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America's Army

America's Army (also known as AA or Army Game Project) is a tactical multiplayer first-person shooter owned by the U.S. government and released as a global public relations initiative to present an image of the current U.S. Army and help with U.S. Army recruitment.

The PC version was released on July 4, 2002 subtitled Recon, Operations and currently Special Forces. It is financed through U.S. tax dollars and distributed for free. It has been developed by the MOVES Institute at the Naval Postgraduate School and uses the Unreal engine.

Rise of a Soldier is the subtitle for the Xbox and PlayStation 2 version that was developed by the U.S. Army, Ubisoft and Secret Level.

Overview

The game falls into the subgenres of an advergame, serious game and militainment. America's Army has been developed since 2000 and still changes through add-ons and patches. The PC version can be found as a download on the Internet or as free CDs at U.S. Army recruiting centers.

The gameplay is similar to that of Counter-Strike, a Half-Life modification and the most widely played online first-person shooter at the time and for the past few years. Professor Michael Zyda, the director and founder of the MOVES Institute, acknowledged Counter-Strike as the model for America's Army. The game is relatively authentic in terms of visual and acoustic representation of combat —especially pertaining to weaponry—but its critics have alleged that it fails to convey wartime conditions as accurately as it claims.

America's Army is the first computer and video game to make recruitment an explicit goal and the first well-known overt use of computer gaming for political aims. The game is used as a playable recruiting tool and critics have charged the game serves as a propaganda device.

A counter on the homepage of the PC version claims over six million registered accounts as of 2005 which is often confused with the number of players. Statistics show that the game has had an average of roughly 3,000 to 6,000 players playing online at any one time between 2002 and 2005 and thus ranking in the ten most played online games tracked by GameSpy. By comparison, under the same counting conditions the most often played online game, Counter-Strike, has between 70,000 and 100,000 players.[1]

History

Although the Defense Advanced Projects Research Agency (DARPA) has had plans for using video games since the early 1980s, it was not until 1996, shortly after computer-based wargames were permitted on government computers for U.S. Marines, U.S. Marine simulation experts created Marine Doom, a modification of the commercial game Doom II as a tactical training tool.

The success of Marine Doom led the U.S. Marine Corps to contract with MÄK Technologies for the development of Marine Expeditionary Unit 2000 the following year. This was the first game funded and developed by both the Department of Defense and the commercial game industry. The game was both used for U.S. Marine training and released to the public.

A 1997 report of the National Research Council, which Professor Michael Zyda was a member of[2], observed that Department of Defense's simulations were lagging behind commercial games and advised joint research with the entertainment industry.

U.S. Army promotional campaign: NASCAR team
and the new slogan:
"An Army of One"

In 1999, U.S. Army recruiting numbers had hit their lowest point in thirty years[3], and after two straight years of missed recruiting targets, the Congress of the United States decided to carry out "aggressive, innovative experiments" in military recruiting. The Department of Defense raised its spending for recruitment to more than US$2.2Bn, which not only paid for the Army Game Project, but also an entire promotional campaign to polish up the U.S. Army's image. The new slogan, "An Army Of One" was invented and used in numerous publicity efforts, such as the sponsorship of a NASCAR racing team.

A report by Professor Zyda induced the U.S. Army to provide US$45 million to the U.S. Navy's Naval Postgraduate School in Monterey, California, to create a research centre to develop advanced military simulations.

Lieutenant Colonel E. Casey Wardynski, at that time an economics professor at the United States Military Academy, West Point, took the idea of an online U.S. Army computer game to the Deputy Chief of Staff for Personnel and the Deputy Assistant Secretary of the Army for Military Manpower. After convincing them of the project's cost-effectiveness Wardynski, who later became director of the Office of Economic and Manpower Analysis at West Point and the head of the Army Game Project, began working with Professor Zyda.

In May 2000, the MOVES Institute at the Naval Postgraduate School was contracted by the U.S. Army to create the game.

In 2001 the Department of Defense licensed Tom Clancy's Rainbow Six: Rogue Spear from the French software company Ubisoft for training military personnel.

According to Professor Zyda, the September 11, 2001 attacks had a positive effect on the future acceptance of the game. [4]

On July 4, 2002, the United States' Independence Day, the first version of America's Army, named Recon, was released after three years of development and production costs of US $7.5 million. Distributed as a free download or CD it quickly became one of the ten most often-played online first-person shooters. The game was easily available, the gameplay was similar to Counter-Strike, and it had the then brand-new Unreal Engine as well as free servers sponsored by the U.S. Army. The Army currently spends US $3 million a year to develop future versions of the game and US $1.5 million annually for server support.

America's Army: Soldiers, which was a role-playing game in development stage that was to elucidate career paths in the U.S. Army, was never released and has yet to show any signs of re-development.

In 2003, Ubisoft 's commercial Tom Clancy's Rainbow Six 3: Raven Shield was licensed by the U.S. Army to be used for testing soldiers' skills.

