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.
Every branch has their own social media team that serves as a front-facing brand to their troops, the military, and the civilian population at large. By in large, these efforts aid in recruitment and build branch pride — but keep in mind that these teams are just a handful of social media guys acting as the face of the entire branch.
Normally, the branches have fun with the users who play along. The Army and Navy’s social media accounts constantly throw shade at one another while the Go Coast Guard Facebook team pulls a few cues from Wendy’s Twitter tactics whenever someone tries to berate them.
And then there’s the Marine Corps social team who has way too much fun with their job…
The U.S. Marines Twitter is a goldmine of Marines-related humor. They proudly boosted the Recruit Mullet meme, which was centered around a recruit calling home while looking ‘Murica AF by sporting a mullet while wearing a Budweiser tank top. They’re also responsible for one of the greatest April Fool’s Day pranks — all they had to say was that “Drill Instructors” were going to be renamed “Drill Sergeants” and chaos ensued.
Their most recent addition to this collection of classics comes on the very same day that Nintendo Direct announced a host of new characters set to join the roster of Super Smash Bros Ultimate, which is slated for a December 7th release. They made a parody video that showcases Marines doing dope Marine sh*t in quick, little snippets to the tune of a Smash Bros song.
It parodies the exact style of the character-reveal trailers that the series is known for. Like this one:
Of course, because this was posted to Twitter, there were plenty of rustled jimmies in the replies. To you angry few: Relax. It’s just a joke.
No, it’s not a waste of government money when this could easily be made in an hour. No, it’s not making light of the seriousness of combat or military service. And no, it’s not directed at recruiting young kids who like Nintendo games.
But it is freaking hilarious and made even funnier by getting the Official Marine Corps stamp of approval.
Let’s do this. 1v1 me. No items, infantry only, Final Destination.
The upcoming game is slated to have 71 playable fighters duking it out across over 100 different maps. Nearly every character from every single Nintendo title is set to appear in some fashion and many characters from outside IP will appear, including Snake from Metal Gear, Ryu from Street Fighter, Cloud from Final Fantasy, and now, Simon Belmont from Castlevania.
Who’s to say that Nintendo won’t add actual Marines to the game? It wouldn’t be the first time they’ve added characters that make little sense given the game’s tone. Or, and this entirely wishful thinking from a fan, they could add Doomguy — why not? He’s a Marine that made an appearance on the Super Nintendo. That’s fair game, in my book.
Military simulators are always a huge hit within the gaming community. Flight simulators give gamers the opportunity to sit in a (simulated) cockpit. First-person shooters imitate the life of an infantryman. World of Warships and World of Tanks give the gearheads out there a chance to pilot their favorite vessels.
And then there’s the game that’s taken gaming world by storm lately: Fortnite. It features a 100-player, battle-royale mode that has players duke it out until only the best (or luckiest) player survives. At first glance, it seems like a standard PUBG clone — until you realize that a huge part of the game is about, as its name implies, building forts.
Underneath its goofy graphics and RNG-laden (random number generator) loot system is actually a fairly intricate game. The overall premise is simple: Land somewhere, scavenge materials to build, find loot, build stuff, fight the enemy, move toward the objective, and build more stuff.
Then, it suddenly hits you.
What separates the skilled players from the 10-year-old kiddies screaming memes into their headsets is the ability to construct a dependable, defensible position. In order to be successful in Fortnite, you have to quickly build and rebuild secure bases that can’t easily be destroyed while giving you the ability to get up high and view the battlefield.
(Photo by Staff Sgt. Ashley J. Hayes)
This is not unlike the essence of what a real combat engineer does in real life: Deploy somewhere, get hand-me-down materials from the last unit who was in Afghanistan, build stuff, fight the enemy, continue the mission, and then build more stuff.
Granted, you’re distilling an entire career into a 20-minute long video-game match, but the parallels are there — but real engineers have more fun. Building stuff is only half of the job description; using explosives to take out enemy positions is when the real fun begins.
