Streamers Activate Their Audiences to Support Military, Veterans, and Their Families
ROCKVILLE, MD. (March 23, 2021) – Veterans, military members, and their supporters now fundraise for Fisher House Foundation and other veteran service organizations through their performances on video game streaming platforms like Twitch and YouTube, raising anywhere from a few hundred dollars to thousands within hours.
Jacob Hausman, a streamer who plays under the name Deltia, hosted a 24-hour charity stream which ultimately raised over $10,000. After taking a hiatus for over two years, the Army infantry veteran was returning to the game and was excited to return to the community he had cultivated.
“What was really cool to me about being in the military, I was 17 years old on active duty, I was coming in to people that were grown men having to take care of families,” he said. “And here I am not doing my own laundry at home, you know, spoiled little child. So it was cool because it was a big melting pot of different people from all over different cultures. And that’s what gaming is. Especially Elder Scrolls Online (ESO); there’s people from all over the world. So you’re still friends with them to this day, all over the world.”
When Jacob left the Army, streaming wasn’t the first thing on his agenda. He had some medical needs, and his mom would often take him to Omaha, Nebraska, nearly 100 miles away, for his appointments. Luckily, he didn’t need any overnight stays, but he thought a lot about how hard it was for families that did. He was excited when he heard that a Fisher House was being built in Omaha that would serve families like his.
When Jacob decided to return to streaming and the community he built, he decided that his first big stream would be a live streaming charity event that would support Fisher House Foundation.
Jacob and his team put together a video on YouTube that announced his return to the game. Streamers typically collect donations from their audience during a stream, but for the first week after his return, Jacob wanted people to raise funds for the Fisher House Foundation through a service called Streamlabs instead. The culmination of his fundraiser was a long streaming session where he promised to play ESO for 24 hours straight. Through hours of steady gaming, Jacob’s community rallied together and raised $10,064.33 – just surpassing the final goal of $10,000 in the last thirty minutes of the stream.
While Jacob and his community can boast that they’re the first team to exceed $10,000 in a streaming fundraiser for Fisher House Foundation, they aren’t the first to help serve military and veteran families in this way.
More than a dozen gamers and streamers have held events for Fisher House Foundation over the past nine months and raised over $27,000. These grassroot streamers have played everything from Tekken and Call of Duty to Rocket League and Fall Guys.
Ryan Chastain, a streamer on Twitch who plays a variety of games on the channel RhinoShow, is a medically retired soldier who has raised over $1,100 for the Foundation. That’s enough to cover an almost-four-month stay for a family at a Fisher House.
“I started looking into military-based organizations because, you know, being retired military, that’s something that I’m always into,” Ryan said. “And I looked into the numbers, the percentage of the dollar that goes to the cause, and Fisher House was one of the highest.”
“A lot of my followers are veterans, and they are super behind the cause,” Ryan said. “And others are connected through family, you know, their dad or granddad or someone served. Fundraising has helped to tighten the community up. Everyone brought stories up during the stream and shared.”
Ryan donated streams three months in a row, all on the 22nd of the month, to raise awareness of veteran suicide.
About Fisher House Foundation Fisher House Foundation is best known for its network of 91 comfort homes where military and veteran families can stay at no cost while a loved one is receiving treatment. These homes are located at major military and VA medical centers nationwide and in Europe close to the medical center or hospital they serve. Fisher Houses have up to 21 suites with private bedrooms and baths. Families share a common kitchen, laundry facilities, a warm dining room, and an inviting living room. Fisher House Foundation ensures that there is never a lodging fee. Since inception, the program has saved military and veteran families an estimated $525 million in out-of-pocket costs for lodging and transportation. www.fisherhouse.org. About Deltia’s Gaming Deltia’s Gaming is a hub for gamers that provides coverage of gaming guides, discussions, and lifestyle advice. Launched in 2014, Deltia’s Gaming has garnered over 36 million views by creating helpful information for games like The Elder Scrolls Online (ESO) and Star Wars: The Old Republic (SWTOR). In his “Gamer to Gym Rat” series, Deltia’s Gaming promotes healthy living by showcasing his personal fitness journey to his supporters. Visit www.DeltiasGaming.com to learn more about Deltia and his gaming initiatives.