Version history

  • 1.0 (AA: Recon) - July 4, 2002
  • 1.0.1 (AA: Operations) - July 12, 2002
  • 1.0.1b (AA:O) - July 25, 2002
  • 1.1.1 (AA:O) - August 1, 2002
  • 1.2.0 (AA:O) - August 22, 2002
  • 1.2.1 (AA:O) - October 3, 2002
  • 1.3 (AA:O) - October 10, 2002
  • 1.4 (AA:O) - November 15, 2002
  • 1.5 (AA:O) - December 23, 2002
  • 1.6 (AA:O) - March 16, 2003
  • 1.7 (AA:O) - April 21, 2003
  • 1.9 (AA:O) - August 8, 2003
  • 2.0 (AA:Special Forces) - Nov 6, 2003
  • 2.0a (AA:SF) - December 21, 2003
  • 2.1 (AA:SF Downrange) - June 1, 2004
  • 2.2.0 (AA:SF Vanguard) - October 19, 2004
  • 2.2.1 (AA:SF Vanguard) - Nov 18, 2004
  • 2.3 (AA:SF Firefight) - February 18, 2005
  • 2.4 (AA:SF Q-Course) - May 16, 2005
  • 2.5 (AA:SF Direct Action) - October 13, 2005
  • Xbox (AA:Rise of a Soldier) - Nov 16, 2005
  • 2.6 (AA:SF Link-Up) - February 9, 2006
CD cover for AA: SF versions

On November 6, 2003, version 2.0 of America's Army was published, with the full title of America's Army: Special Forces. In a booklet produced by the MOVES Institute, an article by Wagner James Au explains that "the Department of Defense want[ed] to double the number of Special Forces soldiers, so essential [had they proven] in Afghanistan and northern Iraq; consequently, orders [had] trickled down the chain of command and found application in the current release of America's Army."[5]

For not mentioning the contribution of the US Navy, there were tensions between the Naval Postgraduate School and the U.S. Army. After the game proved successful, the project was withdrawn from the Naval Postgraduate School due to allegations of mismanagement[6] in March 2004.

A different version of the game for Xbox and PlayStation 2, America's Army: Rise of a Soldier, is being developed by Ubisoft in collaboration with the U.S. Army. The Xbox version was released in November, 2005.

According to Colonel Wardynski the game generated interest from other U.S. government agencies, including the Secret Service, resulting in the development of a training version, similar to the public version, which is for internal government use only.

Gameplay

Screenshot of the first training map

America's Army is a round- and team-based tactical shooter with a gameplay similar to Counter-Strike in which the player controls a soldier of the U.S. Army from the first person perspective instead of Counter-Terrorists or Terrorists.

Before being allowed to play online a player must first go through four training maps and have his progress saved online in a player account. Accomplishing the other ten training levels enables the player to become medic, special forces unit and sniper.

The main section of the game is the multiplayer part, in which players fight either as the "U.S. Army" or, on "Special Forces" maps, as Indigenous forces against an opposing enemy team.

Difference in depiction of the same player, the left as the "US Army" and the right as the enemy.

One of America's Army's unusual features is the design of the player's opponents. The players characters' are divided into two teams: usually an Assault group and a Defense one. The Assault loses the round if the time limit, usually set to ten minutes, runs out. The player's side, whether Assault or Defense, is always identified as U.S. Army. The other side is always identified as the enemy (or OPFOR in the case of training maps.)

The players on either team appear as U.S. soldiers carrying U.S. weapons such as the M16A2. Their opponents usually appear as non-uniformed people carrying Warsaw Pact weapons such as the AK-47.

The game is a medium-paced tactical shooter, similar to the Tom Clancy series of shooters. Pacing is fast in the sense that players can be killed very quickly, but the players' movements are a lot slower and the gameplay contains fewer firefights than Unreal Tournament and Counter-Strike, especially on larger maps. Unlike common first-person shooters, players are required to use iron sights for aiming to shoot more accurately.

Round-start on AA 's SF hospital map

Each round starts with the two teams spawning simultaneously and each always starting with the equipment of their soldier class. This equipment normally consists of one or two firearms and several grenades.

The round ends with only one team winning. This happens when the objectives are achieved, all members of the enemy team are killed, or when the round's time limit is reached. For example, the objective on the SF Hospital map, one of the most played maps, is to kill the rebels' VIP, while the other team's mission is to keep him alive and escort him to the escape zone.

The game features a kind of honor system making use of operant conditioning, which means that gamers who obey to the rules, dubbed "Rules of engagement", are rewarded with experience points or else punished with a decrease of them. Rewarded are the achievement of specific mission objectives, killing enemies and healing injured teammates. Punished are friendly fire and eliminating objectives which are assigned for protection. Players are automatically banned from all servers when their overall score is too low. For this purpose, a separate company has undertaken the task of tracking players and administrating servers. [7] Players with a high "HONOR" level are sometimes insulted as addicts.

