“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)
When people play video games, they tend to breeze through any mundane moments just to keep the game moving along. After all, no one wants to spend $60 just to sit around and deal with the regular crap that comes with real life. In the real world, we have to deal with all that regular crap because there are typically pesky laws or social norms that prevent us from doing whatever we feel is easier — or more fun.
The following tactics are generally accepted (and often rewarded) in the gaming world, but would likely land you in a UCMJ hearing if you tried them in the real, boring world.
Stealing vehicles to get somewhere faster
Walking long distances sucks and driving fast is fun. Logically, most gamers would rather ‘borrow’ the random car (or bike or horse) that’s just sitting right there and use it to go on their quest.
There are many games that do this, but the one most famous for it has it in the title — Grand Theft Auto.
Because walking is hard.
Taking whatever you can find
Sometimes, gamers feel compelled to find all the hidden collectibles in order to unlock something. Other times, we just want to stock up on 500 wheels of cheese before we go fight a dragon —because you never know when you might need them.
In the real world, picking up whatever you want is typically considered theft — even if you’re 100-percent certain that the dead guy won’t be using that ammo.
Now you’re ready to fight a dragon.
Sleeping wherever, whenever
A lot of games nowadays have a day-and-night mechanic. To make it feel more like “real life,” these games will often offer the player the ability to sleep, healing wounds and passing the time. Usually, you can just tap a button and, theoretically, your character falls asleep on the spot.
While troops may actually have this amazing “sleep wherever, whenever” ability, doing it when you’ve got deadlines to make spells bad news.
No one wants to deal with drawn-out cinematics or long strings of dialogue while doing some side quest. When players are given the option to just tap ‘X’ and get it over with, they will.
In the military, you can’t just fast forward through the middle of a conversation with your commander — but we’d like to see someone try.
Then again, some games figured the gamers out.
Sneaking into wherever
You never know what the little corners of a game might be hiding. You might come across a collectible item, pick up some awesome loot, or just find satisfaction in revealing every tiny bit of the map.
Generally speaking, just going into unauthorized areas just to to see if there’s anything cool inside will net you an asschewing.
And yet it works perfectly fine to avoid details!
Destroying everything for the hell of it
Video games tend to reward players for wanton destruction with loot. Remember, suspiciously crumbly wall over there might lead into a cave where old people give out legendary swords.
Sadly, the military doesn’t look too kindly on its troops just randomly blowing crap up. The excuse of “I wanted to see what was behind it” won’t hold up.
That’s a nice ramp you’ve got there… It’d be a shame if something happened to it.
There is no more definitive way to prove you’ve beaten someone than by running over top of their dead body and rapidly crouching, as if your manhood was a teabag.
Even if you politely phrase it as “victory crouching,” it’s still getting you sent to the commander’s office.
In the real world, there are plenty of SHARP violations involved with trying that — defeated enemy or not.
Tom Clancy’s Rainbow Six Siege is one of the most entertaining games online for the military community. It takes a much more grounded approach to game-play that isn’t seen in most games. Players must actually think about the objective and every way to approach it in order to win.
Each match pits a group of five players against another team of five to either defend or attack a position. Unlike most online shooters, you choose an operator to play that comes with their own special ability that either aids the team or hinders the enemy.
Some operators have a very real (but kinda lame) ability like having a regular old thermal scope or just having a sledgehammer. Other abilities were kind of made solely for the game and would be kinda pointless in actual combat, like a loud flying drone. But looking at their load-out, some operators would do a hell of a job in an actual scenario.
The gun is just as satisfying in-game as you’d expect.
Hibana is more of a fast moving operator with very little armor. Skilled players could use her to run through the map and peek into enemy held positions. What sets her apart from the other fast operators is her thermite launcher that can melt through nearly anything.
She is all about the element of surprise. The holes she blasts aren’t easy to walk through, but it’s helpful to fight through it. Granted, the weapon is made for the game but it’d still be awesome to have one of those.
That, and he has some of the best outfits in the game.
Pulse is your atypical FBI agent. He comes with standard American gear and is a very balanced character. He also comes with a heartbeat sensor that can detect anyone through walls.
Perfect for anyone in the real military not wanting to jump right into an ambush.
No more checking for booby traps every time you come up to a door.
IQ is apart of the German GSG-9. She’s very much on the weak side and doesn’t have any real armor but her gadgets make up for it all. Just like pulse, she has a sensor, but hers detects electronics, explosives, and traps.
If that tech were to exist in real life, it would make clearing houses in Iraq and Afghanistan so much simpler.