If you haven’t played
Red Dead Redemption II, we highly recommend it. The game has some great storytelling and features some amazing characters. The most notable of the cast is the protagonist and player-character, Arthur Morgan. Easily one of the best characters in video game history, Arthur Morgan’s set of skills puts him in line with special operators around the world.
Special operators must be equipped to carry out the most dangerous missions the country has to offer. This is why they’re required to undergo rigorous training. Arthur Morgan, on the other hand, developed his skills while trying to survive in the days of the American frontier, a.k.a. The Wild West.
While there’re plenty of things to say about Arthur Morgan, here are some of the top reasons he’s operator AF:
Oh, and before we begin, this is your official spoiler warning.
Yes, he can even use a bow.
He can use just about any weapon
From your standard lever-action rifle to a tomahawk, Arthur can pick up any weapon and use it with deadly proficiency. He’s also a very skilled boxer and knife-fighter. His previous life as an outlaw put him through numerous fights against all sorts of enemies, and he learned from those experiences.
Being outnumbered is actually fun in this game.
He fights against overwhelming odds
Not unlike our very own Green Berets, who are trained to take on entire battalions with a single team, Morgan is no stranger to being outnumbered and still managing to shoot his way out of the situation, relatively unscathed.
In fact, on several occasions throughout the game, you fight around 20 people by yourself. That may not seem like a lot, but when your fastest firing weapon is a lever-action, it’s quite a challenge.
You’re alone most of the game anyway.
He goes on covert missions
Numerous times throughout the game, you’re sent on missions to steal or destroy things without being detected. Hell, there’s even a mission where you and another character, the famous John Marston, secretly blow up a railroad bridge. Another mission takes you into an Army camp to steal some items.
Of course, you can choose to make some noise, but when you do it quietly, you really get the feeling that Arthur is a true operator of his time.
Look at that thing!
He can grow a sick beard
While it may not be a requirement, most operators are definitely capable of growing nice, thick beards. If you choose to let it grow, Arthur’s beard can challenge even the most operator beards.
It’s honestly heartbreaking, though.
He gets tuberculosis… and keeps on fighting
The man gets diagnosed with TB and is even told by a doctor to get plenty of rest, but what does Arthur do? He goes about living his life as though nothing has changed. He struggles, sure, but he doesn’t let the sickness become a liability and fights all the way to the very end.
The Game Awards 2019 has announced this years list of nominees, which includes 107 different games spread across more than 20 categories.
Established in 2014, The Game Awards is an annual ceremony featuring live performances, celebrity presenters, major industry announcements, and world premiere trailers. More than 26 million people streamed the awards last year.
This year’s nominees are led by games like “Death Stranding,” “Fortnite,” “Control,” “Apex Legends,” and “Super Smash Bros. Ultimate,” all of which received three or more nominations. The Game Awards also includes special categories for unique genres, independent releases, virtual reality, and esports.
Fans can help choose the winners in every category on the event’s website or by searching “TGA vote” on Google. You can vote for a winner in each category once per day through December 11 — your vote will be authenticated with an existing social media or Google account. (Chinese viewers can use Bilibili to vote.)
The Game Awards ceremony will be held on December 12 at the Microsoft Theater in Los Angeles at 5:30 p.m. PT. The awards will be streamed live on more than 60 different international platforms — including YouTube, Twitch, Twitter, Facebook, and Mixer — but tickets to attend the event in person are also on sale now.
Cinemark Theatres across the United States will host a special event in 53 of its theaters where it’ll pair a live simulcast of the awards with the world premiere screenings of “Jumanji: The Next Level.”
Here’s the full list of The Game Awards 2019 nominees:
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.
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.
Marine Corps veteran and amputee video game streamer known amusingly as “ToeYouUp” has been making headlines as of late for his win in the uber-popular battle royale game, Apex Legends. The Marine Corps vet lost his arm in a motorcycle accident at the age of 24 but hasn’t let it affect his love for video games.