Spectator-view of a battle in America's Army

Any player character killed before the round is over become "spectators"; their chat/voice messages cannot be seen/heard by the players still alive, but they can watch the rest of the round. In contrast to the blacking out of the screen when dead in Counter-Strike, for example, the developers of America's Army have done little so far to prevent spying spectators from communicating with those still playing, which has become a common type of cheating, widely referred to as ghosting. Players whose protagonist is dead receive information through the chat and the view as spectator and are capable of using VoIP (Voice over Internet Protocol) communication programs to gain information, especially on players' positions. As is not uncommon in multiplayer online games, cheating (such as through the use of wallhacks or aimbots) is still prevalent in America's Army, despite the game being supported by the cheat-prevention utility PunkBuster.

Depending on server configuration, spectators can watch the rest of the round in up to three ways. One, which is always available, allows the "dead" player to choose a member of his own team and see through their eyes; another allows the ghost to rotate his view around the chosen player; there are also certain fixed viewpoints that allow the "dead" player to observe the entire map.

Controversy

E³-interview about America's Army on ARD

Apart from the common controversy that surrounds games rewarding the virtual killing of other human beings, America's Army caused additional debate and disagreement that made it become the subject of journalistic and academic research.

America's Army is intended to give a positive impression of the U.S. Army. In the official Frequently Asked Questions page the developers, too, confirm that in a statement giving the reason why people outside the United States can play the game: "We want the whole world to know how great the U.S. Army is."

Unsurprisingly, a game of this nature has come under criticism. For example, it has been accused of playing down or excluding negative facets of Army life from its portrayal, such as collateral damage and harassment in the U.S. Army, as well the emotional trauma that real soldiers experience when they are confronted with bloodshed and corpses. Hence the critics claim that the game creates a false impression of reality. Specifically, a graduate of Utrecht University concluded the game "with its governmental background, is instead of an advergame, better to be described as a propagame."[8] Chris Chambers, the deputy director of development for America's Army, admits it is a recruitment tool,[9] and "the Army readily admits [America's Army is] a propaganda device," wrote Chris Morris, a CNN/Money columnist and director of content development.[10]

As well, Alexander R. Galloway, an assistant professor at New York University notes that, "What is interesting about America's Army, is not the debate over whether it is thinly-veiled propaganda or a legitimate recruitment tool, for it is unabashedly and decisively both, but rather that the central conceit of the game is one of mimetic realism." In his analysis, Galloway concludes that America's Army, despite being a fairly realistic game, with graphics approaching photorealism as well as real-life settings, does not make even the least attempt to achieve narrative realism -- that is, accurately representing what serving a tour in the Army would actually be like. Instead, it simply expresses a nationalistic sentiment under the guise of realism, being little more than a "naïve and unmediated or reflective conception of aesthetic construction."[11]

Project originator of America's Army at the Los Angeles Convention Center.

The Army Game and its official webpage, which must be visited to be able to play the game, contain links to the army recruitment website goarmy.com, another recruiting tool that, according to the Army Subcommittee Testimony from February 2000, has a higher chance of recruiting than "any other method of contact."[12] Leading American players to the website is a major goal of the game, and it was confirmed that twenty-eight percent of all visitors of America's Army's webpage click through to this recruitment site.[13]

In the Frequently Asked Questions section of the game's official website, its developers argue its suitability for teenagers. It reads, "In elementary school kids learn about the actions of the Continental Army that won our freedoms under George Washington and the Army's role in ending Hitler's oppression. Today they need to know that the Army is engaged around the world to defeat terrorist forces bent on the destruction of America and our freedoms."

America's Army, considered by the U.S. Army to be a "cost-effective recruitment tool," aims to become part of youth culture's "consideration set," as Army deputy chief of personnel, Timothy Maude, testified before the Senate Armed Services Committee.[14]

The game has also been described as an extension of the military entertainment complex or so-called "militainment", further blurring the line between entertainment and war [15], with a few critics arguing that it contributes to a militarization of society.[16]

A poll by I for I Research said that 30 percent of young people who had a positive view of the military said that they had developed that view by playing the game. At the United States Military Academy 19 percent of 2003's freshman class stated they had played the game. Enlistment quotas were met in the two years directly following the game's release.[17] But another recruitment breakdown in April 2005 proves the game's recruitment power is still quite limited, in light of the recent casualties that American soldiers experienced in Iraq.[18]

Director of the MOVES Institute, Professor M. Zyda, presenting AA:Special Forces

M. Paul Boyce, an Army public affairs officer at The Pentagon, was quoted as saying it would never be possible to find out what difference the game has made to recruitment numbers, but that he hoped no one has been recruited because of the game alone on the grounds that America's Army makes no attempt to help answer "hard questions" about the Army, such as "Is it right for me, is it right for my family, and is it right for my country?".[19]

Because America's Army focuses on the technological aspect of war rather than the moral, it has been referred to as How We Fight, alluding to the U.S. government's series of films named Why We Fight, which supported the war effort for World War II.[20]

Cultural Impact

The Canadian punk-rock band Propagandhi has written a song against the game in its album Potemkin City Limits in October 2005.


