This page will contain wikis about America's Army, as they become available.

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.


This page about America's Army includes information from a Wikipedia article.
Additional articles about America's Army
News stories about America's Army
External links for America's Army
Videos for America's Army
Wikis about America's Army
Discussion Groups about America's Army
Blogs about America's Army
Images of America's Army

The Canadian punk-rock band Propagandhi has written a song against the game in its album Potemkin City Limits in October 2005. They are also issued to inform repair shops how to repair paint damaged by acid rain, etc. government's series of films named Why We Fight, which supported the war effort for World War II.[20]. The Ford GT TSBs show that some cars may need hose clamps adjusted or replaced, and a few other tiny problems. 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. TSBs are Technical Service Bulletins that help eliminate problems that some cars may have. 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]. There are a few other TSBs for the car.

M. Some journalists felt that this was an improper fix for an expensive supercar and criticized Ford for not either replacing the defective crankshaft or replacing the entire engine. 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]. Ford dealers stopped the leak with a new main seal and a "Speedi-Sleeve" around the crankshaft, a device commonly used to repair worn engines in older cars. At the United States Military Academy 19 percent of 2003's freshman class stated they had played the game. The finish of some crankshafts was flawed, causing an oil leak. 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. There was also a TSB (Technical Service Bulletin) to inspect the engine on early cars built in 2004 for an oil leak at the main seal.

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 similar problem was found in 1990 on the Ferrari F40.[3]. 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]. But after Ford discovered a crack in one of the high-mileage development cars, the company decided to replace the parts on all the production cars. America's Army, considered by the U.S. They had been "squash cast" for added strength, a new process also used by Porsche and Alfa Romeo. 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.". In December of 2004, Ford recalled all Ford GTs that had been built up to that point (448 units were built, but only 283 had been shipped to dealers, and only 106 had been delivered to retail customers) because of concerns regarding the strength of the suspension control arms.

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. Early production Ford GT experienced a few minor problems (including glitches with the electrical and climate control systems, leaking power steering and engine coolant hoses, and a steering column rattle on some cars), and two bigger problems. In the Frequently Asked Questions section of the game's official website, its developers argue its suitability for teenagers. The production run of the GT will end with the 2006 model year in September, and the Wixom Assembly plant, where the GT is assembled, is scheduled for closing in 2007 [2]. 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]. Recognizing the ongoing demand for the car, Ford raised the base sticker by $10,000 to $149,995 in late 2005. 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]. By June 2005 prices had dropped to $10,000 to $20,000 over MSRP, and in August 2005 several new GTs had sold on eBay for MSRP.

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. Independent sources [1] then began gathering and analysing public information on production, sales, and selling prices, and posted that information as a resource for buyers and sellers. As well, Alexander R. As with many highly desirable new vehicles, when the Ford GT was first released demand outpaced supply, and the cars initially sold for premium prices, with the first selling for over $500,000 to a retired Microsoft executive at a charity auction and later cars selling for up to $100,000 or more over the suggested retail price ($140,000 - $157,000 depending on options). 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]. With production ending, it is unlikely that the full 4500 will be produced. Hence the critics claim that the game creates a false impression of reality. Of the 4,500 GTs produced, only 101 will be exported to Europe, starting in late 2005, and 200 are destined for Canada.

Army, as well the emotional trauma that real soldiers experience when they are confronted with bloodshed and corpses. Installation of the engine, transmission, and interior is handled by Ford's Wixom, Michigan plant.
. 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. The GT is built and painted by Saleen in a small, 180,000 ft² (17,000 m²) factory in Troy, Michigan. Unsurprisingly, a game of this nature has come under criticism. The first customers took delivery in September 2004. Army is.". Full production began in spring 2004, with a projected annual volume of 1500 cars for three years.

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. Top speed is over 200 mph (322 km/h). America's Army is intended to give a positive impression of the U.S. The powerplant is a mid-mounted supercharged 5.4 liter V8, producing 550 horsepower (410 kW) and 500 foot-pounds (678 Nm) of torque. 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. It is a very high-performance, two-seater vehicle with a strong styling resemblance to its racing ancestor and performance to match.

