Democratic presidential candidate Andrew Yang is the star of an upcoming video game featuring the frontrunners of the 2020 election — “Yang2020: Path To Presidency.” The game will let the 2020 candidates fight for the presidency, with a fictional story mode charting Yang’s path to office.
Though fighting games are inherently violent, the recreations of the candidates in “Yang2020: Path To Presidency” are obvious parodies performing cartoonish attacks. Players will be able to unlock Donald Trump, Bernie Sanders, Elizabeth Warren, Cory Booker, and other characters, each with their own ridiculous set of special attacks.
While the game revolves around Yang’s campaign, it was made by an independent developer, Sam Vallely. Early footage of “Yang2020” surfaced back in September and the full game is scheduled for release on December 30 via Steam, the largest PC gaming marketplace. The gameplay footage shown in September was from an early version of the game, so the finished product could be much different.
Yang has not formally endorsed “Yang2020: Path To Presidency,” but the Democratic candidate has shown appreciation for similar games in the past. In a pair of tweets earlier this year, Yang said he spent much of his adolescence playing “Street Fighter 2,” the seminal fighting game that has defined the genre for decades.
“Yang2020: Path To Presidency” also draws inspiration from the popular anime “Dragon Ball Z.” Yang loosely resembles the character Gohan and the candidates are capable of firing energy beams that are a staple in the “Dragon Ball” series.
“Yang2020: Path To Presidency” will be available on December 30, but the price has not been set. The next Democratic presidential debate is set for December 19, but Yang’s polling numbers are too low to qualify for the stage as of December 9.
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
Rare Limited’sGoldeneye 007 was released for the Nintendo 64 on August 25, 1997. Despite being 21 years old, this game still sits near the top of many, many older gamers’ top ten video games lists. It was glitchy, had several design flaws (like the extremely unbalanced Oddjob), and featured a control scheme that hasn’t aged gracefully — but none of that really matters.
The game will always hold a spot in our hearts. For many people, it was their first time getting their hands on a first-person shooter game. For others, it was the first time staying up all night long competing against a living room full of friends. Shooters might be a dime a dozen these days, but this game is a legend.
Here’s why it remains a hallmark title in the industry.
Or, you know, using to extreme DIY measures to prevent “screen cheating.”
(Photo via Reddit u/thx316)
Goldeneye 007 was one of the first major games to incorporate multiplayer into the first-person shooter genre for the home console. While there are multiplayer mods for Doom on the PC that predate Goldeneye, there weren’t any games that brought groups of friends together into the same living room, playing on the same console, and splitting the same TV into four different sections.
This laid the groundwork for a long lineage of other successive franchises, like Halo and Call of Duty, that later incorporated the same multiplayer mechanic into their games. This kind of high-octane, social experience was fun for all, and downright formative for some.
Of course, split-screen multiplayer also means that your sibling’s looking at your portion of the screen, but let’s be honest, everybody did it and that was part of what made the game so great. Once you understood that “screen cheating” was a given, it became part of the game — you could punish someone for looking away from their screen or lure them into a remote mine or two.
‘Goldeneye’ — “It’s not a bug, it’s a feature!”
The game also sported several minor features that were mind-blowing back then, but have since become standard practice. There was a huge variety ofweapons available foruse, like shotguns, rifles, snipers, and handguns, but it also had offbeat selections, likesilenced weapons, lasers, insta-kill golden guns, and plenty of gadgets featuredthroughout the iconicfilm series.
The “cheats” in the game were also memorable for being just hilariously fun. Everyone, at some point, wouldtry out “big head mode” and “paintball mode,” just to experiencesomething new. Unlike modern games, where cheat codes are mostly offered as paid DLC, you earned these goofy rewards in-game by beating single player levels on a increasingdifficulties within a certain amount of time.
Today, Goldeneye 007 still holds a dear place in the hearts of many gamers. Computer and Video Games Magazine gave it the top spot on their “top 100 games of all time” back in 2000 and you’ll still find it ranking highly today.
The love for Goldeneye is universal. The game has been included in the Smithsonian American Art Museum for being “culturally and artistically significant.”
Troops really do come from all walks of life. While the military has plenty of the jocks and popular kids, the nerdy kids also raised their right hand. But you’re a few months into a deployment now and everyone’s looking for something new to do.