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The Canadian punk-rock band Propagandhi has written a song against the game in its album Potemkin City Limits in October 2005. The Civic also won the North American Car of the Year and the North American International Auto Show (NAIAS) Car of the Year awards for 2006. government's series of films named Why We Fight, which supported the war effort for World War II.[20]. The Civic Si was named "Best New Sport Car" and the sedan was named "Best New Economy Car" in the 2006 Canadian Car of the Year awards. Because America's Army focuses on the technological aspect of war rather than the moral, it has been referred to as How We Fight, alluding to the U.S. Honda claimed 5 of the top 10 Greenest car slots, 3 of which were models of the Civic. Paul Boyce, an Army public affairs officer at The Pentagon, was quoted as saying it would never be possible to find out what difference the game has made to recruitment numbers, but that he hoped no one has been recruited because of the game alone on the grounds that America's Army makes no attempt to help answer "hard questions" about the Army, such as "Is it right for me, is it right for my family, and is it right for my country?".[19]. The Civic GX, a natural gas version of the vehicle was named Greenest Car of 2005 by the American Council for an Energy Efficient Economy.

M. The Civic has been on Car and Driver magazine's annual Ten Best list six times, in 1985, 1988 through 1991, and 1996. Enlistment quotas were met in the two years directly following the game's release.[17] But another recruitment breakdown in April 2005 proves the game's recruitment power is still quite limited, in light of the recent casualties that American soldiers experienced in Iraq.[18]. The Civic was Motor Trend's Import Car of the Year for 1980, as well as its 2006 Car of the Year award. At the United States Military Academy 19 percent of 2003's freshman class stated they had played the game. However, the use of this McPherson strut layout in the European model is inappropriate for a sporty use, while the 1.8 L engine, while more powerful than most 1.6 L version from previous generations, lacks the peaky behavior of the high-revving VTEC engines from the VTi/Type-R versions. A poll by I for I Research said that 30 percent of young people who had a positive view of the military said that they had developed that view by playing the game. Finally, a reengineered MacPherson strut front, and multi-link rear suspension allows the 2006 Civic Si to achieve 0.90 G avg of lateral acceleration on the skidpad.

The game has also been described as an extension of the military entertainment complex or so-called "militainment", further blurring the line between entertainment and war [15], with a few critics arguing that it contributes to a militarization of society.[16]. Moreover, this new engine is matted to a 6-speed transmission with a helical-type limited slip differential. Army to be a "cost-effective recruitment tool," aims to become part of youth culture's "consideration set," as Army deputy chief of personnel, Timothy Maude, testified before the Senate Armed Services Committee.[14]. This newest generation of the Civic Si offers a 197 hp (147 kW) K20Z3 powered engine, utilizing drive by wire throttle, electric power steering, and a balance shaft. America's Army, considered by the U.S. Paradoxically, the North American 2006 Civic Si concept strongly indicated that the Civic line would see a return to sportiness and performance, while the European Civic has become a more family oriented automobile. Today they need to know that the Army is engaged around the world to defeat terrorist forces bent on the destruction of America and our freedoms.". These changes made the car safer on the whole though, and helped the Civic sell better to the average consumer.

It reads, "In elementary school kids learn about the actions of the Continental Army that won our freedoms under George Washington and the Army's role in ending Hitler's oppression. The most recent models, while still competitive as tuner projects, have succumbed to added weight, reduced suspension technology and higher centres of gravity which has significantly reduced their appeal amongst passionate drivers. In the Frequently Asked Questions section of the game's official website, its developers argue its suitability for teenagers. Also, many fourth, fifth, and sixth-generation Civics can be similarly upgraded by replacing their original economy-oriented engines with a DOHC VTEC engine — commonly one of the B-series engines such as a B16A, which was also original equipment in some performance models of the Civic. The Army Game and its official webpage, which must be visited to be able to play the game, contain links to the army recruitment website goarmy.com, another recruiting tool that, according to the Army Subcommittee Testimony from February 2000, has a higher chance of recruiting than "any other method of contact."[12] Leading American players to the website is a major goal of the game, and it was confirmed that twenty-eight percent of all visitors of America's Army's webpage click through to this recruitment site.[13]. The City Turbo engine is a good fit to the Civic engine bay in many models, and provides a significant increase in the power-to-weight ratio compared to the non-performance engines, thus boosting performance. Instead, it simply expresses a nationalistic sentiment under the guise of realism, being little more than a "naïve and unmediated or reflective conception of aesthetic construction."[11]. Also, because of parts interchangeability, many Civics which were originally equipped with lower-power engines can later be equipped with a newer Honda engine, or many other upgrades.

