“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)
The U.S. Army Recruitment Command has always struggled to find new and innovative ways to connect with the ever-evolving youth. A poster of Uncle Sam saying he “wants you for the U.S. Army” may have worked wonders for one generation, but in 2002, young adults needed something new. The answer was a video game: America’s Army.
Conceived by Colonel Casey Wardynski, the Army’s Chief Economist and a professor at West Point, the idea was to provide the public with a virtual soldier experience that was engaging, informative, and entertaining. Wardynski felt that the best way to convey this was through the booming video-game market.
America’s Army approached the market in a pretty unique way (by 2002 standards). First of all, it was completely free to play — all it required to get started was an internet connection. The game was developed, published, and distributed entirely within the U.S. Army and was built upon the Unreal Engine.
The next major selling point was the game’s realism. When the first iteration of America’s Army was released, many of its competitors were over-the-top action games, like Grand Theft Auto: Vice City or 007: Nightfire. Others popular titles of the time, like Splinter Cell or Ghost Recon, portrayed the military in a fun but unrealistic manner.
America’s Army went in a different direction. It put a heavy emphasis on little things. The focus was on immersion rather than spectacle. The game’s tutorial, for example, placed you with a virtual Drill Sergeant and gave pointers on real-world weapon etiquette — things more important to real life than to the game itself. The game also focused on the Army’s seven core values.
Realism wasn’t just about details, though — it was about gameplay. For example, being shot in the leg would make your character go limp and slug around. The game even went into great depth regarding practical medical aid lessons, and has since been credited with saving lives after a player remembered skills developed in-game as he approached a horrific car accident.
Above all, the game was enjoyable. It’s hard to find accurate recruitment numbers related to the game as it was released on the first 4th of July following the September 11th attacks, but the game was highly decorated within the gaming community and even earned Computer Gaming World Magazine’s Editor’s Choice Award in 2002.
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.
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.
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.
The Space Force is all but certain now and countless veterans want to “re-up” just so they could go into space. Shy of the 536 people who have completed a sub-orbital flight, no one really knows what it’s like. That’s where pop culture and video games come in.
Okay. At the current time, we probably won’t be encountering any alien lifeforms in our lifetime. Chances are highly likely that just because you joined the Space Force doesn’t mean that you’ll go into space. I can almost say for certain that most of the Space Force would just be sitting at a desk and watching satellites in orbit.
These games offer some of the more realistic looks at a potential Space Force — even if it’s just because the aspects of the game are so great.
The aliens you bring into your crew are basically contractors anyways.
The most critically-acclaimed game on this list has got to be Mass Effect and the original trilogy. Mass Effect is a sci-fi shooter RPG where the player explores the Milky Way Galaxy as the first human Spectre (essentially Special Ops of the galactic council.)
Aside from all space monster fighting and sleeping around with blue-skinned aliens, the game does give a good look at how the military would be structured in space. The humans made their presence known on a galactic scale and it mirrors how the modern Navy operates today.
It could also simulate the stakes involved since you’ll lose months of game play if your ship is destroyed.
There’s only been one MMO to stand against WoW’s domination of the genre and that’s the space-based EVE Online. Its focus is much more on the player interactions than a spoon-fed experience from the game developers. If players want to organize a massive 7,548 player battle that took 21 hours to play and an estimated real-world value of 0,000, they can.
The take away that potential Space cadets could learn is how troops would interact in the vast nothingness of space.
If you thought sweeping the dirt in Iraq was bad, just wait until you’re in space!
(Keen Software House)
Onto the more grounded games on this list. Space Engineers is a sandbox simulator set in space. Think Roller Coaster Tycoon with astronauts. The focus of the game is to set up mines and science labs on asteroids and distant planets. To its credit, it takes in a lot of physical limitations into account.
This game is a fantastic look at what Space Force troops would be doing until it’s time to fight on the moon.
God speed, you magnificent bastard.
Kerbal Space Program
Kerbal is a deceptively deep game. You just create rockets and launch them into space. It seems goofy at first until you realize they got the physics of getting into space down so accurately that it’s grabbed the interest of NASA and SpaceX.