Fortnite, the wildly popular (and highly addictive) video game of 2018, is back — with a new line of themed toys just in time for summer 2019. Hasbro revealed that it’s teaming up with the gaming brand on eight different Nerf dart blasters and super soakers that will be released on March 22, 2019.
Announced at the New York Toy Fair 2019, the Fortnite x Nerf line is inspired by the same weapons used by the characters in Fortnite, imitating the same style and color scheme. There are five types of dart blasters and three types of super soakers that kids and parents can choose from.
In terms of dart blasters, there are some smaller versions that shoot micro-darts and another one that’s shaped like the Loot Llama. However, the real highlight is likely the AR-L Elite Dart Blaster. Equipped with a motorized shooting system and a 10-dart clip, it retails for .99, the most expensive of the bunch.
As for the water guns, you can select the standard super soaker, the pump action model, or the colorful rocket launcher. Of the three, the TS-R Super Soaker Water Blaster Pump Action is the largest, holding up to 36 fluid ounces (1 liter) of water.
For months now, “Fortnite: Battle Royale” has kept players on their toes with weekly — and sometimes daily — updates to the game, including new character skins, limited-time game modes, and fun and interesting challenges.
Some of those updates have been just for fun, and some actually change the way the game is played. For example, in the days leading up to the beginning of Season 4, the game hinted that a meteor shower would change the island forever. When the meteor did hit, it caused a large crater in the enter of the map, turning Dusty Depot into the craterous Dusty Divot. Later, there was even a limited-time tie-in with “Avengers: Infinity War.”
The developers have also introduced or removed a few truly game-changing tools, including jetpacks, guided missiles, and even a rideable shopping cart.
Here’s what’s new this week in the world’s most popular video game:
New items: Bouncers
Following lots of rumors swirling on Reddit and Twitter, Epic has re-introduced jump pads to “Fortnite: Battle Royale.”
These jump pads launch players into the air at high speeds. This time, they apparently won’t inflict falling damage, and will be able to bounce both you and your shopping cart.
A few months back, Epic experimented with two versions of the of jump pads: one that would bounce players straight up, and one that would propel them forward through the air.
The pads were eventually removed, to the dismay of many streamers who quickly grew accustomed to using them for insane trick shots like this one:
Epic announced these new matching skins this morning, called “NiteLite and Lightshow,” respectively, on the official Fortnite Twitter account.
Both are already available in the item shop.
Gliders and pickaxes
Of course, the two new skins also come with matching accessories, in appropriate color schemes.
Week 6 challenge leak
Challenges unlock every Thursday, but like most things in Fortnite, they almost always leak a few days beforehand.
These are the leaked Season 4, Week 6 challenges, according to Fortnite Intel:
Search Supply Drops (3)
Deal damage with Shotguns to opponents (1000)
Search Chests in Loot Lake (7)
Spray over different Carbide or Omega Posters (7)
Search between a Playground, Campsite, and a Footprint (1) (HARD)
SMG Eliminations (3) (HARD)
Eliminate opponents in Retail Row (3) (HARD)
As with any leaked content, challenges have the potential to change or be replaced.
What’s up next
It’s hard to predict what the creators of “Fortnite” will change or add to the game next, but every week, dedicated fans dig through the game’s code looking for hints.
New cosmetics — like the new skins pictured above — are almost always among the first new additions to be datamined and circulated on fan blogs like Skins-Tracker and FortniteIntel, so check there if you want an early look at what’s next.
According to Skins-Tracker, these skins are called “Flytrap,” “Royale Bomber” and “Ventura,” and could be coming soon.
Naturally, those dataminers also uncovered the matching accessories.
This new glider and axe set, named Venus-Flyer and Tendril, respectively, clearly complete the Flytrap look.
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
Predicting the future through popular fiction is always a headache. One specific (and inevitable) war, however, has been the setting for many works of exploratory fiction. Everyone has come up with their own unique twist on how the World War Trilogy is going to end because global audiences demand an over-the-top-ending to their trilogies.
Video games set in a fictional World War III span the range of plausibility and, accordingly, audience reception. Early games, like 1981’s Missile Command, were simple enough as to not raise eyebrows and breathtaking, modern games, like Battlefield 4 and Arma 3, take a more down-to-earth approach.