The troops who were picked last in gym class are now playing football with the guys and the former football star is now working away on their first D&D character sheet. When you’re bored in the desert and see the other guys having fun — screw it. There’s nothing wrong with a bit of team building among the squad.
Some of the more traditional tabletop games, like Dungeons and Dragons, can played anywhere you can find a pen, some paper, a few dice, and, if you’re lucky, a copy of the player’s handbook. Coincidentally, pen and paper is about all troops sometimes have while deployed and at least one person can get a set of dice sent out.
It’s not just Dungeons and Dragons that’s making an unironic comeback among hardened war fighters. Other tabletop classics, like Warhammer 40K and Warhammer Fantasy, are making a splash with troops. Sure, Warhammer runs a little on the pricey side and assembling and painting an army by hand will take months. Thankfully, cash and downtime are about the only two things troops have on a deployment.
Even if the troops don’t want to nosedive into the deep end of nerdom, it’s not too uncommon for troops to be playing Risk (and not just until people get bored. This battle rages until someone wins, which may take a few days). Others are constantly fussing over their fantasy football team, which, let’s all be honest — and take this from the guy who extensively writes about Star Wars and Game of Thrones — puts them a pair of BCGs away from joining the commo guys in playing DD.
Ranger Up even got in on the fun by livestreaming a campaign. Matt James, a U.S. Army veteran and game designer, was the Dungeon Master for Nick Palmisciano and the rest of the crew . They may have been kicked back a few more beers than they did when they played in the back of the AV club, but they — and everyone watching the stream — were having fun.
While Solo: A Star Wars Storymay not exactly be crushing it in the box office, the film is an otherwise entertaining and world-building heist flick that hints to a bolder and bigger Star Wars Universe, one that includes characters who should be dead and intergalactic crime syndicates sparking the seeds of the resistance. Is it what hardcore fans wanted? No. Does it answer questions you never asked, such as why is Han’s last name Solo? Sure does. But you know what? It’s fun! It’s exciting! And, like every good Star Wars film, has its fair share of cool gadgets we want to see in real life. From Lando’s card-shooting wrist-holster and his many (many) cloaks to that amazing drink-pouring droid, here are six items from Solo: A Star Wars Story that we wish were real.
1. Lando’s Sabacc Bracelet
While Sabacc enthusiasts can buy card games “inspired” by the game of Sabacc online, perhaps the most fun part of watching the game unfold in Solo was the fact that Donald Glover’s Lando had a trick literally up his sleeve. He wears a bracelet in which he hides Sabacc trump card, so to speak, one that ensures he will always win the game, especially when laying his important property on the line, like, I don’t know, a certain spaceship. While he doesn’t get to use his trusted tool in the final game of Sabacc, it’s definitely a cool tool. It fits comfortably under the most flamboyant dress shirt. And, in typical Lando style, it’s also stylish. Let’s make this happen.
2. All of Lando’s Cloaks
One of the funnier gags in Solo is when Qi’ra steps away from the crew on the Millennium Falcon and finds herself in Lando’s closet, which is quite literally just full of cloaks. There are like at least 30 cloaks in there and Qi’ra plays dress up with all of them. There are royal blue cloaks. Deep red cloaks. Midnight black cloaks. Some of the cloaks are appropriate for battle. Qi’ra wears one on Kessel in anticipation of that battle, which comes in handy in a slightly-off screen moment where she dominates a security guard. She does a front-flip and looks super cool doing it! Also, the cloaks are flame retardants, as Qi’ra later ripped it off her body to put out a fire that started on the Falcon. Here, here, Disney: please make Lando’s many cloaks available. Halloween for kids, yes. But how about we get some adult versions from Atelier Lando?
3. Dryden Vos’ Spears
Gangster Dryden Vos, played by Paul Bettany, carries some badass weaponry: two matching, double-sided spears that he wears like brass knuckles and which have a red laser running across the blade-edge. Up there with Darth Maul’s red, double-bladed lightsaber and Kylo Ren’s Crossguard lightsaber, the weapon is one of the more creative hand-to-hand combat tools in the Star Wars universe. A Nerf-ized version of this weapon would be pretty sweet.