For the 90% of the Space Force troops who are stuck on this boring blue marble, this game will probably be true to your inevitable supporting role for actual astronauts.
Real pilots practice on simulators. You could too!
If flight simulators are more of your thing, the Orbiter is for you. You pilot real-life space shuttles in a completely true-to-life simulator. About the only real effect not taken into account in this game is time dilation because, you know, it’s just a game and you’re still on Earth.
This simulator was created at the University College London for astrophysicists. It could also be used and played by the general public for free. To download the game, click this link here.
I mean, if you played this game on the Atari, get ready to play this in real life.
Let’s be real though. Everyone is losing their minds about the potential to go into space and to live out all of their childhood dreams. But the purpose of the United States Space Force is to protect America and her interests in space. The most realistic threat that the Space Force would face is an ICBM from enemy nations.
Shooting down missiles is about the most exciting thing Space Force troops will deal with.
Kojima Production’s “Death Stranding” has all the makings of a video game blockbuster. It’s an experience three years in the making, the product of a visionary director launching a new franchise from an independent studio.
But after three years of mounting anticipation, it’s still not totally clear what players can expect from “Death Stranding.” Sony gave critics an early chance to dive in and see what “Death Stranding” is about, and the reviews have brought back rather mixed opinions.
There’s no question “Death Stranding” is a clear departure from Director Hideo Kojima’s last game, “Metal Gear Solid V.” While “Metal Gear Solid” is a military-focused franchise starring a super soldier, “Death Stranding” puts you in control of a lone deliveryman in a desolate, post-apocalyptic that’s wide open for exploration.
Norman Reedus of “The Walking Dead” plays the game’s protagonist, and a handful of recognizable actors offer photo-realistic performances for the game’s cinematic cut scenes. The story wasn’t particularly celebrated among reviewers, though some said the cutscenes were well-acted.
Reviewers ultimately found that the experience would vary depending on the player, since “Death Stranding” takes dozens of hours to complete. Critics noted that the game’s first 10 hours can be particularly challenging or outright boring depending on your play-style, but the game changes rather dramatically after the long introduction.
Last year’s best-selling game, “Red Dead Redemption 2,” had a similar reception — the game’s campaign took 40 or more hours to complete and left reviewers with a mixed impression of the game’s massive open world. “Red Dead Redemption 2” was still well received by fans for its immersive gameplay and thoughtful storytelling.
Here’s what critics are saying about “Death Stranding” so far:
(“Death Stranding”/Kojima Productions)
The visuals of “Death Stranding” are impressive by any standard.
“So much work has been poured into every inch of every model and it’s almost unbelievable to see this much detail – even in an era where most games already feature highly detailed characters. Put simply, the bar has been raised.” — John Linneman, Digital Foundry
(“Death Stranding”/Kojima Productions)
‘Death Stranding’ is more about survival and exploration than action and combat.
“There’s no automatic parkour or physics-defying cliff climbing here. Every step I take needs to be intentional, or I might end up taking a serious tumble. When I overload my pack I have to use the left and right triggers to balance my weight, or else I risk falling over, damaging my goods.
It’s equally engaging and frustrating as I topple over after twisting my ankle, forcing myself to restack all my belongings. Death Stranding is a walking simulator in the truest sense.” — Russ Frushtick
(“Death Stranding” Kojima Productions)
Exploring doesn’t mean you’ll always be alone though.
“Violence is a last resort, and ‘Death Stranding’ is best experienced in a careful and stealthy fashion, but when the time comes for the silence to break and explosions to ring out, it’s powerful.” — Heather Alexandra, Kotaku
(“Death Stranding”/Kojima Productions)
“Death Stranding” is a long game that requires a personal investment from its players.
“It’s not a game that makes itself easy to enjoy. There are few concessions for uninterested players. It’s ponderously slow, particularly in the early chapters, which largely consist of delivering packages over staggering distances. Early conversations are filled with phrases and words that will be incomprehensible to the uninitiated — and, honestly, much of it remains a mystery after the credits roll.” — Andrew Webster, The Verge
(“Death Stranding”/Kojima Productions)
‘Death Stranding’ left many critics excited for the game’s release so they could compare their experiences with other players’.