But then there are the absolutely ridiculous games that hinge on insane premises, like that the next World War will involve us fighting our would-be robot overlords by the distant year 2010.
6. Terminator: Salvation (2009)
Yes, we were not-so-subtly pointing at this game. To the Terminator franchise’s credit, they were pretty optimistic about how advanced future technology would be back when the series kicked off in 1984.
But when this game references its own timeline as being “13 years after Judgement Day,” which, according to the films, was on Aug. 29, 1997, they effectively put all of one year between the game’s release and the over-the-top, dystopian futurescape… there’s just no excuse for that silliness.
We could forgive the game’s plot if it wasn’t so bad… even by 2009 standards.
5. Chromehounds (2006)
Like some of the other games on this list, alternate history is used to explain away inconsistencies. Chromehounds is a giant robot simulator that pits three fictional nations against each other that are totallynot based on America, the USSR, and the Middle East.
You could customize your mech and choose a nation to fight under in real time against other players. The game was enjoyable while it lasted, but the servers shut down in 2010.
The world needs more customizable mech simulators.
4. Call of Duty: Modern Warfare 3 (2011)
Compared to many of the other first-person shooters set in WWIII, Call of Duty: MW3 upped the ante. Sure, the story follows many of the standard tropes for WWIII — some Russian guy is evil, Europe gets invaded again, and *gasp* nuclear war is threatened.
What made 2011’s installment of Call of Duty so spectacular was that, during the single-player campaign, you got to live out all the action in various roles throughout the world. You play as several characters, all with unique backstories, while you hunt down the big bad.
The ending is just so, so satisfying.
3. Homefront: The Revolution (2016)
Based off the premise that North Korea takes over the world, this game is set in an alternate history where the hermit kingdom’s tech industry isn’t as laughable as it is in our timeline. The game places you in a Red Dawn-esque world where you need to start an underground resistance against Communist invaders.
The game wasn’t without faults — mainly in the narrative and character-development departments — but immersive open-world gameplay, complete weapon customization, and a level of difficulty that made you think through every action made the game stand out.
2. Raid Over Moscow (1984)
Cold War-era games about the Cold War were the best. Originally released on the Commodore 64, Raid Over Moscow‘s story begins when three Soviet nukes launch and you’re the only space-pilot able to stop it. You fight your way through to the Kremlin (which, apparently, was the missile silo for all of the USSR’s nukes) before blowing it up. The most unbelievable thing about this game is that it goes out of its way to explain that America can’t just nuke them back because all US nukes were dismantled.
At the time, the game was fairly controversial. European nations were uneasy about selling a game that directly portrayed the destruction of the Kremlin. Unfortunately for them, the controversy only made European citizens want the game more.
Ahh, the good ol’ days when people feared 8-bit graphics could start an international incident.
1. Command & Conquer: Red Alert 2 (2001)
No WWIII game comes close to offering the same level of enjoyment and ridiculousness as Command & Conquer: Red Alert 2. To cut a very long and very confusing story short, Albert Einstein creates a time machine to kill a young Hitler. This leads the Soviets to grow unchecked and, in their liberty, research mind-control technology. And that’s just the first game.
This time around, you need to fight a psychic Rasputin stand-in — or you could choose to play as the Soviets. This game and its expansion pack, Yuri’s Revenge, are considered classics. You’ll need to play through it to understand, really.
The silly live-action cutscenes just make the game that much more hilarious.
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?
Let’s be honest with ourselves, if video games were to depict the average day for a grunt, they would be boring. Even if they showed field training, there are still a lot more tedious things going on than shooting guns and blowing things up. The reality is that in the modern era, military video games like Call of Duty or Battlefield lied to everyone about military life.
If you joined because you thought it would be fun based on a video game, you might feel robbed. You probably cleaned more floors than battlefields and you probably sprayed more window cleaner than bullets. Infantry life isn’t as exciting as you thought, is it?