For those of you who have played Apex Legends (one of the humble 25 million to enjoy its February debut), you know how difficult it can be to get a single kill in this game, let alone a win. However, ToeYouUp managed to get a win in the game — using one hand, one foot, and a run-of-the-mill, ol’ Playstation 4 controller.
He’s also opted to forego any modifications on his controller. Instead, he uses his left hand to press the controller buttons, move, and aim his character. Then, he uses his toe to fire. Just look at that trigger discipline. Once a Marine, always a Marine.
How fitting then, for a Marine, that he specializes in first-person shooting games. Specifically, he alternates between Apex Legends and Battlefield V. You can take the boy outta the Marines, but you can’t take the Marines outta the boy.
It’s also important to note that ToeYouUp’s channel is a blast to watch independently of his amputation. It’s actually allowed him to develop a play style that is far more watchable than a lot of his two-handed counterparts — because it’s unique. His motions tend to be far more linear, and he surveils the landscape far more than most top ranked Apex Legends players, so what could initially be looked at as a “limitation” is actually quite the opposite — it makes for more creative play.
On a website full of thousands of people who can play a game well, it’s far more entertaining (and refreshing) to see someone who can play the game with their own style and approach. Twitch users are noticing, too — he’s jumped up thousands of followers since his Apex Legends win went viral.
You can join the masses and watch the vet drop some virtual bodies on his Twitch channel below.
Making a video game based on historical events often means navigating the fine line between creating an experience that’s consistently engaging to the player without trivializing the gravity of the real event. This is especially true of military conflicts.
Battlefield 1’s single player campaign did a terrific job of this, giving the player the warning of, “you are not expected to survive” before tossing them into the grim reality that is WWI trench warfare.
Other games, however, use the backdrop of the invasion of Normandy as yet another arena in which players can “360 No Scope” each other.
Then, you have Atomic Games’ controversial Six Days in Fallujah, which was slated to be a highly accurate representation of what the 3rd Battalion, 1st Marines encountered in November, 2004, during the Second Battle of Fallujah. Shortly after it was announced to the public in 2009, it was dropped by its publisher and is now nothing more than a “what if” of gaming.
The developers at Atomic Games took their project very seriously. Every aspect of the game was created based on interviews with over 70 individuals, including the U.S. Marines who fought there, Iraqi civilians, war historians, senior military officials, and even former Iraqi insurgents.
The game was a far cry from typical first-person shooters that reward players for sprinting around the map, spraying bullets at the bad guys. Instead, it was said to have been more like a survival-horror game. Every minor decision made in the game would have lasting effects on player’s experience. Additionally, the game was built on an astounding engine that allowed for a 100% destructible environment — bullet holes left in walls from a previous skirmish would exist into perpetuity.
The game’s director, Juan Benito, told GamePro Magazine that giving players a taste of the horror, fear, and misery experienced by real-life Marines in the battle was a top priority.
“These are scary places, with scary things happening inside of them. In the game, you’re plunging into the unknown, navigating through darkened interiors, and ‘surprises’ left by the insurgency. In most modern military shooters, the tendency is to turn the volume up to 11 and keep it there. Our game turns it up to 12 at times, but we dial it back down, too, so we can establish a cadence.”
In Six Days in Fallujah, you would’ve followed a young Marine who was attached to the 3/1 Marines. Throughout the game, you’d encounter factual skirmishes that involved actual Marines and insurgents that were present at that given moment, based off accounts from those who were actually there. The Marines to your left and your right in those skirmishes were to be the actual Marines — which also meant that those who died in real life would die at the same moment in game. This, as you can imagine, was met with extreme controversy.
The game was being created to honor their fallen service members, but public condemnation proved too great and too universal, so it was dropped within the month by Konami — for very valid reasons.
After the publisher dropped out, the game’s director quietly left along with much of studio’s staff. The remaining assets were hobbled together to create the the sub-par Breach in attempt to recoup on the time invested in the doomed title. The president of Atomic Games promised that Six Days in Fallujah would eventually see the light of day.