4. Han’s Gold Dice
One of the most surprising Easter eggs of Solo was seeing the origins of the twin golden dice that gained massive significance in the Star Wars sequels and in The Last Jedi. The twin dice, attached by a golden chain, were actually a good luck trinket for Solo that he often passed to his former lover, Qi’ra. Before she left his life for good by joining, what is ostensibly the dark side, she passed them back to him as a final wish of good luck. Later, we see the trinket being used by Han, Luke, and Leia to the same ends. Although the Gold Dice wouldn’t be so much of a toy but a collectible, their significance in the universe as an arbiter of good luck over 30 years is pretty cool. We’d hang ’em on the rearview mirrors of our personal Millenium Falcons, which are just mid-sized sedans and minivans but, whatever.
5. A Dejarik table
Although not a new addition to the Star Wars Universe, the Dejarik table on the Millennium Falcon got a lot of screen-time in Solo when Woody Harrelson’s Tobias Beckett explains the game to Chewie for the first time. Although many replicas of the game have hit the market, there has yet to be a fully operational version of the table that plays the game as it really exists in the Universe, where the “chess” pieces are holograms. Every time I see that damn game I just want to play it. It’s like Wizarding chess meets AR games. It wouldn’t take much to make this a reality. Sure there’s Hologrid: Monster Battle. But can’t we get Bethesda or someone to release a legit version?
6. That Robot That Pours Lando’s Drink
When Han and Lando meet for the first time, they play Sabacc. As they are sizing each other up, Lando lazily grabs his cup and a flying droid comes to fill it up with what I assume is some sort of delicious boozy cocktail made with space Bourbon. Lando doesn’t even say anything. No verbal commands, nothing. First of all, dope. Second of all, how do I get a drink-filling-droid in my office and home? Every time I want a glass of water in the middle of the night, you’re telling me the world could have flying droids that just fill cups up with the liquid of our choice on command? Amazon’s using droids to send packages. So can’t someone build a drink-serving droid? Let’s get this going, Bezos.
This article originally appeared on Fatherly. Follow @FatherlyHQ on Twitter.
The creators of “Fortnite” have responded to the pleas of hundreds of players by lowering the firepower of a giant robot that has been terrorizing the game for weeks.
Epic Games added the B.R.U.T.E. mech suit to the game with “Fortnite’s” season 10 update on Aug. 1, 2019. The B.R.U.T.E. is a two-person vehicle that requires one player to pilot while the other player controls a rocket launcher and shotgun. The B.R.U.T.E. can crush players and destroy buildings simply by stomping through them, and its boosters give it tons of mobility compared to players on foot.
The mech has been wreaking havoc in battle royale matches, and some of the most well-known “Fortnite” players started a social media hashtag #RemovetheMech to petition for the B.R.U.T.E. to be removed entirely. Players have specifically complained about their inability to defend themselves against the B.R.U.T.E. during competitive matches.
The game’s developers attempted to defend the B.R.U.T.E.’s strength in an Aug. 15, 2019 blog post, sharing specific stats about how many players were eliminated using the mech in battle royale matches. Epic said the mech was designed to bring “spectacle and entertainment” to the game, and make it easier for players with a lower skill level to win a match.
“The mission of Fortnite is to bring players of all skill levels together to have a fun experience where anyone can win. For example — everyone having a shot at that first elimination or Victory Royale moment and the satisfying feeling that comes with it. Right now, we know there are players out there who have never had that opportunity,” the developers said in the post.
Now, one week later, Epic announced sweeping changes to the B.R.U.T.E., lowering its speed and damage, and making it appear less often overall. The changes are designed to make the mech a defensive tank, rather than an aggressive juggernaut.
Streamers React To The BRUTE Finally Being NERFED & Junk Rifts Being REMOVED!
“We want to reduce a B.R.U.T.E.’s ability to engage and disengage at long distances to encourage a more strategic approach to an encounter,” the detailed patch notes read. “In general we hope to shift B.R.U.T.E.s away from being highly mobile and put more emphasis on their already defensive nature.”
The B.R.U.T.E. will still be around for the foreseeable future, but it seems that players will have now a better chance to fight back. “Fortnite” regularly cycles through weapons and vehicles, so its possible that the mechs will be a distant memory in a few months, or just replaced with something even more powerful.
“Fortnite” is the most popular game in the world with more than 250 million players, and it’s free to play. The game also supports competitive events that give away millions of dollars in prize money.
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
The most recent trend to take the gaming world by storm is the advent of massively multiplayer battle royale games that pit around 100 players against each other. The gameplay is simple: The player lands in a random location, picks up whatever weapons they can manage, and fights others to be the last player standing.
