managing to aid 47,000 veterans hone their skills and get jobs that they can be proud of. They’ve since revised their goal. Now, they want to place another 50,000 veterans by the end of 2019.
So check out the steam, toss in a few bits, and enjoy watching the very best of the new Call of Duty: Black Ops 4, which launches tomorrow, Oct 12, 2018.