Cases can be made for and against the game, but one thing is for certain: it would’ve offered something vastly different to gamers. In 2009, Call of Duty: Modern Warfare 2 was released and multiplayer lobbies were filled brim with screaming pre-teens. It was just five years since the Second Battle of Fallujah, which might’ve been too soon, but it definitely would’ve been a grim reminder of the true horrors of war in an industry too-often trivialized it.
The gaming community has matured vastly in the last decade. Games like Valiant Heart and This War of Mine have all been based on the realities of war. Games like Arma III and Rainbow Six: Siege have all taken mature, realistic approaches to how modern shooters should play out.
If or when the game does eventually find its footing and a pathway to release, it’ll likely find support withing the military-veteran community — as long as the game doesn’t, even for a second, make light of the seriousness of the Second Battle of Fallujah.
Nintendo’s new version of the Nintendo Switch costs just $200, and it’s scheduled to arrive on Sep. 20, 2019.
The Nintendo Switch Lite, which was revealed on July 10, 2019, after months of rumors, is similar to the flagship $300 Nintendo Switch in many ways — and crucially different in a few ways.
Outside of price, here’s how the two Nintendo Switch versions stack up:
1. The Nintendo Switch Lite costs 0 less because it’s a portable-only console.
The Nintendo Switch is named as such for its ability to switchbetween form factors.
You can take it on-the-go, as a handheld console! You can dock it at home and play games on your TV, as a home console! You can even prop it up on its built-in kickstand, detach the two gamepads, and play multiplayer games with a friend, as a standalone screen/console! Madness!
The Nintendo Switch Lite, however, isn’t quite so verstatile. It’s intended for one thing: Handheld gaming.
Like the Game Boy, Game Boy Color, Game Boy Advance, Nintendo DS, and Nintendo 3DS before it, the Nintendo Switch Lite is a portable game console. It runs the same games as the Nintendo Switch, but it can only be used as a portable game console.
2. The Nintendo Switch Lite is smaller than the flagship Nintendo Switch, in both its body and screen sizes.
On the standard, 0 Nintendo Switch console, the touch screen is 6.2 inches. On the new Nintendo Switch Lite, the touch screen comes in at 5.5 inches.
Similarly, as seen above, the overall size of the Switch Lite’s body is shorter and skinnier than the standard Switch console.
3. The Joy-Con gamepads don’t detach from the Switch Lite.
Another major selling point of the original Nintendo Switch console was its removable gamepads — the so-called “Joy-Con” controllers. A single Nintendo Switch console, with Joy-Cons, is a two-player standalone gaming system! Pretty incredible!
But the Nintendo Switch Lite is a handheld console, intended for a single person to use it as a handheld console. Thus, the Joy-Cons are built directly into the hardware.
Notably, you can pair various other Switch controllers to the Switch Lite — the Joy-Cons, for instance, or the Switch Pro Controller — which is handy if you still want to play multiplayer games like “Mario Kart 8 Deluxe” on the itty-bitty screen.
4. The d-pad is an actual d-pad now.
For many, the version of a d-pad on the left Joy-Con was an abomination. Four directional buttons? Instead of a connected d-pad? What?!
The Nintendo Switch Lite solves that issue by putting in a standard d-pad.
5. The battery life is a little better on the Switch Lite.
Are you looking for a whopping half hour increase in battery life? You’ve come to the right place: The Switch Lite is exactly that. Instead of a maximum of 6.5 hours (like the original Switch), the Nintendo Switch Lite has a maximum of 7 hours.
As always, though, battery life will differ based on the game you’re playing: Games with intense graphical needs will chew through your battery faster, as will playing games online. So if you’re playing “Super Smash Bros. Ultimate” online with the brightness up, your mileage will very likely vary.
6. The Switch Lite comes in three colors: Yellow, Grey, and Turquoise.
The standard Nintendo Switch has a few different color options based primarily around swapping Joy-Cons of various colors, but the Nintendo Switch Lite is going all-in on color choice.