While there are plenty of game mechanics that counter the tips on this list, it wouldn’t be too hard to imagine what it would take to emerge victorious should a battle royale actually happen. Who knows, maybe these real-life tactics will even help you win a game or two.
Dropping into Pleasant Park might not be the best idea…
The beginning of every match has the players make a mad rush in search of randomly placed weapons. Players can generally assume that larger locations have better gear because there are more locations in which for gear to appear.
Assuming the real-life situation is similar and gear is placed without rhyme or reason, there’d simply be no reason to pick a popular place to start. The last situation you want to find yourself in is one where you’re without weapons or protection among people who have both.
Maybe hide in a bunker. No one ever bothers to check the bunkers.
(Bluehole Studio, Inc.)
Most battle royale games constrict the field of play as the game goes on, preventing players from hiding in one spot the entire time instead of, you know, actually playing the game.
In real life, however, where isn’t any time limit, look for a place where you can watch only one avenue of approach and wait things out while the enemies dwindle.
“Don’t mind me. I’m just an aggressive bush. A very aggressive bush.”
The focus of the game is to outlive everyone. This also means that the last two players will need to duke it out (or let the other player die on their own) for there to be a single winner.
You want your enemy to be focusing on the other 98 enemies around them. If you need supplies, keep a low profile. Do not draw attention to yourself. Find some way to blend into the environment so that any enemy looking for you instead looks right past you.
Because everything actually is a trap.
Slow, methodical pace
Much of what separates the games from any real-life, hypothetical scenario is the pace. If you run around having fun and you die in the game… Cool. On to the next round. Meanwhile, in real life, we’ve started wars over the question of whether there is indeed a “next round after death.”
In real life, you’ll need to take the time to think every action through. If your current position is in more danger than another, move without drawing attention to yourself. Believe every step you take is into a trap and plan accordingly.
There are inherent dangers involved with a combat deployment. Even if you don’t have first-hand knowledge, you probably have a pretty solid understanding of what troops go through on a near-daily basis in a country that few can even point to on a globe. Our troops are up against a hostile environment filled with potentially hostile actors that hide behind civilian masks. But one thing that’s never really discussed is downtime — the rest period, the time between missions.
As bizarre as it sounds, it’s often the nothingness that can be most exhausting. At a certain point during a deployment, you adapt to the pressures of war and missions, but being left with nothing to do, without any real outlet to help you escape your surroundings and calm down for a moment, is what gets to some troops most.
So, it’s not unusual for troops to pick up some sort of hobby to pass the time. Some troops take up drawing or learn to play the guitar. Others head to the MWR tent to watch the same late-90s sitcom for the 80th time. Many others pass the time by picking up a controller and playing a video game with their friends.
But the luxury of popping the latest game into an X-Box simply isn’t afforded to all troops — and that’s where care packages from a loved one — or organizations like OSD — come in.
The reason OSD is so in sync with what troops want and need is because many members of the organization are veterans themselves.
OSD has been filling in those gaps of nothingness with a wide assortment of highly-desired goods. Once the OSD team gets a hold of a deployed unit, that unit can usually expect a massive care package filled with entertainment. OSD shipped over 450 such “Supply Drops” in 2017, containing everything from video games to game consoles and televisions to coffee, junk food, and everything else troops might miss from back home.
Troops who are in outlaying bases, like the soldiers of the 101st Aviation Regiment, will now have something to look forward to when their shifts are over.
And that’s just their flagship program. OSD also provides mentorship and resources for veterans seeking employment opportunities through their Heroic Forces program, they assist wounded veterans throughout their recovery processes through Respawn, and they sponsor nominated veterans via Thank You Deployment, a program that celebrates service by giving individuals the day of a lifetime.
Because one care package really can change a deployment for the better.
This October, OSD is running their third annual Vetober, a charity donation drive that helps fuel all of the awesome programs above and more. You can donate the conventional way, but OSD is also staying true to their roots in gaming culture by introducing competition to the mix. Form or join a team, raise cash for veterans, and see if you can come out on top!
Every dollar donated goes to benefit the hundreds of thousands of troops and veterans. 0 raised means a new supply drop goes out to troops who desperately need some entertainment. 0 helps mentor veterans seeking employment. 0 sponsors events in veteran communities across the country. 00 helps OSD grow, allowing them to continue changing thousands of service members’ lives for the better.