There’s definitely a lot you do outside of combat that you hope will never make it into any video games because it does, it will be a terrible experience for everyone involved.
Digging the fighting holes will make you rage-quit.
(U.S Marine Corps Photo by Cpl. David Diggs)
Digging fighting holes
Easily at the top of the list. Can you imagine paying for a bad ass looking military shooter game just to end up spending half of it digging a hole to shoot from?
In real-life, it probably takes you ten hours because three hours in you discovered the world’s biggest rock and you spent the last seven hours using a tiny shovel to cut through it like it’s California in 1850 and you found some gold in that bad boy.
Press “F” to slightly bend your knees so you don’t pass out.
(U.S. Marine Corps photo by Lance Cpl. Jerrod Moore)
If you think un-skippable tutorials are bad, just be glad you don’t have to stand still for two hours waiting for your company Gunnery Sergeant try and figure out how to say, “To all who shall see these presents, greetings,” as if it was written in Hebrew.
Spades Simulator 19?
(U.S. Marine Corps photo by Staff Sgt. Joshua Jackson)
This is the life of a grunt: you spend most of your day sitting in your room waiting for someone to give you a task. Usually they end up telling you to clean something thirty minutes before you’re supposed to be cut loose for the day. And it will take you until Midnight.
Funny enough, video games are just one of many things to do while you stand-by so what would you do in a video game that had this?
Imagine this scenario as the loading screen between missions.
(U.S Marine Corps Photo by Lance Cpl. Patrick Osino)
To be fair, Far Cry 2 had a mechanic and you would have to clean your weapon periodically or it would jam on you. What we mean is going through a Call of Duty campaign and then the post-credit mission is to spend 14 hours at the armory cleaning everything because you just put the entirety of the Department of Defense’s ammunition store through it in a single go.
Before you can even go on a mission, you would have to do this for an entire week.
(U.S. Marine Corps Photo by Cpl. Stormy Mendez)
Would you pay for a video game that forced you to spend at least 25% of your play time at the base theater listening to your chain of command lecture on different subjects that they’re vaguely qualified to speak on? Maybe that could be a downloadable content release that comes out after everyone stops playing it.
Imagine if every update just erased your swim qual data.
(U.S. Marine Corps Photo by Gunnery Sgt. Robert Brown)
Part of the real-life tutorial is being taught survival swimming in boot camp but the military thinks after two years you’ll forget so they make you do it again. It’s like getting through that one water level you always hated (you know what we mean) just to do it again after a few missions.
Marketing video games in today’s society is much different than most other products. Traditional advertising might work well for a film or a fast food chain, but old methods just don’t seem to grab gamers’ attention. So, many developers (and their publishers) have embraced the power of viral marketing.
Epic Games, the developers of insanely popular Fortnite, have set up an elaborate Alternate Reality Game (ARG) in which fans can find subtle clues in the real world and slowly unveil what’s in store for players of the game. This tactic is nothing new for the gaming community, but given how silly Fortnite is, fans can now look forward to finding some true wackiness out in the wild.
New objects from seemingly all over the timeline are appearing in place of missing items.
Previous seasons have played on medieval, space, and superhero themes (for seasons two, three, and four respectively). Each of those seasons coincided with a special in-game offer, giving more cosmetic options to dedicated players. So, naturally, fans have been speculating about what’s to come when Fortnite’s fourth season comes to a close — and hints are beginning to surface.
The first clue came a few days ago when an in-game space shuttle launched. To watch the event, players (mostly) stopped fighting to sit and watch. Since then, in-game models have been disappearing and giant rifts have been forming in the skies above the map. But now it seems the oddities aren’t limited to strictly in-game events.
The real strangeness began when a giant Durr Burger, the icon of an in-game burger chain, was randomly found a few days ago outside of Palmdale, California. The burger was found by a photographer who had little understanding of the game — he just thought it was a weird burger placed next to an abandoned, retro police car (similar to the ones in the game). Next to the burger was a sign that reads, “this site is unstable. Beware of possible effects.”
Not too far from there is a camo-patterned, netted tent and another sign that reads, “if you can read this, you’re in range of the anomaly.”