In addition to the three seen above — the standard colors that the Switch Lite will be offfered in — expect special editions, like the “Pokémon” one that arrives this November with the new game “Pokémon Sword Shield.”
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
Star Wars Republic Commando is often lauded as one of the best Star Wars video games of all time. It’s up there with the likes of Battlefront II (the 2005 version), Empire at War, and X-Wing. Developed and published by LucasArts for the Xbox and PC, Republic Commando put players in command of an elite squad of clone commandos. Using specialized skills and equipment, the commandos were tasked with special missions far beyond the capabilities of the average clone trooper and even the highly-skilled ARC troopers. With the game’s ported re-release for PlayStation 4 and Nintendo Switch, and the expansion of the clone commando lore since the game’s 2005 initial release, let’s take a look at what makes clone commandos so unique and deadly.
Like all clones, commandos were based on the genetic template of the legendary bounty hunter, Jango Fett. However, unlike their rank and file brothers, the commandos were genetically engineered to be stronger, smarter, and deadlier while still remaining highly obedient to their Kaminoan cloners and Jedi commanders. This made them adept to the specialized training regimen that they were put through.
The water planet of Kamino is home to the aiwhas, winged whale-like creatures who hunted in pods. The Kaminoan cloners modeled the commando squad structure after the aiwhas, grouping them into squads of four and training them together from birth. They ate, slept, and trained together to think of themselves as part of a unit rather than an individual. Whereas standard clones were trained extensively with simulators to save on costs, commandos were more often trained with live fire to familiarize them with battlefield conditions.
Moreover, the commandos were trained by a group of 100 warriors, 75 of whom were Mandalorians, hand-picked by Jango Fett. Known as the Cuy’val Dar, “those who no longer exist” in the Mandalorian language, these warriors discarded their old lives to train the commandos in secret. This was necessary to hide the creation of the clone army from the rest of the galaxy.
With their enhanced genetics and Cuy’val Dar instructors, the commandos were trained on just about every weapon, vehicle, and piece of gear in the Republic arsenal. Their Katarn-class armor was expensive, extremely lightweight, and beat only by pure Mandalorian beskar in terms of strength. Commandos were exclusively armed with the DC-17m Interchangeable Weapon System which they could configure for the specific job at hand.
While every commando was cross-trained in combat disciplines, the members of a squad specialized in their respective roles like marksman, demolitions expert, tech specialist, and squad leader. Their helmets integrated with each other so that every commando knew the location and status of the others at all times. Operating as a team, commandos could take on nearly every mission that the Republic had for them.
Clone commandos were organized under the Grand Army of the Republic’s Special Operations Brigade. This was the GAR’s version of USSOCOM in the U.S. military. The aforementioned ARC troopers also fell under the Special Operations Brigade. Operating at the edge of what the Republic deemed morally acceptable, the commandos were tasked direct action, sabotage, and even assassination missions. With Jedi strike teams stretched thin during the Clone War, commando teams were often sent instead and were very successful. However, when used in conventional large-scale combat like at the first battle of Geonosis, the commandos were unable to use their skills to their advantage and suffered high casualties.
Without spoiling Republic Commando for gamers who have yet to play it, the game’s story follows Delta Squad. These four commandos can be seen in the Star Wars: The Clone Wars animated series. Following the attack on the Temple of Eedit by Savage Opress, Delta Squad is dispatched directly by the Jedi Council to recover the bodies of slain Jedi Master Halsey and his Padawan Knox. The fact that the council did not know what sort of threat had attacked the temple and killed a Jedi Master speaks volumes to the skills and abilities of the commandos and the confidence that their commanders had in them.
Following Order 66 and the rise of the Empire, some commandos ignored the order and defected from the army. Those that did often became bounty hunters. However, most commandos remained loyal to the Empire because of their genetic programming. They were reorganized as a special division of the 501st Legion and placed under the direct command of Darth Vader. These Imperial Commando teams were often tasked with hunting down enemies of the Empire, especially fugitive Jedi.