Galloway, an assistant professor at New York University notes that, "What is interesting about America's Army, is not the debate over whether it is thinly-veiled propaganda or a legitimate recruitment tool, for it is unabashedly and decisively both, but rather that the central conceit of the game is one of mimetic realism." In his analysis, Galloway concludes that America's Army, despite being a fairly realistic game, with graphics approaching photorealism as well as real-life settings, does not make even the least attempt to achieve narrative realism -- that is, accurately representing what serving a tour in the Army would actually be like. As well, advanced four-wheel independent suspension inspired by Honda's racing research allowed class-leading handling in the 1988-1991 series which continued on until the 2000 model update. As well, Alexander R. Civics prior to the fifth and sixth generation had a high power-to-weight ratio and a higher hp-to-liter output compared to many of their direct competitors which allowed for naturally better acceleration, braking and handling given similar parts. Specifically, a graduate of Utrecht University concluded the game "with its governmental background, is instead of an advergame, better to be described as a propagame."[8] Chris Chambers, the deputy director of development for America's Army, admits it is a recruitment tool,[9] and "the Army readily admits [America's Army is] a propaganda device," wrote Chris Morris, a CNN/Money columnist and director of content development.[10]. In many areas, the Civic is popular as a platform for modification and customization by an enthusiast community. Hence the critics claim that the game creates a false impression of reality. Some current generation Civics use VTEC (Variable Valve Timing and Lift Electronic Control), and are approaching the size and weight of the early Honda Accord models, which were initially introduced as a larger, upmarket alternative to the Civic in the mid 1970s.

Army, as well the emotional trauma that real soldiers experience when they are confronted with bloodshed and corpses. This engine was a rare example of commercial development of a stratified charge engine. For example, it has been accused of playing down or excluding negative facets of Army life from its portrayal, such as collateral damage and harassment in the U.S. This design could meet clean air emission standards without the power robbing emission control devices fitted to many cars of that time. Unsurprisingly, a game of this nature has come under criticism. An interesting engine development used in some 1975 to 1983 models as well as all carbureted models through 1987 was the CVCC system, where a small auxilary inlet valve allowed a rich fuel/air mixture into the cylinder near the spark plug, while the main charge was lean. Army is.". The 2006 model year standard Civics for North America are manufactured in Alliston, Ontario, Canada and East Liberty, Ohio, while the Hybrid version is manufactured in Japan.

In the official Frequently Asked Questions page the developers, too, confirm that in a statement giving the reason why people outside the United States can play the game: "We want the whole world to know how great the U.S. In North America, the Civic hatchback was dropped for 2006, mainly due to the upcoming arrival of the Honda Fit. Army. Accordingly, all instances of the current model (left or right hand drive, anywhere in the world) are British-made cars designed with Japanese engineering, except for the US-built two-door coupe. America's Army is intended to give a positive impression of the U.S. Starting in 2002, the Civic three-door hatchback has been built exclusively at Honda's manufacturing plant in Swindon, England - previously the five-door "Civic"/Domani and the Civic Aerodeck (based on the Japanese Orthia) were built in this plant for sale in Europe along with the Japanese EK series Civics. Apart from the common controversy that surrounds games rewarding the virtual killing of other human beings, America's Army caused additional debate and disagreement that made it become the subject of journalistic and academic research. The three-door hatchback body style has been somewhat unpopular in the United States, but has achieved wide acceptance in Canada, as well as popularity in Japan and European markets, helping cement Honda's reputation as a maker of sporty compact models.

One, which is always available, allows the "dead" player to choose a member of his own team and see through their eyes; another allows the ghost to rotate his view around the chosen player; there are also certain fixed viewpoints that allow the "dead" player to observe the entire map. In Canada, the sixth and seventh generation Civics where mildly redesigned to create the Acura EL until the advent of the eight generation Civic, which was used to create the Acura CSX. Depending on server configuration, spectators can watch the rest of the round in up to three ways. The seventh-generation minivan model is called the Honda Stream or the Honda Civic Stream. As is not uncommon in multiplayer online games, cheating (such as through the use of wallhacks or aimbots) is still prevalent in America's Army, despite the game being supported by the cheat-prevention utility PunkBuster. The sixth-generation station wagon was sold as the Honda Orthia (Honda Partner) as the downmarket commercial variant. Players whose protagonist is dead receive information through the chat and the view as spectator and are capable of using VoIP (Voice over Internet Protocol) communication programs to gain information, especially on players' positions. In Thailand, the Civic was available as the four-door Isuzu Vertex (1995-2000).

