Chapter 13 - Mistake (2)
“Oh, the lobby looks cool.”
After finishing the game download and creating an account, a quite stylish lobby screen greeted me.
It was a scene that filled the so-called “tactical craving,” with a soldier wearing night vision goggles aiming his gun at the screen.
-Let’s go in~
-This is it lol
-Ah, the background music is good
Judging by the reactions in the chat window and the number of viewers that had suddenly increased, it seemed to be a popular game in the military genre.
As more people were watching, the pressure doubled, but I couldn’t miss the opportunity right in front of me.
I’ll show them god-like controls to the best of my ability.
“Let’s see… There’s a campaign and multiplayer, which should we do first?”
Before officially starting the broadcast, two options caught my eye as I observed the game lobby screen.
Single-player campaign and multiplayer.
These are contents with clearly divided pros and cons.
If I choose single-player, the relatively easier difficulty compared to multiplayer allows for smooth broadcasting progress without getting stuck much.
If I play immersed in the game’s story, I can also get bonus points from game fans.
The problem is that if the game’s story is seriously shoddy, it will have the opposite effect of being boring for me to play and viewers losing interest.
Moreover, due to the linear nature of campaigns, it’s more likely to cause boredom.
On the other hand, multiplayer is much easier to proceed fluidly and creatively due to its many unique variables compared to the campaign.
Plus, because you’re dealing with people, it creates thrilling tension with psychological warfare and physical battles, not giving viewers time to be bored.
However, starting multiplayer without being familiar with the controls as a beginner is essentially offering your neck saying “Please kill me.”
In a military game pursuing realism, MILSIM, there will surely be an overflow of rotten waters grown to cosmic monster levels.
What is my charm point that I can appeal to viewers?
In this gender-reversed world, a broadcast by a male war veteran has tremendous rarity.
Then, what do people expect from a war veteran?
Not everyone is the same, but most want to see someone play FPS games, especially military FPS, brilliantly well.
Reality and games are completely different dimensions, but from the perspective of viewers who haven’t experienced actual combat, they can’t help but wear a kind of colored glasses based on the image of war veterans exposed in the media.
In other words, if I choose multiplayer and get thoroughly beaten by experienced players, there’s a high possibility that viewers’ sentiment will turn ugly.
Conversely, if I luckily show outstanding play, it was a typical example of high risk, high return where public sentiment could explode in a positive direction.
“What do you all think? Should we do the campaign first, or start with multiplayer?”
Not wanting to gamble unnecessarily, I secretly prayed that people would want the campaign.
-If it’s your first time, do single-player
-The campaign is the tutorial
-Go for campaign
-Campaign might be better?
“Ah.”
Thankfully, it seemed MILSIM’s single-player also served as a tutorial function, and people’s recommendations continued. The chat window opinion quickly leaned towards doing the campaign.
“Alright. Let’s give it a try!”
Thanks to this, I felt much more relieved and clicked the campaign play button while inwardly rejoicing.
I almost got beaten to a pulp by experienced players.
Single-player should be much more doable, right?
.
.
.
.
.
An ambitious work developed by Black Eagle Entertainment, an American studio specializing in realistic military games.
MILSIM was a war simulation game where up to 100 players engage in combat on large-scale fields.
Realistic physics engine and graphics, removal of friend or foe identification function, damage varying according to damage levels by body part.
In other games, it takes at least 5 bullet hits for a character to fall, but in MILSIM, one or two rifle bullets are enough.
In-game voice effects that change according to the surrounding environment, a “playing dead” function that forces confirmation of kills, and malfunctions that make your heart sink during intense combat.
Tanks showing overwhelming firepower and protection, armored vehicles with high mobility, helicopters and fighter jets that are the infantry’s natural enemies – all implemented in this game, which users called “the very embodiment of a military enthusiast’s romance.”
However, because the developers did their best to maintain historical accuracy, this game was littered with elements that became entry barriers for casual users…
[Move faster, recruit! Your grandmother could run faster than that!]
“Th-This is supposed to be the tutorial?”
-Lololololol
-Ah, memories of boot camp…!