Commandos were some of the deadliest clones fielded by the GAR. With the expansion of the Star Wars universe, their popularity has grown thanks to the Clone Wars show and the Battlefront video game. If you didn’t have an Xbox or gaming PC and avoided watching playthroughs online, your chance to experience Republic Commando for yourself has come. The game’s enhanced port is set to release on PlayStation 4 and Nintendo Switch on April 6, 2021.
Is the Dark Side stronger?” Luke Skywalker first asked the question as he trained with Master Yoda on Dagobah, wondering if all his hard work could ever make a difference against the full power of the Dark Side of the Force. Yoda insisted that while the Dark Side is “more seductive,” it is inferior to the Light Side of the Force. It’s a nice sentiment that reassures Luke (and viewers) that good will triumph over evil. But wise as he is, Yoda is also a Jedi and might be a little biased.
So to prove once and for all whether a Jedi or Sith Lord is the most powerful warrior in the galaxy, one YouTuber figured out an alternative to just taking Yoda’s word. He had 20,000 Jedi Knights face off against 20,000 Sith Lords in the ultimate Star Wars battle royal. Despite being amazing, the only tragedy of this fan-made simulation is that it likely won’t find it’s way in the next big Star Wars movie, Episode IX.
YouTuber SergiuHellDragoonHQ used the PC game Ultimate Epic Battle Simulator to initially pit one Sith (who is pretty clearly Darth Maul) against one Jedi. All fine and good, but he soon realized that things would get more interesting if the battle was considerably grander. He upped the simulation to 20,000 warriors per side. Not surprisingly, the battle quickly descended into total chaos and, well, never really stopped ⏤ at least not for 26 minutes. Still, the absolute beautiful insanity of the battle is worth checking out at least for a few of them.
So who ended up winning? Sadly, it looks like Yoda may have bet on the wrong side of the Force, as the Sith handily defeated the Jedi Knights. By the end, there were still nearly 14,000 Sith Lords standing, while only 5,000 Jedis remained alive.
This article originally appeared on Fatherly. Follow @FatherlyHQ on Twitter.
It’s time to start yelling Chesty Puller quotes at the top of your lungs.
You can forget about video games glorifying violence. All that went out the window with the latest iteration of the Battlefield franchise. The new trailer for Battlefield V brings us to World War II in the Pacific Theater and the epic throwdown between the United States Marines and Imperial Japan. The game appears to depict the actual desperate tactics and explosive fighting when East met West in the 1940s.
Get ready for a game that shows the bloody aftermath of banzai charges, flamethrowers, and what happened when two of the world’s most storied, dedicated, and effective fighting forces went head-on.
The Battlefield series is getting back to its World War II roots as DICE brings players back to the Pacific War for the first time in ten years. If you loved Battlefield 1942 and Battlefield 1943, then Battlefield V Chapter 5: War in the Pacific needs to be on your “must list” this October. The new Battlefield features the amphibious assaults we’ve come to expect and the all-out war that only this series can muster.
Prepare to land United States Marines on the beaches of Iwo Jima in one of the first two new Battlefield maps with authentic, iconic weapons of the era, including the M1 Garand Rifle and the M1919A6 Browning Machine Gun. True to the history of engagements between the Japanese and American Marines, the game also features the use of the traditional katana carried by Japanese troops, and the flamethrower used by the Marines in the Pacific, both of which are featured heavily in the trailer above. The Iwo Jima map will be released at the end of October, and you’ll be able to defend Wake Island in December – just like the Marines did in 1941.
Not sure if the flamethrower tank is available for in-game use, but it should be, amirite?
Also coming is a new “Pacific Storm” map, where players will fight the elements along with the enemy while securing points of control using ships, planes, and tanks in an island-hopping campaign of their own design. Among those planes is the Marine Corps’ legendary F4U Corsair and the Sherman tank, weapons that are now synonymous with American forces in the Second World War.