In contrast to the blacking out of the screen when dead in Counter-Strike, for example, the developers of America's Army have done little so far to prevent spying spectators from communicating with those still playing, which has become a common type of cheating, widely referred to as ghosting. The Honda Domani, an upscale model based on the Civic, was sold as the Isuzu Gemini in Japan (1992-2000), and confusingly the 5-door Domani was sold as the Honda Civic (along with the "real" EK Civics) in Europe from 1995 to 2000. Any player character killed before the round is over become "spectators"; their chat/voice messages cannot be seen/heard by the players still alive, but they can watch the rest of the round. Also, at various times, the Civic or Civic-derived models have been sold by marques other than Honda — for example, Rover sold the 200, 400 and 45, each of which were Civic-based at some point (first 200s were the second generation Ballade; from 1990 the 200 and 400 were based on the Concerto; the 400 was the 1995 Domani), as was their predecessor, the Triumph Acclaim, based on the first Honda Ballade. [7] Players with a high "HONOR" level are sometimes insulted as addicts. Other models have been built off the Civic platform, including the Ballade, the CR-X, Quint, Concerto, Domani, CR-X Del Sol, and the Integra. For this purpose, a separate company has undertaken the task of tracking players and administrating servers. A five-door station wagon model called the Civic Shuttle (also Civic Pro in Japan) was available from the early to late 1980s until the early 1990s (this brand name would later be revived for the mid-1990s Honda Shuttle people carrier, known in some markets as the Honda Odyssey).

Players are automatically banned from all servers when their overall score is too low. In Europe and the United States, "Civic" generically refers to any of the coupe, sedan or hatchback models, though in Europe the coupe is branded the "Civic Coupe". Punished are friendly fire and eliminating objectives which are assigned for protection. In Japan, the hatchback Civic is just called "Civic" while the sedan model is called "Civic Ferio" - however with the current release of the new Civic in Japan only in sedan form, this naming convention has stopped. Rewarded are the achievement of specific mission objectives, killing enemies and healing injured teammates. While the Civic is sold in largely the same form worldwide, differences in the name of the models exist between markets. The game features a kind of honor system making use of operant conditioning, which means that gamers who obey to the rules, dubbed "Rules of engagement", are rewarded with experience points or else punished with a decrease of them. A 350 Watt, seven speaker sound system is also included.

For example, the objective on the SF Hospital map, one of the most played maps, is to kill the rebels' VIP, while the other team's mission is to keep him alive and escort him to the escape zone. It produces 197 hp (200 PS/147 kW), 57 more than the Civic sedan. This happens when the objectives are achieved, all members of the enemy team are killed, or when the round's time limit is reached. The engine is a 2.0-liter, DOHC four-cylinder design with Honda's i-VTEC variable valve timing system. The round ends with only one team winning. It offers a more powerful engine, 6-speed manual transmission, sport seats, and different styling. This equipment normally consists of one or two firearms and several grenades. The American market Civic Si is a special trim level designed to offer a sportier experience than the standard Civic.

Each round starts with the two teams spawning simultaneously and each always starting with the equipment of their soldier class. The Sport Hatchback is also available with a 2.2 L I-CTDI Diesel engine from the Accord, F-RV and CRV, rated at 140 PS (138 hp/103 kW) and is capable of 205 km/h (127 mph) and accelerating from 0-60 mph in 8.4 seconds. Unlike common first-person shooters, players are required to use iron sights for aiming to shoot more accurately. This model featured from launch a 1.3 L I-DSI and a 1.8 L i-VTEC rated at 83 PS (81 hp/61 kW) and 140 PS (138 hp/103 kW) respectively, with 177 and 207 km/h (110 and 129 mph) top speeds and 14.2 and 8.6 sec 0-100 km/h sprint. Pacing is fast in the sense that players can be killed very quickly, but the players' movements are a lot slower and the gameplay contains fewer firefights than Unreal Tournament and Counter-Strike, especially on larger maps. The new Sport Hatchback model with futuristic styling was unveiled in August 2005 for the European market only. The game is a medium-paced tactical shooter, similar to the Tom Clancy series of shooters. The electric motors are powered by a battery array which is charged by regenerative braking during deceleration, which reduces exhaust emissions and extends fuel mileage.

Their opponents usually appear as non-uniformed people carrying Warsaw Pact weapons such as the AK-47. The hybrid version became available in 2003, which uses both a small (1.3 L) main gasoline engine and auxiliary electric motors. weapons such as the M16A2. The interior of the Type-R includes Recaro seats and a Momo steering wheel, and the model also includes Type-R-specific badging, a helical limited-slip differential, and has been reported to accelerate from zero to 60 mph in about 6.8 seconds (6.6 in facelifted model). soldiers carrying U.S. The EP Civic Type-R has a specific output of 200 PS (197 hp/147 kW) at 8000 rpm, a six-speed manual transmission, a reworked exterior with a bullet-like hatchback design, aeroform bumpers, spoiler, and 17 in wheels. The players on either team appear as U.S. Unlike the EK9 version, which was produced solely in Japan, the EP Civic Type-R is produced in the United Kingdom and exported to Japan.