“I came away from the game exhilarated, confused and wanting to find others who have played it not only to put together the missing pieces but to commiserate about the experience. In a clever meta twist, Kojima has created a game that begs for a larger discourse, a connection for all those who have played it to share.” — Kahlief Adams, The Hollywood Reporter
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
There’s a meme that occasionally makes the rounds on social media that claims you’d have to kill 359 people in order to save up enough human blood to get the iron required to make a longsword. Forging a weapon of war from the blood of your enemies? Sign us up.
But that number seemed a little suspect, so we decided to dig deeper.
It’s true, there is iron in red blood cells — mostly in hemoglobin — but trying to extract that iron from someone’s blood is no simple process. And, with a little math, we’ve determined that if you’re somehow able to get the iron out, the number of people you’d need to drain would be way higher than the meme suggests. Let’s explore this bloody question.
Yes, this scene. Side note: This is why they had Mystique inject iron into the blood of the guard — to keep this scene scientifically accurate.
(20th Century Fox)
First of all, there are roughly 5 million red blood cells in a microliter of blood. Accounting for the tiny fractions of iron in red blood cells and the amount of blood in the body, the amount of iron within an average human body totals 4 grams, enough for about eight paperclips. We’re thinking that whoever invented the meme took this number, did the division, and came to the conclusion that you’d need 359 unfortunate souls to complete the diabolical process. But we’re not finished — not by a long shot.
A single molecule of hemoglobin is comprised of 2952 carbon atoms, 4664 hydrogen atoms, 832 oxygen atoms, 812 nitrogen atoms, eight sulfur atoms, and a whopping four iron atoms. You’d have to strip away the rest of the elements in the molecule to get to said iron. So, now we have to talk extraction — and since you’re probably already thinking of that scene from X2, let’s talk magnets.
The quality of the iron in the blood might be tied to the healthiness of each individual — but we’re just going to assume that’ll average out over the several thousand souls required…
(Photo by Tamahagane Arts)
The iron in the metalloprotein hemoglobin isn’t in a metallic state, which is great for anyone who has ever encountered a magnet. This is why you don’t immediately collapse from a clogged artery when a magnet comes close to your veins. Instead, oxygenated hemoglobin is diamagnetic — meaning it repels magnets — at an extremely low level. The blood that travels between the heart and the lungs is deoxygenated, however, making it paramagnetic, so that’s the first place any chaotic-evil blacksmith should begin.
If you could manage to create a machine to pump and deoxygenate large quantities of blood, like a modified, artificial heart, it would then be prepped for a super-magnet to pull the raw iron out of the blood. Take the blood that’s been pulled out by a super magnet and set it on fire to burn away any remaining oxygen and hydrogen and, voila, you have something to work with — in theory, anyway. Nobody’s tested this, probably because they don’t feel like being labelled a mad scientist.
What you’d be left with is something similar to iron sand. You officially have a workable material for first step in the smelting process. But there’s a huge difference between raw materials and iron that’s able to be forged.
In the real world, for every 1 kg of workable iron ingots created, you end up with an average of 3.181 kg of impurities and slag byproduct — and that’s when working with the highest quality iron sand, stuff from Gampo, South Korea. We’ll give our theoretical blood-iron the benefit of the doubt and assume it’s about the same in terms of quality.
So, you’ll need a total of 4.181 kg of blood-iron sand to get 1 kg of workable iron. Now, let’s get back to the math.
At this point, you’d already be considered a monster, so let’s keep going! To get 25 kg of usable blood-steel for a full suit of armor would require a messy 179,376 blood bags — which, surprisingly, is less than the amount of people killed annually by sugary drinks worldwide.
(Bethesda Game Studios)
An average longsword has a finished weight of around 1.5 kg — but typical generates an additional 0.75 kg of waste. That means we’ll need 2.25 kg of workable iron to make the sword. 2,250 grams of workable iron, factoring for the ratio of impurities, means we’ll need 9,407.25 grams of raw material — of blood-iron sand — to start. At 4 grams per person, you’d need at least 2,352 completely drained donors to make a iron longsword out of blood.
But if you’re going that far, why stop at iron? Why not work it into steel, which makes objectively better weapons?