All hail Lord Tachanka
Tachanka is a massive character. Think of having a Russian version of The Mountain on your side carrying a RP-46 Degtyaryov machine gun mounted with ballistic shields. His ability is being able to place that BFG onto the ground so anyone can run up and defend a choke point.
Just the fact alone that he can carry said mounted machine gun without any problem puts him on anyone’s squad wishlist.
But in-game, you need to know what you’re doing or else you’ll get killed immediately.
Caviera is the silent assassin in the game and she kinda of has two abilities. She can sneak across the map quietly while everyone else is focused on the objective. Then if the player can down an enemy, can be interrogated into giving up the locations of everyone else on their team. Which also gets relayed back to everyone else on the player’s team.
Just that kind of usefulness would be amazing.
That gun works better than a change of socks and Motrin combined!
As his name implies, Doc is the game’s doctor. Automatically that makes him useful. And then his ability is a healing dart gun that nearly instantly heals someone from a distance.
No more worrying about trying to struggle with first aid kits if you can just dart someone back to full health after they nearly die.
Two government agencies have teamed up to provide teachers with a unique education in the wake of increased school shootings.
The United States Army and Homeland Security Department are in the midst of creating a virtual reality experience they hope will help train educators on how to react in the event of a school shooting, according to Gizmodo.
Users can take on three roles in the virtual reality experience: teacher, shooter, and officer.
Teachers in the simulation must gather nervous pupils and find shelter. Those playing as the shooter are able to navigate the virtual school and kill at random. Officers in the virtual reality simulation must aim to find and kill the shooter.
The simulation is being developed as part of the $5.6 million Enhanced Dynamic Geo-Social Environment (EDGE) initiative, which is an “online training environment for first responders.”
In 2016, the Army and HSD released a similar virtual reality experience aimed to train first responders to handle hostile situations.
They’ve created simulations for both fire and police departments regarding school shooting response.
“The more experience you have, the better your chances of survival are,” Tamara Griffith, a chief engineer for EDGE, told Gizmodo.
“So, this allows you to practice and have multiple experiences (and) know what works and what doesn’t work.”
To create the most realistic scenario possible, EDGE engineers listened to dispatch audio from both the Virginia Tech and Sandy Hook shootings. This allowed them to incorporate the most gruesome realities into the simulation.
It also helped them zero in on specific survival tactics and best practices for such scenarios, including locking doors, avoiding windows, ordering students to line up against walls, and finding items to use as barricades.
According to Gizmodo, administrators in the simulations can enable different tools, including an intercom system and automated locks.
Griffith told the publication she’s hopeful that using the simulation in varying roles within the school will allow educators to stay calm should such a real-life situation arise.
“With teachers, they did not self-select into a role where they expect to have bullets flying near them. Unfortunately, it’s becoming a reality,” she said.
“And so we want to give them the chance to understand what options are available to them and what might work well for them.”
The updated virtual reality simulation aimed at teachers will be released in the spring.
Most veterans who have served in the past 20 years are probably familiar with video games. From barracks LAN parties, to marathon sessions of Madden NFL at the MWR while downrange, it’s safe to say veterans like to play video games. Studies have shown that video games also help veterans recover from some mental health challenges, providing an escape while boosting confidence, personal growth, leadership, and social connections.
Operation Supply Drop’s Games to Grunts program supports community engagement to veterans, military, and their families through video games. Most of the games they offer are on Steam, such as TEKKEN 7, Cooking Simulator, and Vietnam 65′, but other platforms are also available, like free XBOX Game Passes. All of the games are available through digital download codes.
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.
Most troops kill time by playing video games. And of course, they like the games that paint their branch in the best light…but it can be a little bit of an exaggeration.
Video games always feature the exciting parts of military service. No one wants to play a game about tedium — it just wouldn’t make a good game. Think how fast people would uninstall a game if 90% of the time they’re either cleaning, performing maintenance, or attending power point presentations about how to properly do adult things.
So here’s a round-up of some truth vs. fiction when it comes to video games and the military:
Airmen think they’re Ace Combat
Who doesn’t love a good combat flight simulator?
In real life, only 0.03% of the Air Force is actually a pilot. So the other 99.97% of the Air Force is more like the little kid who gets to watch their older sibling play.
Soldiers think they’re Call of Duty
There’s also a romanticized version of history that younger generations overlook.
“The Greatest Generation” is honored by the notion that all World War II Army veterans were noble pillars of virtue who killed Nazis (though to be fair, the group as a whole took out the Nazis).