The other side is always identified as the enemy (or OPFOR in the case of training maps.). In 2001, Honda announced the release of the Civic Type-R for the EP chassis, a more sporty variant of the most recent model of Civic and successor to the EK9 Civic Type-R. Army. The EK9-generation Civic Type-R had a maximum output in the range of 180 PS JIS (177 hp/132 kW), increased over the more common 160 PS (158 hp/118 kW) B16A engine in the SiR/VTi models, and included various alterations to the chassis to improve handling and reduce weight (such as better welding of the frame, and removal of the radio and noise-suppressing materials). The player's side, whether Assault or Defense, is always identified as U.S. Beginning in 1997 [1], Honda produced the first iteration of Civic to receive the "Type-R" appellation (applied first to the Integra Type-R), with the EK9 chassis Civic Type-R. The Assault loses the round if the time limit, usually set to ten minutes, runs out. The Civic evolved from having a 1335 cc engine (1980) to having engines with larger capacities and more creature comforts (air conditioning, power windows, etc.) through the 1990s and into the 2000s.

The players characters' are divided into two teams: usually an Assault group and a Defense one. Like the Mini, the transaxle was integrated with the engine unit, but driveshaft technology in the Civic was well ahead of the universal joints of the Mini. One of America's Army's unusual features is the design of the player's opponents. Later models went to a five-speed manual and a full four-speed automatic transmission. Army" or, on "Special Forces" maps, as Indigenous forces against an opposing enemy team. Initially the Civic was sold with either a four-speed manual or a two speed "HondaMatic" model. The main section of the game is the multiplayer part, in which players fight either as the "U.S. .

Accomplishing the other ten training levels enables the player to become medic, special forces unit and sniper. Still, many regard the Civic as representing a good value for the money, combining good performance, reliability and economy, as well as a very low rate of depreciation, resulting in a low total cost per mile or per year. Before being allowed to play online a player must first go through four training maps and have his progress saved online in a player account. The current Civic has become somewhat more luxurious. Army from the first person perspective instead of Counter-Terrorists or Terrorists. Early models of the Civic were typically outfitted with a basic AM radio, rudimentary heater, foam cushioned plastic trim, two-speed wipers, and painted steel rims with a chromed wheel nut cap. America's Army is a round- and team-based tactical shooter with a gameplay similar to Counter-Strike in which the player controls a soldier of the U.S. With the transverse engine placement of its 1169 cc engine and front wheel drive, like the British Mini, the car provided good interior space despite overall small dimensions.

government agencies, including the Secret Service, resulting in the development of a training version, similar to the public version, which is for internal government use only. It was introduced in July 1972 as a two-door sedan, followed by a 3-door hatchback version that September. According to Colonel Wardynski the game generated interest from other U.S. The Honda Civic is an automobile manufactured by Honda. The Xbox version was released in November, 2005. The 1995 Civic was the most stolen car in the US for 2004[2]. Army.

A different version of the game for Xbox and PlayStation 2, America's Army: Rise of a Soldier, is being developed by Ubisoft in collaboration with the U.S. After the game proved successful, the project was withdrawn from the Naval Postgraduate School due to allegations of mismanagement[6] in March 2004. Army. For not mentioning the contribution of the US Navy, there were tensions between the Naval Postgraduate School and the U.S.

In a booklet produced by the MOVES Institute, an article by Wagner James Au explains that "the Department of Defense want[ed] to double the number of Special Forces soldiers, so essential [had they proven] in Afghanistan and northern Iraq; consequently, orders [had] trickled down the chain of command and found application in the current release of America's Army."[5]. On November 6, 2003, version 2.0 of America's Army was published, with the full title of America's Army: Special Forces. Army to be used for testing soldiers' skills. In 2003, Ubisoft 's commercial Tom Clancy's Rainbow Six 3: Raven Shield was licensed by the U.S.

Army, was never released and has yet to show any signs of re-development. America's Army: Soldiers, which was a role-playing game in development stage that was to elucidate career paths in the U.S. The Army currently spends US $3 million a year to develop future versions of the game and US $1.5 million annually for server support. Army.

The game was easily available, the gameplay was similar to Counter-Strike, and it had the then brand-new Unreal Engine as well as free servers sponsored by the U.S. Distributed as a free download or CD it quickly became one of the ten most often-played online first-person shooters. On July 4, 2002, the United States' Independence Day, the first version of America's Army, named Recon, was released after three years of development and production costs of US $7.5 million. [4].

According to Professor Zyda, the September 11, 2001 attacks had a positive effect on the future acceptance of the game. In 2001 the Department of Defense licensed Tom Clancy's Rainbow Six: Rogue Spear from the French software company Ubisoft for training military personnel. Army to create the game. In May 2000, the MOVES Institute at the Naval Postgraduate School was contracted by the U.S.