Continuing folding and forging, removing the impurities, and adding carbon (which, presumably, could be found in the garbage shoot after all the work you’ve done so far) can harden that bad boy into something more durable. Granted, you’d need more blood-iron sand at a magnitude of 1 kg of blood-steel ingots to 27.7 kg of waste. That puts you at 64,749.9 grams of blood-iron sand, or a genocidal 16,188 doomed souls to create a single steel blade.
To put that in perspective, you’re looking at killing roughly half as many people as the bubonic plague did in 1625 London.
The Star Wars franchise is all about placing fantastical elements within in a sci-fi setting. In order to truly enjoy the films, you have to suspend your disbelief a little bit — otherwise it’ll look a lot like cosmic samurai fighting a faceless evil empire across a galaxy filled with people who magically speak the same language and function just fine without a space suit wherever they end up.
Putting a bit more thought into it, the Imperial Stormtroopers seem to get the short end of the stick nearly every single time. With the soon-to-be-released Solo: A Star Wars Story on the horizon, it’s fun to remember why they probably wouldn’t make the most intimidating enemy — especially not with highly-overused AT-AT walkers.
(Photo by Tim Moreillon)
To all seven of you out there who haven’t seen Star Wars, the AT-AT is a gigantic, robotic troop transport used by the antagonists that’s sort-of a futuristic callback to Hannibal’s elephants. They’re fairly intimidating in the films until you realize just how dumb of a design they really are.
At least they acknowledged that painting its weak spot bright orange was an objectively bad idea.
Its weaknesses are extremely obvious
The most glaring mistake of the AT-AT is that they’re so easy to destroy. In The Empire Strikes Back, our heroes turn the tide during a battle on the icy planet of Hoth when they decide to trip the lumbering armor. Really? Why did it take some rural moisture farmer to make that mental breakthrough?
Not only that, but Luke Skywalker also destroyed one by throwing a single grenade, which, somehow, blows up the head. They’re even more easily destroyed in Rogue One, when a single rocket to the walker’s “neck” is enough to take it down.
This is about the field of fire of an AT-AT. Avoid this and you’re fine.
Its only weapons are front-facing
If you’re facing the front of an AT-AT, you’re probably screwed. If you’re literally anywhere outside of its 30-degree field of facing, you’re completely safe.
Without any kind of air support, like what happened to them in The Empire Strikes Back, the opportunity to flank them is wide open. If you’re thinking that it could just turn around, that brings us to our next point.
This is it TRYING to turn.
It can barely turn
To be fair, the AT-AT can turn a little bit in Episode V and some of the obscure novels (which are no longer canon) say that they have an additional joint under the plating to help it turn. But, even if we’re generous, they can turn maybe fifteen degrees with each slow, lumbering step.
This is happens in a time when, according to the logic that has been established by the franchise, intergalactic travel and troop transport is done with spaceships. But, instead of carrying troops via something that fly, they chose something that can barely change course.
It can’t really leave this small clearing so, for any reason other than creating drama, this makes no sense.
It wouldn’t be able to maneuver anywhere
Let’s bring things back to the real world for a moment and discuss why tank treads work in almost every environment while horses don’t: Legs get caught in things. They get tangled in snares and sink into sand, snow, and mud. Tank treads, conversely, just roll through it all.
Now magnify that four-legged beast to the size of an AT-AT. All of those same problems still exist, but now you can cross cities and forests off that list, too.
Poor little AT-AT… At least you tried.
It’s a terrible design for a troop transport
Let’s bring it back to the fact that they rely on what are essentially robot camels when they have countless other options at their disposal. A spaceship can warp in and push out every Stormtrooper in a blink of an eye. The AT-AT, on the other hand, needs to bend down, load troops into the vehicle, carry them all somewhere, bend back down, and, finally, unload them.
All of that just to get some troops forward in an easily destructible, undefended deathtrap that can barely get around. Sure, they’re intimidating, but don’t you have Death Stars and Star Destroyers for that?
Ahead of the premiere of “Solo: A Star Wars Story,” many critics have praised Donald Glover’s portrayal of Lando Calrissian in the film, despite the film’s lukewarm overall reception. But more importantly, Glover’s role seems to have won over the people behind the movie.