But across the board, World War II soldiers embraced the same suck as the rest of us — just in a different decade. Swing by a VFW or an American Legion, buy one of the old timers a beer, and swap war stories. You’ll learn that they drank just as heavily as us, chased as much “tail” as us, and did just as much dumb crap as us.
They just did it while killing Nazis.
Sailors think they’re World of Warships
Just like the Air Force and their planes, a very small number of sailors actually get to stand at the helm.
This game brings naval warfare to life!
Sort of. There’s a big difference between the amount of time it takes to control video game ships versus real ships. Nothing is as instantaneous as using a controller. In the real world, you’ve got to send a message to this guy, who then tells another guy to tell a guy to do a thing…you get the point.
Marines think they’re Battlefield 3
Video game missions skip over crappy details and just put you straight into the action. Everything is the “cool sh*t” every Marines actually want to do.
Thankfully there’s a good work around the Lance Cpl. Underground figured out. By the very nature of a game, things can only get done when you reach a certain objective. Things get paused or stand still when the player doesn’t do anything.
Nothing is ever mentioned about how easy it is to slide out of bullsh*t. The real world, however, keeps on spinning, whether you skate out of sweeping the motor pool or not.
Coast Guardsmen think they’re part Cold Fear part Coast Guard
The average Coastie isn’t solving murder mysteries or fighting Russian mercenaries or zombies. They wish they were, though.
By now, there’s a playbook for capitalizing on gamer nostalgia. Take a classic console — the original Nintendo, the Super NES, the first PlayStation, the Atari VCS — and make a miniaturized, modern version with HDMI output and preloaded games. Then, sell it at a price much lower than that of the latest generation of consoles. For long-suffering Sega fans, the wait is finally coming to an end, as the company is finally borrowing the playbook and releasing an updated version of its classic console, the Sega Genesis.
The Sega Genesis Mini, as the new device is known looks, like a shrunk-down version of the original, beloved console. It will come with two wired controllers with a standard D-pad on the left and Genesis-standard three-button control pad on the right.
The Genesis Mini is an HDMI-equipped version of the classic console that comes preloaded with 40 different games. (Buy now)
The system comes preloaded with 40 different games, a generous number that means it won’t be easy to get bored with this thing. The included titles are being announced in four waves of ten, and the first batch has us excited. Sonic the Hedgehog is thankfully included because there wouldn’t be much point to a Genesis reboot without it.
Other titles include the Dracula-themed platformer Castlevania: Bloodlines, groundbreaking independent title Gunstar Heroes, the bizarre and captivating Toe Jam Earl, as far as we know the only funk-themed video game out there. There’s a ton of variety in this wave, and we’re excited to see the rest of the titles as they’re released between now and Sept. 29, 2019, when the console hits the market.
Video games way oversold the military. Shooter after shooter and strategy game after strategy game promised a career filled with Firebats and thermonuclear grenades, but the actual military turned out to be a lot of hard work using basic tools. Where are the cybernetics and robots and zombie plants?
Turns out, “they’re” working on it. Here are 6 features of video games coming to real combat. Given, you know, the programs are successful
Can’t wait until my future robot partner takes a human hostage and then gives me a creepy wink during the standoff.
What it is: In futuristic games like Titanfall, infantrymen go in with squads of robot soldiers that can carry their own weapons, drawing fire away from their human counterparts and slaying enemy forces like steel grim reapers.
Who’s making it real: DARPA (yeah, they’re going to come up a lot in this article) has the “Agile Teams” program which is tasked with creating mathematical models for assessing human-machine teams and looking for the best balance. Since programs to allow humans and machines work together on the battlefield already exist, DARPA is basically trying to build the measuring stick to assess those teams and improve them before they’re deployed.
In important note: Agile Teams isn’t only, or even mostly, about performance in ground combat. They’re also looking at how to pair robots and humans in analyzing intelligence, fighting a cyber battle, or conducting electronic warfare.
A soldier practices firing with an AimLock system.
(U.S. Army Angie Depuydt)
What it is: Most shooters, even ones that don’t advertise it, have some kind of “aim assist” built into gameplay. Through these systems, the computer makes the shooter just a little more accurate either by moving the targeting reticle slightly towards the enemy when the trigger is pulled or by curving bullets slightly towards targets, counting near-misses as hits.