After convincing them of the project's cost-effectiveness Wardynski, who later became director of the Office of Economic and Manpower Analysis at West Point and the head of the Army Game Project, began working with Professor Zyda. Army computer game to the Deputy Chief of Staff for Personnel and the Deputy Assistant Secretary of the Army for Military Manpower. Casey Wardynski, at that time an economics professor at the United States Military Academy, West Point, took the idea of an online U.S. Lieutenant Colonel E.

Navy's Naval Postgraduate School in Monterey, California, to create a research centre to develop advanced military simulations. Army to provide US$45 million to the U.S. A report by Professor Zyda induced the U.S. The new slogan, "An Army Of One" was invented and used in numerous publicity efforts, such as the sponsorship of a NASCAR racing team.

Army's image. The Department of Defense raised its spending for recruitment to more than US$2.2Bn, which not only paid for the Army Game Project, but also an entire promotional campaign to polish up the U.S. Army recruiting numbers had hit their lowest point in thirty years[3], and after two straight years of missed recruiting targets, the Congress of the United States decided to carry out "aggressive, innovative experiments" in military recruiting. In 1999, U.S.

A 1997 report of the National Research Council, which Professor Michael Zyda was a member of[2], observed that Department of Defense's simulations were lagging behind commercial games and advised joint research with the entertainment industry. Marine training and released to the public. The game was both used for U.S. This was the first game funded and developed by both the Department of Defense and the commercial game industry.

Marine Corps to contract with MÄK Technologies for the development of Marine Expeditionary Unit 2000 the following year. The success of Marine Doom led the U.S. Marine simulation experts created Marine Doom, a modification of the commercial game Doom II as a tactical training tool. Marines, U.S.

Although the Defense Advanced Projects Research Agency (DARPA) has had plans for using video games since the early 1980s, it was not until 1996, shortly after computer-based wargames were permitted on government computers for U.S. By comparison, under the same counting conditions the most often played online game, Counter-Strike, has between 70,000 and 100,000 players.[1]. Statistics show that the game has had an average of roughly 3,000 to 6,000 players playing online at any one time between 2002 and 2005 and thus ranking in the ten most played online games tracked by GameSpy. A counter on the homepage of the PC version claims over six million registered accounts as of 2005 which is often confused with the number of players.

The game is used as a playable recruiting tool and critics have charged the game serves as a propaganda device. America's Army is the first computer and video game to make recruitment an explicit goal and the first well-known overt use of computer gaming for political aims. The game is relatively authentic in terms of visual and acoustic representation of combat —especially pertaining to weaponry—but its critics have alleged that it fails to convey wartime conditions as accurately as it claims. Professor Michael Zyda, the director and founder of the MOVES Institute, acknowledged Counter-Strike as the model for America's Army.

The gameplay is similar to that of Counter-Strike, a Half-Life modification and the most widely played online first-person shooter at the time and for the past few years. Army recruiting centers. The PC version can be found as a download on the Internet or as free CDs at U.S. America's Army has been developed since 2000 and still changes through add-ons and patches.

The game falls into the subgenres of an advergame, serious game and militainment. . Army, Ubisoft and Secret Level. Rise of a Soldier is the subtitle for the Xbox and PlayStation 2 version that was developed by the U.S.

It has been developed by the MOVES Institute at the Naval Postgraduate School and uses the Unreal engine. tax dollars and distributed for free. It is financed through U.S. The PC version was released on July 4, 2002 subtitled Recon, Operations and currently Special Forces.

Army recruitment. Army and help with U.S. government and released as a global public relations initiative to present an image of the current U.S. America's Army (also known as AA or Army Game Project) is a tactical multiplayer first-person shooter owned by the U.S.

2.6 (AA:SF Link-Up) - February 9, 2006. Xbox (AA:Rise of a Soldier) - Nov 16, 2005. 2.5 (AA:SF Direct Action) - October 13, 2005. 2.4 (AA:SF Q-Course) - May 16, 2005.

2.3 (AA:SF Firefight) - February 18, 2005. 2.2.1 (AA:SF Vanguard) - Nov 18, 2004. 2.2.0 (AA:SF Vanguard) - October 19, 2004. 2.1 (AA:SF Downrange) - June 1, 2004.

2.0a (AA:SF) - December 21, 2003. 2.0 (AA:Special Forces) - Nov 6, 2003. 1.9 (AA:O) - August 8, 2003. 1.7 (AA:O) - April 21, 2003.

1.6 (AA:O) - March 16, 2003. 1.5 (AA:O) - December 23, 2002. 1.4 (AA:O) - November 15, 2002. 1.3 (AA:O) - October 10, 2002.

1.2.1 (AA:O) - October 3, 2002. 1.2.0 (AA:O) - August 22, 2002. 1.1.1 (AA:O) - August 1, 2002. 1.0.1b (AA:O) - July 25, 2002.

1.0.1 (AA: Operations) - July 12, 2002. 1.0 (AA: Recon) - July 4, 2002.