When gamers went out to the California desert to investigate, they were greeted by a man who gave them a card with “Agent #3678” on one side and a phone number on the other. If you call the number, you’ll just hear a bunch of strange noises that sound like the in-game effect of someone being sucked into a rift.
Coincidentally, that number is (712) 380-4091. The area code is the day season 5 begins (July 12) and the rest can be turned upside-down to roughly read “I Go Home.”
My biggest question is: Has anyone tried breaking it open yet? If not, why?
(Image by Reddit user /u/cerisedeguerre)
Meanwhile, European fans of the game have been finding llama pinatas in major cities. The first one was found just hanging out in a phone booth in London. A few hours later, another was found in Cologne, Germany and a third in Barcelona, Spain. Fans speculated that the next would appear in Paris, France (the llamas were facing in that direction), but then they found another in Warsaw and Cannes.
Gamers make for incredible sleuths. A dedicated few decoded the weird sounds heard when calling the mysterious telephone number with a spectogram (a program that turns audio messages into visual codes) to get an image. Sure enough, the weird sounds have been changing with each found llama — the image created from the sounds are coordinates.
Most of the llamas have been found by pure luck, but it seems they needed the coordinates to discover the llama in Paris.
By piecing clues together (and with the help of some hackers who prefer a more direct route instead of playing games) to find out what happens next, it’s looking like the fifth season of Fortnite will be filled with time-travel-related stuff. Fans of the game can look forward to an entire history’s worth of cosmetic gear and in-game tomfoolery, ranging from vikings and pirates to cowboys, ninjas, and dinosaurs.
One of the most entertaining video game franchises to make waves in last decade has got to be Fallout. It’s a quirky take on the nuclear apocalypse that shows us a world in which the 1950s marked the last cultural shift before the world’s end. Each game leaves the player to survive in nuclear-wasteland versions of formerly beautiful locales, like Washington D.C., Las Vegas, and Boston.
The game’s critical acclaim is largely due to the fun, engaging gameplay mechanics, but the game developers did their homework to make sure the objectives and the little details required by enduring the aftermath of the “Great War” are actually legitimate pieces of nuclear-apocalypse survival advice.
Should you ever awaken in a fallout shelter only to emerge and see naught but hellish landscape, you can actually use some of the things you learned while gaming.
It couldn’t hurt to start saving bottle caps now. If the apocalypse doesn’t happen, you can still use them for art… or something.
(Know Your Meme)
Currency will change
Instead of using regular greenbacks as you would in the normal world, bottle caps are the new, post-apocalyptic currency. The in-game reason given is that the caps on Nuka-Cola bottles were plenty and there’s no way to accurately recreate them. So, everyone essentially agreed that they had intrinsic value.
That’s actually the exact way our real-life monetary system works. Shy of the copper found in older pennies, the money we use today only has value because we all agree it has value. Without a Federal Reserve to enforce that value, people in a post-apocalyptic world may use something else, like bullets, gold, or maybe even bottle caps.
You don’t have to go as far as to clean ALL the water — just enough to survive.
(Bethesda Game Studios)
Find clean water
The main objective of Fallout 3 is to establish a clean water system for the city of Washington D.C. because most sources have become highly contaminated. Throughout the game, you seldom find purified water. For the most part, you’re going to poison yourself (to a degree) trying to stay hydrated.
If there’s any advice that all survivalists can agree on it’s that everyone’s first goal should be to find drinkable, poison- and nuclear-contamination-free water. Your body can only survive a few days without it, but you won’t be able to function properly in a high-stakes environment for more than a day.
Mutated rabbit… yum…
(Bethesda Game Studios)
Food packaged before the apocalypse is best
A quick and easy way to heal in the game is by eating food. Everyone needs food to survive and the extra calories gives you the edge you need to fight off mutated freaks. You can eat whatever you want (and even endeavor in cannibalism if you feel the urge), but the most efficient food is stuff from before the apocalypse.