Who’s making it real: Two groups are actually working on this. The Armament Research, Development and Engineering Center is working on AimLock, which basically takes the two major parts of the weapon (the upper and lower receivers), and separates the upper receiver from the rifleman’s direct control. The shooter pulls the trigger when they’re aimed at their target, the software and motors point the upper receiver at the target, and the round is fired.
Another program in development with the Army Research Lab re-purposes technology originally designed for stroke victims to reduce tremors. In the Mobile Arm Exoskeleton for Firearm Aim Stabilization program, new shooters are attached to a machine that stabilizes their arm while firing, dampening all the little tremors that make a big difference at hundreds of yards. Best of all, the program is shows results — even after the equipment is removed. Firers are becoming 15 percent more accurate after using and then removing MAXFAS.
What it is: In games like Warframe and Borderlands 2, players can work side by side with a murderous drone that kills enemy combatants, seeking out its own targets and watching the life slowly seep out of their human eyes.
Who’s making it real: To be fair, autonomous drones are already real, but they’re mostly good for vain athletes who want their drone to automatically take selfies. This NATO article summarizes a number of programs, mostly U.S. ones, for everything from autonomous wingmen for human pilots to drone swarms for the Air Force, Navy, and Army (yeah, it’s like KitKats — everyone wants a piece).
One fact that the military is generally quick to point out, though, is that all autonomous systems both in development and currently operational, have a “human-in-the-loop” system, meaning that the AI can only recommend targets, it cannot approve lethal action on its own. A human has to give the kill order.
Autonomous supply and medevac drops
What it is: In video games, you rarely have to wait more than a few minutes for a requested resupply to come in. Turn on a lunar beacon in Borderlands 2? Your gear will slam into the ground within seconds. Just Cause 3 lets you select a customized supply loadout, from guns to helicopters, and have it delivered within seconds.
Graphic summarizing the Active Plant Technologies program.
What it is: From Final Fantasy‘s cactaurs to Plants vs. Zombies entire arsenal, video games have lots of examples of awesome plants. Plant 42 from Resident Evil can even eat humans and, potentially, turn them into zombies.
Who’s making it real: While DARPA is shamefully refusing to investigate the strengths of the T-virus in plant life, they are working with industry to propel the Advanced Plant Technologies program, where plants are modified to act as sensors, changing physical traits when in the presence of certain chemicals, pathogens, radiations, or electromagnetic signals. So, if you want to know whether the Wizard of Oz is still making nukes, just check the poppy fields.
Tactical Augmented Reality System screenshot
What it is: Nearly every first person shooter has a heads up display, a bit of information on the screen with everything from a minimap to an ammo count. See: Call of Duty, Counter-Strike, etc.
Who’s making it real: Lots of groups are working on different aspects of it, but the Army’s Communications-Electronics Research, Development, and Engineering Center and the Army Research Lab have debuted a pretty impressive prototype called Tactical Augmented Reality that can display the locations of allies and known adversaries as well as comms info and navigation.
Bayonets epitomize the warrior mentality. Although it’s been a good while since the last official call was made to “fix bayonets” in an actual combat mission, the ancillary CQC weapon retains a special place in many warfighters’ hearts. Of course, if troops like to attach a sharp, pointy knife to their rifle’s end, then they’d surely love to affix a chainsaw. What could be better?
Chainsaw bayonets have become a trope in popular sci-fi, but there is none more iconic, overly-gratuitous, and awesome than those attached to the Mark 2 Lancer Assault Rifle in the Gears of War series. This futuristic weapon is a massive, fully-automatic rifle outfitted with a roaring chainsaw bayonet. It works well in the game, but it wouldn’t stand a chance in the real world.
There aren’t any official technical specs available for the Lancer, so it’s impossible for us to accurately judge its effectiveness, but we’ve seen a few people try to recreate the chainsaw bayonet themselves. Still, this technique is nowhere near as common as pop sci-fi would have you believe — for good reason.
In real life, the chainsaw bayonet is extremely flawed for a number of reasons. Firstly, there isn’t really any way to store the gasoline needed to power the chainsaw, so it won’t run for long. The workaround here would be to add a larger fuel source, but by doing so, you’d add to the already-bulky weight of the saw.
Then there’s the weight-distribution problem. It’s never an issue for the hulking heroes of Gears of War, but real-world troops aren’t so massive. Adding weight to a rifle will likely throw off its center of balance. When the front of a gun is far heavier than the back, it simply won’t fire accurately.
The center of balance is almost always closer to the butt-stock so the user has more control over control the weapon. Firearms without butt-stocks are also balanced in a way so that the recoil doesn’t shift the sight picture. Attachments to the front of a weapon, like suppressors, can help regulate weight distribution, but these are very specialized tools. The bulk of a functioning chainsaw would be incredibly difficult to offset.