On May 16, 2018, Lucasfilm studio chief Kathleen Kennedy told the French publication Premiere that she would “love” to give Lando Calrissian his own spin-off movie.
“Solo” currently has a 72% critic rating on the reviews aggregator Rotten Tomatoes, but many reviewers, including Business Insider’s Jason Guerrasio, have heaped praise on Glover’s performance.
Guerrasio wrote in his review that Glover “completely knocks it out of the park as Lando Calrissian.”
In a review for The Atlantic, Christopher Orr wrote, “If you are not already a fan of Glover (and, let’s be clear, you should be), this ought to make you one.”
Critical praise for Glover’s role, along with Glover’s star rising from his Emmy-winning FX show, “Atlanta,” and his recent viral hit single as Childish Gambino, all rightfully have Lucasfilm encouraged to pursue a film with Glover in what would be his first blockbuster lead role.
UPDATE: After the publication of the original article by Premiere, Lucasfilm clarified to the publication that while the company would “love” to devote a spin-off film to Lando in the future, such a film had not been confirmed yet and would not be “next” (as implied by the original Premiere article).
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
Last week, Bethesda Softworks dropped the announcement trailer for the newest installment in the exceedingly popular Fallout series, Fallout 76. Immediately, gamers across the internet set out to decipher every little bit of information they could about what’s in store. Recently, at Bethesda’s E3 Showcase in Los Angeles, we got a glimpse of what’s to come and we’re more excited now than ever for the game’s release on November 14th, 2018.
Previous installments in the Fallout series have been set roughly two hundred years after the nuclear apocalypse in various American landscapes. This time around, players will take the reins just 25 years after the bombs destroyed pretty much everything. Much to the delight of John Denver, the game will be set in West Virginia.
Before Bethesda’s recent showcase, there was much speculation about the title’s gameplay, but now we’ve got a lot more detail. It’s shaping up to be that same RPG experience you love, but now, Fallout is going online.
If you decide to get in on the multiplayer fun, that means that every human character you meet on your post-apocalyptic jaunt will potentially be another player. Befriend them, build a new civilization together, betray them and take all their stuff, raid other player’s villages, or hijack a nuclear warhead and destroy something someone spent hours making because you’ve stopped pretending you’re anything but an as*hole — the sky’s the limit!
Even the tiny details in the game are going to be amazing. The map of the game is said to be four times bigger than Fallout 4‘s 111km² map, making it the sixth largest world in gaming.
With all-new graphics, lighting and landscape technology we’re bringing to life the largest, most dynamic world ever created in the Fallout universe.
The superfans out there likely won’t settle for the regular edition of the game, especially when the $200 collector’s edition, called the “Power Armor Edition,” comes with an iconic, functioning power armor helmet. This is perfect if you were one of the lucky bastards few to get the Fallout 4 Pip-boy.
Plenty more details will be announced before the game is release in November, and we’re eager to feast on them.
To watch the official trailer, check out the video below!
Today, we’re happy to announce that We Are The Mighty will be the new home of Front Towards Gamer (FTG), a community founded to support military veteran nonprofit Operation Supply Drop (OSD). Through a partnership with OSD, we’re going to carry the FTG torch, continuing to provide guides, reviews, videos, and articles to our growing gaming community.
“This partnership with We Are The Mighty gives our passionate content creators the opportunity to leverage WATM’s large and engaged audience and represent the ever-growing community of veteran gamers,” said Glenn Banton, CEO of OSD.
If you’re a former member of the FTG community, then we’re more than glad to have you. If you’re a gaming enthusiast, we’re sure you’ll love what you see. If you’re not a fan of gaming, then you might be asking yourself, “why should I care?”
Well, let’s take a look at the numbers:
According to a joint WATM-Maru/Matchbox survey from 2017 of over 1,700 active and retired military servicemen and women, gaming is an essential part of military culture. 73% own a gaming console, well above the 54% of the non-military population. 30% plan to purchase a new gaming console in the next year, nearly double the 17% of non-military.
One thing is clear: Both active service members and veterans care about games — and we do, too.