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. Positive response on the auto show circuit in 2002 helped persuade the company to produce the car in limited quantities, and the first production versions appeared in 2003. Depending on server configuration, spectators can watch the rest of the round in up to three ways. The designers drew inspiration from Ford's classic GT40 race cars of the 1960s. 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. Camillo Pardo the head of Ford's "Living Legends" studio is credited as the chief designer of the GT and worked under the guidance of Jay Mays. 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. The Ford GT began as a concept car designed in anticipation of Ford's centennial year and as part of its drive to showcase and revive its "heritage" names such as Mustang and Thunderbird.

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. URL accessed on February 9, 2006.. 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. FordGTPrices.com. [7] Players with a high "HONOR" level are sometimes insulted as addicts. Unofficial Ford GT selling prices. For this purpose, a separate company has undertaken the task of tracking players and administrating servers. This will mark the first time that an American car has been sponsored in the JGTC (First time that a Ford GT is used in a racing format?).

Players are automatically banned from all servers when their overall score is too low. A Ford GT will participate in the GT300 class of the JGTC in 2006. Punished are friendly fire and eliminating objectives which are assigned for protection. Rumor has it that one of those nine has been sold to a local dealer and subsequently sold to a private party. Rewarded are the achievement of specific mission objectives, killing enemies and healing injured teammates. The first nine GT's were reserved for internal use and appear to be owned by the Ford family. 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. Jay Leno purchased the second publicly available Ford GT (chassis number 12, red with white stripes) for exactly list price.

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. Jon Shirley, a retired executive from Microsoft, purchased the first publicly available Ford GT (chassis number 11, white with black stripes) in 2003 for $557,500 in a charity auction hosted by Jay Leno. This happens when the objectives are achieved, all members of the enemy team are killed, or when the round's time limit is reached. Also in Season 7, the Top Gear Awards awarded it the "Gas Guzzler" award, beating out the Range Rover (8MPG), the Bugatti Veyron (4MPG), and the Hemel Hempstead Hertfordshire Oil Storage Terminal fire (60 Million gallons and never moved an inch). The round ends with only one team winning. The car was then involved in a Season 7 episode of Top Gear where it (plus a Pagani Zonda and a Ferrari F430) caused a major traffic jam in Paris as it tried to get out of a parking garage but ended up barely scraping the pavement due to height issues. This equipment normally consists of one or two firearms and several grenades. When reviewing the GT, Clarkson compared it to the Ford GT40: he barely fit into the GT, while a portion of his head laid outside of the GT40 when the doors closed.

    .

    Each round starts with the two teams spawning simultaneously and each always starting with the equipment of their soldier class. Twice. Unlike common first-person shooters, players are required to use iron sights for aiming to shoot more accurately. However, he subsequently bought the car back. 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. However, as documented on Top Gear, his GT was delivered late, and ongoing problems with its anti-theft alarm led him to return it to Ford in June 2005. The game is a medium-paced tactical shooter, similar to the Tom Clancy series of shooters. Jeremy Clarkson was one of the first 28 GT owners in the UK.

    Their opponents usually appear as non-uniformed people carrying Warsaw Pact weapons such as the AK-47. An obvious clone of the GT also appears in GTA: San Andreas, under the name "Bullet". weapons such as the M16A2. A heavily modified racing version appears both on the cover, and the FMV Intro. soldiers carrying U.S. Gran Turismo 4 uses a GT as its display car for the game. The players on either team appear as U.S.

    The other side is always identified as the enemy (or OPFOR in the case of training maps.). Army. The player's side, whether Assault or Defense, is always identified as U.S. The Assault loses the round if the time limit, usually set to ten minutes, runs out.

    The players characters' are divided into two teams: usually an Assault group and a Defense one. One of America's Army's unusual features is the design of the player's opponents. Army" or, on "Special Forces" maps, as Indigenous forces against an opposing enemy team. 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. 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. Army from the first person perspective instead of Counter-Terrorists or Terrorists. 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.

    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. According to Colonel Wardynski the game generated interest from other U.S. The Xbox version was released in November, 2005. 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.