If you need a Battlefield refresher on Xbox One, PC, or PlayStation 4, there are free Grand Operations trials happening now through Monday, Oct. 28, and another free trial weekend on Friday, Nov. 1 through Monday, Nov. 4. Trials can be played once per EA account and per computer.
Battlefield V is available now on Xbox One, PlayStation 4, and PC. Follow Battlefield on Twitter and Instagram, like on Facebook, and subscribe to the YouTube channel. Hop in and join the Battlefield Community on the Battlefield Forums, Reddit, and Discord.
For more about Battlefield V Chapter 5: War in the Pacific, check out the official web page here.
Blizzard Entertainment’s World of Warcraft is still going strong after nearly 14 years of being at the top of the video game world. One of the ways that Blizzard has maintained such success is by releasing a constant stream of new content for subscribers to enjoy. This trend continues with next week’s release of the game’s seventh expansion, World of Warcraft: Battle for Azeroth.
This time around, instead of focusing on fighting some giant, world-ending bad guy, the developers are taking a different approach and are returning to what made the game so beloved: the faction-based conflict between the Alliance of humans, dwarves, and night elves and the Horde of orcs, trolls, and undead.
Players had little idea that a simple choice between left side or right side would mean so much fourteen years down the road.
The game has always drawn players in by carefully scaling a character’s level of badassery with the amount of time spent playing. Couple this enrapturing, eventual rise to power with the ever-looming threat of attack by the opposing faction and you’ve got a recipe for player investment. When players are invested in the game, they start to care about the world — and its well-being.
The last expansion, World of Warcraft: Legion, saw players putting an end to the series’ primary antagonist, Sargeras. The fight against such a massive threat required that the Horde and Alliance mend bad blood and work together (mostly) to fend off a universal danger.
With the major threats quelled, players are rejoicing as opposing factions can finally go back to killing each other — and things have started off with a bang. As a lead-up to the expansion’s release, the Horde burnt down the capital city of the night elves, Darnassus. In return, the Alliance laid siege to the undead capital, The Undercity.
Right now, players are taking part in said attacks, storming the battlefield as either the defenders or the attackers, depending on which faction you chose when making your character — an event that, for some, happened nearly 14 years ago.
The Alliance-versus-Horde aspect of the game has long been a fan favorite. A huge section of player base has always taken their faction identity to heart. In the older days of World of Warcraft, if you made an Alliance character on a server, that was it. If you wanted to try life on the Horde, you had to pick a new server and start all over.
Back in 2004, it wasn’t uncommon for a group of friends to be split over something as simple as deciding to play as a dwarf or a troll because it meant they couldn’t play together. These restrictions have since been loosened and many players have characters on both factions — but they’ll remain fiercely loyal to their first, arbitrary choice.
This is actually the heart of what makes the advertisements for the new expansion so funny. Moments like the one in the video below really do happen between World of Warcraft players.
My excuse is going to be “massive diarrhea to the point that I’d rather not risk seeing a doc.”
It kind of goes without saying that the next expansion is heavily based on player-versus-player interactions. Players are highly encouraged to fight with their faction against their enemy and are given some pretty sweet in-game rewards for doing so. Ambush unsuspecting foes while they’re out exploring or take part in skirmishes in designated battlegrounds in the pursuit of honor — ‘honor’ here means both for the love of your faction and for literal ‘honor points.’
New to the expansion is the introduction of Warfronts, massive battlefields for which players fight to control. Victory means capturing a city that their faction retains until the next battle. There are also plenty of new zones filled brim with quests tailored specifically for your faction to help you reach the new max level, getting you ready to join the fight.
So, get ready to fight for your faction’s pride on Tuesday. Or, if you don’t play, get ready for some of your nerdy friends to sick call for a “totally valid” reason early next week.
After whiffing on its recruiting goal in 2018, the Army has been trying new approaches to bring in the soldiers it needs to reach its goal of 500,000 in active-duty service by the end of the 2020s.
The 6,500-soldier shortfall the service reported in September 2018 was its first recruiting miss since 2005 and came despite it putting $200 million into bonuses and issuing extra waivers for health issues or bad conduct.