Finally, we have a hard time seeing a situation in which a chainsaw bayonet would be more effective — not just more enjoyable — than a standard bayonet.
For a quick rundown on why this weapon would also be a complete safety hazard, check out this video.
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.
At this year’s E3, many long-awaited game have been announced. And because gaming companies love digging into the same gold mine over and over again, it seems like a good handful of established franchises are now getting a new “battle royale” mode to try and cash in on a booming trend.
For those who don’t know, a “battle royale” game is one in which 100 players are dropped into an open world and are expected to find gear to help them outlast the other 99 players. We have nothing but love for the game mode, seeing as PlayerUnknown’s Battlegrounds is one of our favorite games lately. When it’s done right, it’s spectacular, but shoehorning the mode into any old game might not work.
Shooter games, both first-person and third-, tend to work pretty well, but other games, like Realm Royale, are proving that even in the absence of rifles, the genre is surprisingly fun. Even a game that was focuses more on 1 vs 99 could do well, as proved by the Thanos update to Fortnite.
So, we’ve decided to take a look at games for which a battle royale mode would definitely be a welcome addition.
Quake is the original “git good” game.
One of the biggest draws of PUBG is the incredibly high skill ceiling. But in our opinion, no game franchise in history has come close to matching the skill required to dominate in Quake.
Currently, nothing in the battle royale scene matches the hyper-fast tempo of Quake. The health, armor, and weapon-spawn systems wouldn’t need to change — Quake Champions is already perfect for the game mode if you simply gave it a massive map for players to traverse.
Pro-tip: If you download the game between now until June 18th, 2018, you get it for free.
Something to think about… Maybe as a multiplayer mode in the RE2 remake.
Shy of Minecraft: Hunger Games, there isn’t really any story or plot behind why 100 players are trying to kill each other. If it was set in a zombie-infested hellscape, it’d be a bit more logical.
The Resident Evil franchise would make for a fantastic battle royale because dying wouldn’t mean a game over. It would start out as a 100-player free-for-all. Whoever dies just gets moved to the zombie team and they get another life. In order to win, you’d have to kill all of the zombies as well as the other players — or be a part of the zombie horde that kills all living survivors.
It’ll be like Los Angeles when it rains!
It’s been about ten years since a (good) Burnout game was released and they remastered the best installment of the series just a few months ago.
Burnout has always been about the stupid, awesome fun of destroying vehicles. What better way to make that happen than to have 100 player-driven cars crashing into each other?
If you think about it, Red Dead Redemption’s online mode was basically a free-for-all anyways.
Now, if it were 100 cowboys fighting each other in an open world, it’d be far more fun. One player couldn’t just find a Rhino tank and roll their way to victory.
No items, Foxes only, Final Destination — let’s do this.
Super Smash Bros Ultimate
To be fair, Super Smash Bros is the original sumo-wrestling equivalent of a battle royale game. Some game modes allow you to take on an endless onslaught of computer-controlled characters with your single fighter. It might be tough to fit 100 players around a TV, but the groundwork is all there. Just make the Hyrule Temple stage a little bigger and it’d probably fit 100 fighters.
The game is great with 4 players and chaotically awesome with just 16 players — why not go a step further?
“Where are we dropping, boys?”
World of Warcraft
The makings of a battle royale mode are already established in the lore and game mechanics of World of Warcraft. The greatest thing about the Warlords of Draenor expansion was its inclusion of a 25-man, free-for-all arena called the Highmaul Coliseum. Maybe they could bring that back and up the ante.
There are even four battlegrounds already in the game that would be perfectly suited for a re-purposing to support 100 players: Alterac Valley, Wintergrasp, Tol Barad, and Ashran. Hell, the “drop-in” mechanic that typifies nearly every battle royale game already exists in their newest battleground, Seething Shore.
These games – in which players are positioned behind a gun – have turned a generation of kids into digital warriors who fight terrorists and battle alien invaders. Many play first-person shooters for pure, innocent enjoyment. Some like achieving objectives and being a part of a team. And, for others, it simply feels good to eliminate an enemy – especially someone who’s trying to harm them.
The games allow soldiers to take their combat roles home with them and blur their on-duty responsibilities with their off-duty, noncombat routines and lives.
But what effect have these video games had on U.S. soldiers? How accurately do they depict military life? And do they actually help recruit, train and retain troops?