So, we’re pledging to bring you more of the content you’ve grown to love from FTG while contributing our own original and curated content as well. Additionally, we’re thrilled to continue to champion many of the events and programs hosted by OSD and their partners, including 8-Bit Salute (their annual gaming marathon fundraiser on Twitch and Mixer) and Games to Grunts (the online platform providing no-cost games to military service members and veterans).
Stay tuned for more great gaming content!
Editor’s note: If you’re a member of the military community with passions for gaming and writing and you’re looking to contribute your voice to our community, send us an email. We’re always looking for great contributors.
Usually, any mention of “computer-based training” leads to more groans from troops than any GI Party ever could. Not so for these military video games. These games are more like those marathon weekends playing “GoldenEye 64” during the junior high years. Bring out the military equivalent of Funyuns and Mountain Dew (Sunflower seeds and Rip-Its?) and settle in to become the best U.S. troop that ever roamed virtual Earth.
Developed by the U.S. Army and one of the most prolific developers of Super Nintendo (SNES) games, the Multipurpose Arcade Combat Simulator (MACS) used a light gun to rate how well a soldier shoots. MACS also aided in learning to zero a rifle and other basic aspects of marksmanship. The light gun isn’t the standard issue SNES weapon, it’s a replica of Jäger AP-74, which is itself styled after the M-16 rifle used by the U.S. military.
Virtual Reality Combat Training
The VIRTSIM System, created by Raytheon, is an immersive, open space, VR training ground. The basketball court-sized game pad keeps track of a soldier’s movements through the use of a rubber pad and a weapon-mounted controller. The limitations of the game and the environment allow for the troops to train on responses to incoming fire of different kinds, but they can’t jump for cover and they will never be as tired in the training simulator as they might be after days of dismounted patrols in the real world. The system’s benefit is that it is a way to train for scenarios that the Army cannot recreate and allows for troops to familiarize themselves with the weapons and equipment they’ll carry in a real-world situation.
Full Spectrum Warrior (Xbox)
In 2004, game producer THQ and The U.S. Army-funded Institute for Creative Technologies dropped “Full Spectrum Warrior.” Recognizing that millennials coming into the military since 2000 grew up playing video games, the Army’s Science and Tech community created this first attempt at leveraging video games for training purposes. There were two versions of “Full Spectrum Warrior,” the one released to the public, and the one used as a training tool. The Army’s version is unlocked via a static code (HA2P1PY9TUR5TLE) on the code input screen. The player issues orders and directions to virtual fire teams and squad members, over whom he does not directly control. Another version of the game, called “Full Spectrum Command,” would be introduced later for company-level commanders.
Tactical Iraqi (PC)
The “Tactical Iraqi Language and Culture Training System” brought scenario-based PC gameplay to the 3rd Battalion, 7th Marines before their Surge deployment to Iraq in 2007. The game was developed to teach Iraqi situational language and gestures as well as cultural nuances in a virtual world that could be applied to real-world deployments. It brought Marines face-to-face with Iraqis during simulated missions. The game reduced several months of cultural training to 80 hours of computer-based training.
America’s Army (PC, Xbox)
“America’s Army” is not just a game, it’s a series of games. The U.S. Army developed and published this first-person shooter to provide a virtual soldier experience that was “engaging, informative, and entertaining.” Since its initial inception on PC in 2002, it has grown to include iterations on Xbox, Xbox 360, arcade, and mobile apps. The platform has also extended to other government training platforms to further train troops. The latest iteration, “America’s Army: Real Heroes” featured specific, real-world soldiers who have distinguished themselves in combat. The series has won dozens of awards, including Best Action Game of E3 by GameSpy and Best First Person Shooter from Wargamer.
Virtual Battlespace 2
“Virtual Battlespace 2” (or VBS2) gives instructors the ability to create custom battlefield simulations that engage the players (read: soldiers) from multiple viewpoints. Like “Full Spectrum Warrior,” it also gives soldiers the ability to issue orders to squad members. As of 2012, the game was still being used for Basic Combat Training scenarios. It teaches land nav, combat scenarios, and platoon-level group strategies. The biggest advantage of using VBS2 is that new soldiers learn from their mistakes more easily and faster, with fewer consequences than say, getting lost in the woods in a land nav exercise.