Within a few months of that disappointment, the Army announced it was seeking soldiers for an esports team that would, it said, “build awareness of skills that can be used as professional soldiers and use [its] gaming knowledge to be more relatable to youth.”
By January 2019, more than 6,500 soldiers had applied for a team that was expected to have about 30 members. In September 2019, the Army credited the esports team, one of two new outreach teams set up that year, as having “initiated some of the highest lead-generating events in the history of the all-volunteer force.”
“It’s essentially connecting America to its Army through the passion of the gaming community,” Sgt. 1st Class Christopher Jones, noncommissioned-officer-in-charge of the team, said in January 2019.
Team members who were competing would train for up to six hours a day, Jones said at the time, and they received instruction on Army enlistment programs so they could answer questions from potential recruits.
“They will have the ability to start a dialogue about what it is like to serve in our Army and see if those contacts are interested in joining,” Gen. Frank Muth, head of Army Recruiting Command, said in early 2019.
Thousands of soldiers play esports, Muth said, and the audience for it has grown into the hundreds of millions — West Point even recognized its own official esports club in January — but the appeal wasn’t obvious at first to Army leaders, Army Secretary Ryan McCarthy said Friday.
“This was one [idea] that when the first time Gen. Frank Muth briefed … Army senior leadership, we’re like, ‘What are you talking about, Frank?'” McCarthy told an audience at the National Press Club in Washington, DC.
“We’re about 18 months into it,” McCarthy said, and with that team, Army recruiters were “getting their finger on the pulse with 17- to 24-year-old Americans. What are they into? How do they communicate? And [finding] those right venues and shaping our messaging to talk about here’s the 150 different things you can do in the Army and the access to education and the kinds of people that you can meet and being a part of something as special as this institution.”
In 2019, the Army rolled out an esports trailer with four gaming stations inside, as well as a semi-trailer with eight seats that could be adjusted so all eight players played the same game or their own on a gaming PC, an Xbox 1S, a PS4 Pro, and a Nintendo Switch, Jones, the NCO-in-charge, told Task Purpose in October.
One of the senior leaders dispatched to an esports event was Gen. Mark Milley, who was Army chief of staff at the time and is now chairman of the Joint Chiefs of Staff, which is the president’s top uniformed military adviser.
“He said, ‘You’re going to make me do what?'” McCarthy said Friday. “Then when he went, he learned a lot, and he got to engage with young men and women, and what we found is we’re getting millions of leads of 17- to 24-year-olds to feed into Army Recruiting Command to engage young men and women to see if they’d be interested in a life of service.”
The esports team is part of a change in recruiting strategy, McCarthy said, that has focused on 22 cities in traditional recruiting grounds in the South and Midwest but also on the West Coast and the Northeast with the goal of informing potential recruits about what life in the Army is actually like as well as about the benefits of serving, such as money for college or soft skills that appeal to employers.
The service has also shifted almost all its advertising spending to digital and put more uniformed personnel into the Army Marketing Research Group to take more control of its messaging.
McCarthy on Friday called it “a comprehensive approach” to “improve our performance in a variety of demographics, whether that’s male-to-female ratios or ethnicities.” That geographic focus yielded “a double-digit lift” among women and minorities, McCarthy said last year.
After the 2018 recruiting shortfall, service chiefs, including then-Army Secretary Mark Esper, said schools were not letting uniformed service members in to recruit. Anti-war activists attempted to disprove that claim by offering ,000 to schools that admitted to barring recruiters.
But recruiting has improved year-over-year, hitting the goal set last year and being ahead of pace now, McCarthy said.
“This has been a major turnaround, because I think we just got a little lazy and we started losing touch with young men and women … but you have to sustain this,” McCarthy added. “We’re in a war for talent in this country — 3.5% unemployment, they have a lot of opportunities.”
“We travel to a lot of American cities, and we meet with mayors and superintendents of schools and other civic leaders to try to educate those influencers, to try to help us in recruiting, and it’s yielded tremendous benefit.”