-Drill instructor I’m sorry Drill instructor I’m sorry Drill instructor I’m sorry Drill instructor I’m sorry Drill instructor I’m sorry
-The group seizure is hilarious lol
This damn tutorial set in a military training camp was one of them.
It was similar to tutorials in general games in that it teaches the game’s controls and systems according to the instructions of a sunglasses-wearing instructor.
Bang-
“Ah, damn… I pressed the wrong key…!”
[Well, I’ll be damned! What kind of idiot bastard opens a door wide open when entering a building? Why don’t you spread your asshole wide open for the enemy too?]
-OMG
-Wow wtf
-The mass memory assault is insane
-Huh?
-?
-?
-Why what the fuck what
The problem was that because the developers were obsessed with historical accuracy, there were too many keys needed to operate the character, and if you make a mistake like this, all sorts of curses fly out along with the instructor character’s booming shout.
It might be historically accurate for instructors to treat recruits like trash, but…
Did they really have to go this far?
[You son of a bitch. Recruit, where did you sell your eyes! Look straight at the target and fire. Make one more mistake and I’ll rip out those damn eyeballs and shove them up your ass!]
“Eek…”
-I can’t hear I can’t hear I can’t hear anything
-I’m sorry I’m sorry I’m sorry I’m sorry I’m sorry I’m sorry I’m sorry I’m sorry I’m sorry
-Wow wtf the tutorial takes 20 minutes;;
-This is… a game?
-There’s a game where half the dialogue is F#ck?
Fucking game…
Really fucking game…
I had to painfully endure the instructor’s incessant flow of profanity while swallowing tears inside.
[Recruit, turn off that flash now!]
[Recruit, run faster!]
[Recruit!]
[Recruit!]
“Argh…!”
By the time my ears were getting calloused from the instructor’s shouting, infantry training was followed by armor training without pause, and when armor training ended, air force training followed.
As someone from an infantry background, I was at a loss with the unfamiliar control methods. I quickly got the hang of armor, but air force was really hopeless.
This game obsessed with historical accuracy had implemented all the buttons and functions of a fighter jet’s instrument panel, so it was essential to memorize the function of each button to operate it.
Moreover, the aircraft would shake depending on the direction and strength of the wind, and if you made a mistake in operation when encountering turbulence, it would enter a stall state and crash.
Is this even a game?
Is it a military virtual reality training program?
After all that suffering, it took a whole hour to clear the entire tutorial.
I really wanted to see the face of whoever designed this tutorial.
I’m confident I could show them some sincere love.
With rising indignation in my heart, I looked at the cutscene playing on the monitor.
[Congratulations. You’ve finally become human.]
“Hehehehe… Go fuck yourself, instructor…”
-Freedom!
-Long live Korean independence! Long live Korean independence! Long live Korean independence! Long live Korean independence! Long live Korean independence! Long live Korean independence! Long live Korean independence! Long live Korean independence!
-Dobby is free! Dobby is free! Dobby is free! Dobby is free! Dobby is free! Dobby is free! Dobby is free! Dobby is free!
-Oh why are there tears…?
-Reminds me of when I was discharged
“Yeah, it really feels like when I left boot camp…”
Looking at the cutscene, I felt something annoying but also a surge of emotion, just like that feeling when leaving boot camp.
To think I’d feel that contradictory emotion of something being shitty yet heart-swelling from a game tutorial…
Could the developers have calculated even this?
Then they’re really perverts.
While having such idle thoughts and leaning back in my chair to recover my tired mind for a moment, someone’s chat caught my eye.
-But isn’t this just the end of the tutorial?
-Yeah that’s right
-?
-?
-??
“Ah.”
A chilling sensation ran down my spine.
My keen survival instinct warned me of danger, but.
-You’re fucked lolololololol
-Host… run away…
-I wonder how long the main game will take
-Each mission takes about 2 hours of playtime
-Damn
-This is the game you chose!
-Endure it with evil and grit!
“Aaaaargh!!!”
My escape route was already blocked by the viewers.
I try to cause a commotion by screaming that I’ll somehow survive, but reality doesn’t change.
“Save me…”
And so, with the feeling of a prisoner being dragged to the execution ground, I had no choice but to enter the main game…