Help us break the monotony of deployments and keep our troops happy and healthy. Whether you want to donate directly, help spread the word, organize a fundraising team, or join someone else’s team, you can help make a difference!
On a more personal level, I cannot recommend OSD highly enough. Not only do they hold a Platinum Seal of Transparency from GuideStar, so you know they’re trustworthy, they also personally impacted my life.
My unit received a supply drop from OSD when we were deployed and, man, was it a welcomed sight. We opened a care package only to find, basically, everything we’ve ever wanted. For the first time in a while, we played games and relaxed. It helped give us a chance to come together as a platoon and take our minds off everything.
The Far Cry video game series has always gone above and beyond in placing the player in a beautiful, open world and pitting them against a cunning and well-written antagonist. The graphics in the most recent installment are as crisp as you’d expect from the series, the gameplay is phenomenal, and plenty of critics are already singing its praise, but what sets this game apart from every other shooter is the storyline.
This time around, instead of exploring some scenic island fighting against drug-running pirates or a prehistoric valley against neanderthals, Far Cry 5 pits the player against deranged cult in a fictional county of Montana.
You play as a Sheriff’s deputy tasked with arresting Joseph Seed, a cult leader who is a mix of David Koresh, Jim Jones, and a hipster douchebag. There’s a palpable eeriness as you walk through his church’s compound and Joseph is seemingly compliant at first. He lets you handcuff him before saying, “you’ll never arrest me.” As you make your way back to the helicopter, one of his followers hurls himself into the propellers, allowing Seed to escape back to his followers, kicking off the game.
The player is then saved by the first of many veterans you’ll encounter in the game, Dutch. He’s a loner Vietnam veteran who has shut himself off in a bunker while the world goes to sh*t outside. Inside his bunker, you’ll find plenty of little references to real-life military units, like an homage to the 82nd Airborne patch (the “AA” has been replaced by the number “82” in the same style) and a patch that’s the shape of the 101st, but with the XVIII Corps’ dragon.
He offers to help you out and gives you something to wear something other than your uniform, which includes (and I’m not making this up) some 5.11 gear.
The next veteran who helps you out is Pastor Jerome Jeffries, a Gulf War veteran turned Catholic priest. He’s holed up in his church with the few citizens who haven’t been indoctrinated by the cult. While there, you set up a resistance to buy time until the National Guard can come reinforce. You must band together with the rag-tag group of remaining people to take down Seed and his followers.
Which brings you to the third main veteran in the storyline, Grace Armstrong, a U.S. Army sniper who deployed to Afghanistan. She’s one of the characters that fights alongside you throughout the game, providing fire support from a good distance.
Though his veteran status remains unknown, you’ll also come across a companion named Boomer. Boomer’s a dog who, if he gets hurt, can be healed with a nice belly rub. It’s the little things in this game that make it amazing.
A four-man team of soldiers sits in a nondescript building on Fort Belvoir, Va., each at his own desk, surrounded by three monitors that provide them individual, 3D views of an abandoned city.
On screen, they gather at the corner of a crumbling building to meet another team — represented by avatars — who are actually on the ground in a live-training area, a mock-up of the abandoned city. They’re all training together, in real time, to prepare for battles in dense urban terrain.
That’s the central goal of the Synthetic Training Environment (STE) — immersive, integrated virtual training — presented during a Warriors Corner session at the 2018 Association of the United States Army (AUSA) Annual Meeting and Exposition in Washington. The Army has been working toward this kind of fully immersive training experience for decades, and leadership hopes to have it operational as early as 2025.
In May 1993, Army RDA Bulletin dedicated several articles to the concept and execution of distributed interactive simulation (DIS), “a time and space coherent representation of a virtual battlefield environment” that allowed warfighters across the globe to interact with one other as well as computer-generated forces, according to John S. Yuhas, author of the article “Distributed Interactive Simulation.”
Better, faster, stronger
While the name of the program seems to emphasize individual simulation units, its overarching purpose was to bring together thousands of individuals and teams virtually in real time. Central to DIS was the idea of interoperable standards and protocol, allowing each community — “trainer, tester, developer, and acquisitioner” — to use the others’ concepts and products, Maj. David W. Vaden wrote in “Vision for the Next Decade.”
The article explained that “distributed” referred to geographically separated simulations networked together to create a synthetic environment; “interactive” to different simulations linked electronically to act together and upon each other; and “simulation” to three categories — live, virtual and constructive. Live simulations involved real people and equipment; virtual referred to manned simulators; and constructive referred to war games and models, with or without human interaction.