The games in the Arma series strive to simulate combat. In this sequence from Arma 2, a helicopter insertion goes wrong as troops try to take a contested airfield.
From battle screen to battlefield
As part of a study, we interviewed 15 current and former members of the U.S. military who were between 24 and 35 years old to understand the role violent first-person shooter games played in their recruitment and training.
The majority of interviewees told us it was important to stay in the mindset of a soldier even when not on duty. To them, first-person shooters were the perfect vehicle for doing this.
Game preferences varied among the soldiers we interviewed, but popular titles included “Ghost Recon Advanced Warfighter 2” and “ARMA 2,” which a current member of the Army said was “one of the most hardcore assault experiences in gaming.”
In Call of Duty: Modern Warfare 2, players fight a campaign across the world and in space during a war between the U.S. and Russia.
Meanwhile, an Iraq War veteran described “Call of Duty: Black Ops 2” and “Call of Duty: Modern Warfare” as “the ultimate first-person shooter experiences ever” and “intensive and highly realistic approaches to tactical combat. The choice of attacking with stealth or unleashing an all-out frontal assault full of mayhem is yours. It’s violent, it’s chaotic, it’s beautiful.”
But it’s tough to make the case that games accurately simulate what a soldier’s life is really like. First, military tours of duty are not solely made up of hard-charging, chaotic battles, like those in first-person shooters. The majority of soldiers won’t participate in any full-frontal combat operations.
Second – and, most importantly – in the digital world there are no legal and ethical considerations. When things go wrong, when innocent people are killed, there are no ramifications. If anything, the games warp these real-world consequences in the minds of players; in 2012, psychologists Brock Bastian, Jolanda Jetten and Helena R.M. Radke were able to use brain scans to show that playing violent video games had the potential to desensitize players to real-life violence and the suffering of others.
In a 2010 article for the Brookings Institution, political scientist Peter Singer quoted a Special Forces soldier who was involved in the production of “America’s Army 360,” a video game developed to recruit and train enlistees.
An American city burns in Call of Duty: Modern Warfare 2.
“You lose an avatar; just reboot the game,” the soldier said. “In real life, you lose your guy; you’ve lost your guy. And then you’ve got to bury him, and then you’ve got to call his wife.”
Indeed, journalist Evan Wright wrote in his book “Generation Kill” that solders were on “intimate terms with the culture of video games, reality TV shows and internet porn.”
Real-life combat, however, was something entirely different.
“What I saw was a lot of them discovered levels of innocence that they probably didn’t think they had,” Wright wrote. “When they actually shot people, especially innocent people, and were confronted with this, I saw guys break down. The violence in games hadn’t prepared them for this.”
Thus video games might suck soldiers in – offering a tantalizing taste of the glory and excitement of battle. But they do little to prepare them for the types of threats that actually exist on the battlefield.
“When I really think of the government seeing that as training, I laugh,” one of our interviewees told us. “But I also feel a bit uneasy.”
Militarizing legions of gamers
Regardless of their effectiveness as training tools, violent video games can certainly act as a valuable tool for connecting the military with potential recruits. In addition to influencing the decisions of gamers to pursue military service, they can also be used to promote the geopolitical goals of the military.
Journalist Hamza Shaban, in a 2013 article for The Atlantic, described just how deep the Army’s relationship had become with the commercial gaming industry, creating what he dubbed a “military-entertainment complex.” According to Shaban, the games that emerged from this relationship – an exciting, simplified, easy-to-play version of warfare – encouraged gamers to consider a career in the military.
Frontlines: Fuel of War attempts to simulate what World War 3 in the near future would look like.
(YouTube/Best War Games Channel)
Meanwhile, games such as “UrbanSim,” “Tactical Iraqi” and “Frontlines: Fuel of War” teach players and potential recruits about the discourse of modern-day warfare. Missions include battling Islamic militants, winning over potentially hostile populations and establishing pro-Western, pro-democratic societies. They engage with the fundamentals of insurgency and counterinsurgency, present the dangers of improvised explosive devices and highlight the military usefulness of weaponized drones.
However, to some of the soldiers and ex-soldiers we spoke to, the value of playing first-person shooters amounted to little more than propaganda.
“The idea of us training using these games is a bit of a [disaster],” one said. “What the U.S. seeks to achieve through the use of these games is not entirely within their control. It might be a cheap way of getting us involved … but it’s hardly ‘training.'”
Another called first-person shooters “more like brainwashing than anything.”
“But you have to be pretty stupid to buy into all this,” he added.