For very obvious reasons, you don’t want to be eating poison. Finding clean food isn’t all that difficult if you know where to look. Sealed environments, like the game’s “vaults,” are often veritable supermarkets, but even packaged food that was deep underwater before the blasts went off have been proven to be clean. Just look at the wine bottles from shipwrecks, for instance.
It doesn’t need to be as fancy as a Pip-Boy but you can find one at most universities.
(Bethesda Game Studios)
Get a Geiger counter
Like other games, you’ll be reminded of several factors: your health points, any injuries sustained, how much ammo you have, etc. It will also tell you about the radiations levels of anywhere you’re going.
Nuclear radiation doesn’t exactly glow as pop culture would have you believe. Unassisted, it’s impossible to detect. The only way you’re going to know for sure that you’re not being irradiated is by using a Geiger counter.
What is it with lawless societies and their affinity with wearing spikes? I can’t imagine that’d be comfortable at all.
(Bethesda Game Studios)
Not all survivors are friendly
Because it’s still a fun action game, enemies are plenty. Irradiated beasts, mutant freaks, roaming hordes of bandits, and, of course, just regular survivors looking to protect what’s theirs.
Think about how brutal some people towards each other during Black Friday. If people are willing to maim and kill each other to take 25 percent off of a toy’s price tag, imagine what they’d do in a world where laws no longer exist and they need to make sure their children survive.
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.”
Movies would have you believe that every unit has a guy nicknamed “Hawkeye” or “Snake” or some other generic, tough name. As fun as films and video games make those monikers seem, it just doesn’t work that way in real life.
In actuality, nicknames fall into one of four categories: Either the troop is a freakin’ legend, it’s the unit’s name plus a number or letter, it’s just a shortened version of their last name, or it’s an insult in disguise.
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Even with all of The Punisher swag that Chris Kyle wore, he never insisted that anyone call him “The Punisher” — even if he was one of the few people on Earth worthy of that title.
Let’s kick this list off with the freakin’ legends. Take Secretary of Defense James “Warrior Monk” Mattis for example. He’s a highly revered military mind within the U.S. Armed Forces and his nickname reflects that.
As is the case with most nicknames, they’re typically invented and popularized by others — not by the legends themselves. These nicknames are even more intimidating when they’re created by the enemy. Chris “the Legend” Kyle, for example, was known as “Al-Shaitan Ramad,” which translates into “the Devil of Ramadi.”
The reason why both Kyle and Mattis have such badass nicknames is because they earned them.
Why, yes. They do call me “Romeo” for a reason…
(Photo by Cpl. Charles Santamaria)
People often confuse nicknames with call signs, so let’s hash the difference right now. Call signs are official unit designations given to members of the chain of command. Sometimes, a call sign will become more familiar than your own name.
If you’re, let’s say, the company commander of the alpha company “Spartans,” you’ll get the designation of “Spartan 6.” The XO gets “Spartan 5,” Senior Enlisted gets “Spartan 7,” and so on. Drivers, gunners, and radio operators can swap out the number designation for D, G, and R, respectively.
“Hey, Ski!” “…which one?”
(Photo by Sgt. Lauren Harrah)
Butchered last name
The next nickname variation is especially terrible if your last name is anything outside of the standard, common English name. Unless you’re a “Smith” or a “Brown” or a “Johnson,” no one is going to try to pronounce what’s on your name tape — no matter how phonetically simple it may seem.
A whole nine letters broken into three syllables — you know, something simple like Milzarski (pronounced Mil-zar-ski) is too complicated. So, most will just shorten it to “Ski.” Good luck if there’s more than one Polish troop in the squad. Not that I’m ranting or anything…
If it’s dumb and it sounds like an insult, don’t take it personally. It’s meant with brotherly love.
Remember when you screwed up?
The most common way to get yourself a nickname of your very own is to f*ck up. Don’t worry if it’s not a record-shattering mistake — people will constantly remind you of what you did. It’s not pleasant and it’s usually a way to rib one another, but you don’t want to be known as “Fumbles” by everyone.
Don’t worry if you get one of these dumb names. It’ll pass as soon as you PCS or ETS.