DIS has much in common with STE. Both provide training and mission rehearsal capability to the operational and institutional sides of the Army (i.e., soldiers and civilians). They even share the same training philosophy: to reduce support requirements, increase realism and help deliver capabilities to the warfighter faster.
Users of STE will train with live participants and computer simulations, with some units training remotely. However, STE takes virtual reality training to a new level altogether by incorporating advances in artificial intelligence, big data analysis and three-dimensional terrain representation.
Current training simulations are based on technologies from the 1980s and ’90s that can’t replicate the complex operational environment soldiers will fight in. They operate on closed, restrictive networks, are facilities-based and have high overhead costs for personnel, Maj. Gen.
Maria R. Gervais, commanding general for the U.S. Army Combined Arms Training Center and director of the STE Cross-Functional Team, said in an August 2018 article, “The Synthetic Training Environment Revolutionizes Sustainment Training.”
Those older technologies also can’t support electronic warfare, cyberspace, and megacities, the article explained. For example, soldiers in the 1990s could conduct training using computers and physical simulators — like the ones showcased in Charles Burdick, Jorge Cadiz and Gordon Sayre’s 1993 “Industry Applications of Distributed Interactive Simulation” article in the Army RDA Bulletin-but the training was limited to a single facility and only a few networked groups; the technology wasn’t yet able to support worldwide training with multiple groups of users in real time, like the Army proposes to do with the STE.
Gervais presented a promotional video during “Warriors Corner #13: Synthetic Training Environment Cross-Functional Team Update,” which said the STE will provide intuitive and immersive capabilities to keep pace with the changing operational environment. The STE is a soldier lethality modernization priority of the U.S. Army Futures Command.
“With the STE, commanders will conduct tough, realistic training at home stations, the combat training centers and at deployed locations. The STE will increase readiness through repetition, multi-echelon, multidomain, combined arms maneuver and mission command training. And most importantly, the STE will train soldiers for where they will fight,” said Gen. Robert B. Abrams, then-commanding general of U.S. Army Forces Command, in the same video. Abrams is now commander of United Nations Command, Combined Forces Command, U.S. Forces Korea.
Today, simulations in the integrated training environment do not provide the realism, interoperability, affordability and availability necessary for the breadth of training that the Army envisions for the future. The STE will be able to do all that — it will be flexible, affordable and available at the point of need.
“This video helps us get to shared understanding, and also awareness of what we’re trying to achieve with the synthetic training environment,” Gervais said during the AUSA presentation. “But it also allows us to understand the challenges that we’re going to face as we try to deliver this.”
“We don’t have the right training capability to set the exercises up,” said Mike Enloe, chief engineer for the STE Cross-Functional Team, during the presentation. “What I mean by that is that it takes more time to set up the systems that are disparate to talk to each other, to get the terrains together, than it does to actually have the exercise go.”
The Synthetic Training Environment will assess Soldiers in enhancing decision-making skills through an immersive environment.
(US Army photo)
The Army’s One World Terrain, a 3D database launched in 2013 that collects, processes, stores and executes global terrain simulations, has been the “Achilles’ heel” of STE from the start, Enloe said. The Army lacks well-formed 3D terrain data and therefore the ability to run different echelons of training to respond to the threat. The database is still being developed as part of the STE, and what the Army needs most “right now from industry is content … we need a lot of 3D content and rapid ways to get them built,” Enloe said. That means the capability to process terrain on 3D engines so that it can move across platforms, he said, and steering clear of proprietary technologies. The STE is based on modules that can be changed to keep up with emerging technologies.
The Army also needs the ability to write the code to develop the artificial intelligence that will meet STE’s needs — that can, to some extent, learn and challenge the weaknesses of participants, he said.
Retired Gen. Peter W. Chiarelli, 32nd vice chief of staff of the Army, emphasized during the presentation that the Army needs to move away from the materiel development of the STE and focus on training as a service. “I believe that a training environment should have two critical aspects to it,” he said: It should be a maneuver trainer, and it should be a gunnery trainer.
