How real is Ghost Recon tech?

The real vs. the surreal: how Land Warrior stacks up to Ghost Recon - Image 1Popular Mechanics asks that question: how does the technology used by Capt. Mitchell and his Ghosts stack up to that used by the Army today?

Okay, Ghost Recon Advanced Warfighter 2 is a (Xbox 360, PS3, PC, PSP) game, so there are compromises made so that it can be played by someone who hasn’t gone through boot camp or Ranger School or its equivalents. Still, with the Tom Clancy prefix as a hallmark for researched (and at least plausible) realism, PopMech wanted the comparison.

The closest equivalent and real-world inspiration to CrossCom 2.0 and the rest of the Ghosts’ combat system is the US Army Land Warrior System, a similar integration of high tech and hot lead. Of course, the plausible-fictional tech of 2013 is most certainly a (fictional) step forward from the still-being-evaluated tech of 2007, but there are drawbacks that bite into their tactical utility. For example:

  • While CrossCom’s ability to keep track of friendly assets is real-time, Land Warrior’s equivalent GPS tracking was found to have a lag time “of at least a minute.” It’s better used as a strategic tool to help in the deployment of large forces in conventional warfare, than at the squad-level urban combat as in GRAW2.
  • Land Warrior literally is a load on a grunt’s shoulders: that plus the soldier’s basic load equals eighty pounds to heft – and it affects his movement. Ghost tech certainly didn’t feel that heavy to Capt. Mitchell.
  • PopMech suggests it’s going to take a massive leap in real-world AI for a computer to tell the difference between a neutral and a bad guy, and superimpose a red “Shoot Me” diamond on the bad guy, as it’s done in GRAW2.

To be fair – and not fair as in “the tech will get smaller and lighter, the AI will become smarter” that PopMech used – GRAW was deigned to be playable, so even if it draws its inspiration from real-world equivalents like Land Warrior, because it’s still a game, accessibility and fun factor are still priorities over “unflinching realism”. On the other hand, PopMech’s suggestion that

it’s time for a game where military planners make mistakes, high-tech gear falls short in the field, and warfare feels as visceral, as uncertain and as terrifying as it always has been

might not be too bad either. The high-tech really is ultimately meant to make the soldier’s job easier (or at least more survivable). It would be interesting (if not pants-wetting harrowing) to see a GRAW where the tech ultimately fails you in the middle of a firefight.

The real vs. the surreal: how Land Warrior stacks up to Ghost Recon - Image 1Popular Mechanics asks that question: how does the technology used by Capt. Mitchell and his Ghosts stack up to that used by the Army today?

Okay, Ghost Recon Advanced Warfighter 2 is a (Xbox 360, PS3, PC, PSP) game, so there are compromises made so that it can be played by someone who hasn’t gone through boot camp or Ranger School or its equivalents. Still, with the Tom Clancy prefix as a hallmark for researched (and at least plausible) realism, PopMech wanted the comparison.

The closest equivalent and real-world inspiration to CrossCom 2.0 and the rest of the Ghosts’ combat system is the US Army Land Warrior System, a similar integration of high tech and hot lead. Of course, the plausible-fictional tech of 2013 is most certainly a (fictional) step forward from the still-being-evaluated tech of 2007, but there are drawbacks that bite into their tactical utility. For example:

  • While CrossCom’s ability to keep track of friendly assets is real-time, Land Warrior’s equivalent GPS tracking was found to have a lag time “of at least a minute.” It’s better used as a strategic tool to help in the deployment of large forces in conventional warfare, than at the squad-level urban combat as in GRAW2.
  • Land Warrior literally is a load on a grunt’s shoulders: that plus the soldier’s basic load equals eighty pounds to heft – and it affects his movement. Ghost tech certainly didn’t feel that heavy to Capt. Mitchell.
  • PopMech suggests it’s going to take a massive leap in real-world AI for a computer to tell the difference between a neutral and a bad guy, and superimpose a red “Shoot Me” diamond on the bad guy, as it’s done in GRAW2.

To be fair – and not fair as in “the tech will get smaller and lighter, the AI will become smarter” that PopMech used – GRAW was deigned to be playable, so even if it draws its inspiration from real-world equivalents like Land Warrior, because it’s still a game, accessibility and fun factor are still priorities over “unflinching realism”. On the other hand, PopMech’s suggestion that

it’s time for a game where military planners make mistakes, high-tech gear falls short in the field, and warfare feels as visceral, as uncertain and as terrifying as it always has been

might not be too bad either. The high-tech really is ultimately meant to make the soldier’s job easier (or at least more survivable). It would be interesting (if not pants-wetting harrowing) to see a GRAW where the tech ultimately fails you in the middle of a firefight.

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