In late 2001 an economist called Edward Castronova made tsunami sized waves in the world of economics when he published a paper claiming that an isolated place called Norrath had a currency stronger than that of the Japanese Yen — an especially bold claim considering Norrath had less than a million inhabitants, had only existed for about two years and didn’t exist physically. Yes, Norrath was entirely virtual and populated exclusively by players of the video game EverQuest.
Released in 1999, EverQuest is an immensely popular and influential massively multiplayer online role playing gaming (MMORPG). Set in the magical fantasy world of Narroth and boasting an impressive (for the time) near half million subscribers at the apex of its success, EverQuest came to the attention of Castronova at first much in the same way it came to the attention of anyone — he just thought it sounded like a fun game to play.
The original box art for ‘EverQuest’
However, as he became more familiar with the game, he noticed some rather fascinating things about how the virtual economy had developed within the game. This all culminated in him publishing on the Social Science Research Network a humorous but excellently researched, and ultimately groundbreaking, paper titled, Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier. By his own admission, Castronova stated, “I thought maybe seventy-five people would read it and that’d be great.”
Instead, it quickly received over 16,000 downloads (and today is sitting at closer to 50,000). While this might not seem like much, let’s remember context here — this was an academic paper published on an online academic journal. Needless to say, that number of downloads made it the most downloaded paper in the history of the Social Science Research Network, which at the time featured almost 50,000 academic papers, including many dozens written by Nobel laureates.
Why was this paper so fascinating to the world of economics? As economist Yanis Varoufakis noted, “Economic theory has come to a dead end — the last real breakthroughs were in the 1960s. But that’s not because we stopped being clever. We came up against a hard barrier. The future is going to be in experimentation and simulation — and video game communities give us a chance to do all that.”
What Castronova had stumbled upon was essentially an economist’s dream — virtual worlds the researchers could use to analyze in a scientific manner various concepts in their field using large data sets and real people populating those worlds. Or as Washington Post journalist Brad Plumer succinctly stated, in virtual worlds, “The data is richer. And it’s easier to run economy — wide experiments in a video game — experiments that, for obvious reasons, can’t be run on countries.”
In short, economists in academia were intrigued with Castronova’s paper and its implications for future research.
So what did Castronova find? After painstakingly pouring over the available data surrounding the world of Norrath, he was shocked to discover that in real world dollars Norrath had the 77th highest GNP per capita, placing it squarely between Russia and Bulgaria at the time.
The world of Norrath
How was this possible for a virtual world with only virtual currency?
At the height of EverQuest’s popularity, sale of in-game items ran rampant and at one point in time a player could pretty much buy anything they wanted in-game, regardless of how rare or powerful it was, so long as they could flash the cash to make it happen.
Although Sony, who published the game, would make several attempts to quash this practice, claiming amongst other things that all of the items for sale were their intellectual property, as well as outright banning players they caught doing this, the sale of in-game items and avatars became a thriving industry on sites like Ebay.
In fact, former child actor Brock Pierce (perhaps best known as a kid for his roles in Mighty Ducks and First Kid, and as an adult for his work in crypto currency) even started a surprisingly successful company, Internet Gaming Entertainment Ltd (IGE), which dealt in these virtual goods in exchange for real money. The company maintained a rather large staff of low-waged workers who worked in Norrath and the real world, doing things like meeting to exchange goods, as well as building up avatars and acquiring virtual goods for future sale.
In any event, Castronova analysed over 600 illicit sales outside the realm of Norrath on sites like Ebay and then simply compared this to the value of the item in-game in the principle currency of Norrath- Platinum Pieces.
When he did this, Castronova discovered that the relative value of a single Platinum Piece compared to the US Dollar was .01072. While this may not seem all that much, as Castronova pointed out, at the time, “its value exceeds that of the Japanese Yen and the Italian Lira.”
With this value in hand, Castronova was then able to roughly calculate a number of other interesting things about the economy of Norrath. For example, it turned out the average citizen of Norrath earned around .42 per hour (or about an hour today) when taking into account the value of the items and in-game currency they could realistically acquire during normal play per hour on average.