Changing the culture
Brig. Gen. Michael E. Sloane, program executive officer for Simulation, Training, and Instrumentation (PEO STRI), said the leadership philosophy of STE’s development is about fostering culture change and getting soldiers capabilities faster. “We have to be proactive; the [cross-functional teams] have to work together with the PEOs, and we’re doing that,” he said. “Collectively, we’re going to deliver real value to the soldier, I think, in doing this under the cross-functional teams and the leadership of the Army Futures Command.”
Many organizations are involved with STE’s development. The U.S. Army Combined Arms Center-Training and the U.S. Army Training and Doctrine Command capability managers are working requirements and represent users. PEO STRI is the materiel developer. The U.S. Army Maneuver Center of Excellence is responsible for the infantry, armor and combined arms requirement. And finally, the assistant secretary of the Army for acquisition, logistics and technology (ASA(ALT)) serves as the approval authority for long-range investing and requirements.
With the Futures Command and ASA(ALT) collaborating throughout the development of STE, Sloane believes the Army will be able to reduce and streamline acquisition documentation, leverage rapid prototyping, deliver capabilities and get it all right the first time.
Soldiers prepare to operate training technologies during the STE User Assessment in Orlando, Fla., in March 2018.
(Photo by Bob Potter)
Gervais reminded the AUSA audience in October that she had spoken about STE at the annual meeting two years ago, explaining that the Army intends to use the commercial gaming industry to accelerate the development of STE. “I did not believe that it couldn’t be delivered until 2030. I absolutely refused to believe that,” she said. In 2017, the chief of staff designated STE as one of the eight cross-functional teams for Army modernization, aligning it with soldier lethality.
Since then, STE has made quite a bit of progress, Gervais said. The initial capability document for the Army collective training environment, which lays the foundation for STE, was approved in 2018. The Army increased its industry engagement to accelerate the development of STE, according to Chief of Staff of the Army Gen. Mark A. Milley’s direction, which led to the awarding of seven other transaction authority agreements for One World Terrain, followed by a user assessment in March 2018. In June, Secretary of the Army Dr. Mark T. Esper and Milley codified STE in their vision statement. “We’re postured to execute quickly,” Gervais said.
In the meantime, she said, there has been a focused effort to increase lethality with a squad marksmanship trainer in the field to allow close combat soldiers to train immediately. The Army also developed a squad immersive virtual trainer. “We believe we can deliver that [squad immersive trainer] much quicker than the 2025 timeframe,” she said.
STE is focused on establishing common data, standards and terrain to maximize interoperability, ease of integration and cost savings, Gervais said. With the right team effort and coordination, she believes STE can be delivered quickly. Perhaps in a few short years, STE can achieve the lofty goal that DIS had for itself, according to Yuhas: Revolutionize the training and acquisition process for new weapon systems.
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.
For as long as video games have existed, there have been fed-up mothers yelling at their kids to put down the controller and get back to their homework. As mom loves to remind us, “no one will ever pay you to play video games!” Well, we hate to disappoint you, ma, but for the last decade or so, there have been plenty of gamers who make a living enjoying their hobby.
As foreign as it may sound to some, there are people who are so good at video games that others will tune in (and even pay) regularly to see them compete, just like a traditional sports player. Today, we refer to this competitive gaming as “eSports.” This concept is slowly gaining traction, but just like any other idea, it’s been met with criticism from people who don’t understand that if enough are willing to pay money for something, it’s a feasible business model.
Now, the world of eSports may have just gotten the validation it needs from a brand people trust. Cloud9’s Counter Strike: Global Operations team has been officially sponsored by the United States Air Force.
Red Bull has made a huge impact in the eSports world. Seeing as nearly every gamer is addicted to energy drinks, that’s an easy win.
Video game tournaments are nothing new. Way back in 1972, students at Stanford University competed to see who could get the highest score at Spacewar. In the 90s, Quake tournaments gained recognition around the world and, by 2015, a League of Legends tournament drew in 27 million viewers — seven million more than the highest viewership average of the NBA finals.
But, in a big way, there’s one thing missing from eSports: sponsorship from outside the gaming world. The biggest sponsors of eSports have always been AMD, Intel, and, typical, the company responsible for whichever game is being played. Occasionally, you’d find a sponsor from outside the hardware/software realm, including soft-drink companies, a certain adult-entertainment company, and even Audi — but these are typically outliers.
This pattern makes good sense in a way. It’s easy for sponsors to use gaming events to promote products that are directly applicable to eSports. Do you want to play like these guys? Buy this mouse and keyboard. Do you want to enhance your reaction times? Buy these goofy, yellow-tinted glasses. Do you want to practice late into the night? Chug some of this energy drink.