Combining this with the estimated time extreme players sunk into the game (according to data gleaned by Castronova in surveying over three thousands players), Castronova calculated:
Many users spend upwards of 80 hours per week in Norrath, hours of time input that are not unheard of in Earth professions. In 80 hours, at the average wage, the typical user generates Norrathian cash and goods worth 3.60. In a month, that would be over id=”listicle-2633077434″,000, in a year over ,000. The poverty line for a single person in the United States is ,794.
Looking at players of every time commitment level, Castronova determined that, despite the game being extremely new, the average player of EverQuest already had over ,000 worth of sellable goods locked up in the game.
But we’re not done yet because Castronova was then able to roughly calculate the gross national product of Norrath based on the value of the (entirely virtual) goods it produced in 2001. His final number? About 5 million.
While, again, this may not sound like much, divided amongst the estimated total number of Norrath denizens, that meant the GNP per capita of the virtual kingdom was ,266 — a figure that, as previously mentioned, theoretically ranked the computerised state the 77th highest on Earth at the time.
Naturally, this information peaked the interest of Castronova’s fellow economists, as did other observations he made about the virtual world and economy he was studying.
For example, according to Castronova one of the more curious things he noticed during his research was that, despite every effort being made by Sony to give everyone an equal footing when the game began, financial inequality was quickly rife amongst the denizens of Norrath.
Additionally Castronova also observed how, much like in the real world, the wealthiest players would often hoard their wealth and use their vast resources to pay poorer characters to do all of the pointless busy work they didn’t want to waste time with, in effect becoming pseudo-employers who kept the lion’s share of any profits made via the work of the plebeians to themselves.
Anecdotally, Castronova would say of his own time in-game as a low level player with no resources: “My problem is that I am under-equipped. I have been basically naked, carrying only a simple club, a caveman in a world of cavaliers. My poverty is oppressive – no amount of rat fur is sufficient to buy even a simple tunic at the ludicrously high prices of the merchant biots.”
Screenshot from EverQuest featuring a combat involving a sand giant.
Naturally, as the game evolved, the whole “initial equality” thing also died off for some, thanks to those markets where players who had disposable income in the physical world could simply buy whatever they wanted for real money and enter the game vastly more powerful and capable than a player without this option.
Since Castronova’s paper, and partially as a direct result of his work studying virtual economies, the one time self professed “academic failure” and “schmo at a state school” managed to leverage this to level up in real life — securing a tenured position at Indiana University Bloomington as a professor of Telecommunication and Cognitive Science, as well as coming to be known as the “founder of the field of virtual economics”.
And as many other virtual worlds with complex virtual economies have likewise sprung up, economists and other scientists continue to study them, as they make great petri dishes to observe how various variables result in changes in economy and human behavior.
Going the other way, gaming companies like Valve have taken to hiring economists to help them manage their virtual worlds. As economist Robert Bloomfield notes, “If you’re creating a game with 100,000 users, with things that they can buy and sell, you need an economist just to help you tweak that system so that it doesn’t spin out of control.”
As for Castronova, he concluded his ground breaking paper by waxing poetic about the potential virtual worlds could have with the application of new technology, stating
The impact on Earth society is hard to overestimate. With the development of voice technology, communication in Virtual Worlds will move from cumbersome chat to telephone-like conversation, thus greatly enhancing the Virtual World as a place of social interaction. Families living thousands of miles apart will meet every day for a few hours in the evening, gathering their avatars around the virtual kitchen table and catching up. And the day of driving to the store may well be over. Earth roads will be empty because, instead of using them, everyone will be sailing across the azure heavens on their flying purple horses, to shimmering virtual Walmarts in the sky.
To trade items they’d bought illegally via Ebay and the like, Castronova observed that players would generally sell the item online first and then agree to meet in a designated place in-game, at which point the seller would then trade the item to the buyer for an item of trivial value they had in their possession. Castronova was amused to learn that, much like in real life, many of these illicit trades took place in abandoned buildings and dark alleys.