The sponsors have almost always directly related to gaming — not to a generally huge audience. That is, until the recent sponsorship deal of the Los Angeles-based Cloud9 by the United States Air Force.
“By developing a dynamic partnership with the Air Force, we will be able to deliver extraordinary content that will show fans a totally different side of the team. No one else in the world can put our team into a jet and let our fans watch the sheer thrill come over their faces. It’s going to be amazing.” says Cloud9 owner and CEO, Jack Etienne.
Starting this week, at the ELEAGUE CS:GO Premier 2018, the Cloud9 uniforms will now proudly sport the U.S. Air Force logo.
“Join the Air Force! Do all the awesome stuff you see in the video games! Totally!”
(U.S. Air Force photo by Senior Airman Peter Reft)
The details of the partnership aren’t known — but it can be assumed that the USAF has spent more money on getting branded pens dumped into cups at recruitment centers than they did in putting the USAF logo on the t-shirt sleeves of four gamers. Money aside, this is huge news. This means that the United States Air Force has recognized the recruitment possibility in getting exposure in a new, emerging venue.
This offers legitimacy to the world of eSports. This means that a branch of the United States Armed Forces sees the possibility to attract potential recruits out of the pool of people watching eSports events. All jokes about the Air Force aside, younger, nerdy adults are kind of the Air Force’s target demographic — and they have been looking into many different avenues to meet recruitment numbers.
Since the Air Force has been pushing heavily for the cyber fields, this partnership makes absolute sense.
All members of the Department of Defense, including troops, must undertake an annual training to test their knowledge of cyber awareness. A few years back, they changed the test up just slightly to make it far less of a bore and more like a crappy 90s text-based video game.
Everyone freaking hates this training and, if it weren’t mandated at the Pentagon level, no one would willingly subject themselves to it. That is, of course, with the exception of YouTube’s biggest star, PewDiePie.
He had only the trophies and Jeff to keep him company.
Felix Arvid Ulf Kjellberg, known by most as “PewDiePie,” grew in popularity through his video-game related content — particularly his “Let’s Play” format, through which fans could watch him play games as he delivered hilarious commentary.
His videos have actually created success for many smaller, indie games, particularly in the horror genre. He’d showcase otherwise-ignored games, give them a glowing review or overreact to intense moments, and his rabid fans would immediately buy said game, propelling it into the spotlight. He has since become the biggest YouTuber, currently sitting at 65 million subscribers.
Recently, he finally took on the dreaded Cyber Awareness Challenge — with commentary provided throughout, of course. Being the avid gamer that he is, the ‘Challenge’ proved trivial, but he actually took it far more seriously than anyone in the military does.
Unlike the god-awful test of old, the modern training awards “trophies” for getting everything correct, so PewDiePie gave it his all.
That’s literally the exact same answer that everyone gives for that question. The dude stole a phone in the Pentagon… You better go grab that phone!
As he slogged through, he coincidentally ripped the exact same moments of the training that troops mock relentlessly. The training wastes no time in offering pieces of painfully obvious guidelines. For example, the very first tip the government puts out there in promotingcyber awareness is “don’t look at pornography at work.”
He also ran into many of the overly stupid characters that populate the training, like Tina, the coworker that constantly tries to get you to download stuff, and Jeff, the IT manager that tells you just how proud of our work he is in the most monotone fashion possible — but for some odd reason only has a box of tissues on his desk?
Pewds, who never served in the U.S. military, was ill-prepared for many of the minute details — like taking your CAC/PIV out of the computer whenever you walk away — but actually did very well. He did, however, fallfor some of the traps that seem to violate common sense.At one point in the training, your phone is stolen and you’re given the opportunity to chase down the thief, and so he did. But the correct answer is to”alert the security POC.”
BZ, PewDiePie. You managed to sit through the same crap all troops do without clawing out your eyes. BZ.
PewDiePie passed the DoD Cyber Awareness Challenge with flying colors and was given the Certificate of Completion that every member of the Department of Defense needs to turn in.
He says he’ll print it, which is exactly what you’re supposed to do. Instead of turning it in to his S-6 to reinstate his government computer permissions, I’m sure he’ll hang it on his wall or something.
To watch the same training that sucks the soul out of the military (complete with hilarious commentary), check out the video below.
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.