State Army presents The Big Picture, an official report produced for the armed forces and the American people. Today our Big Picture camera takes us to our nation's capital for a visit with Sergeant Stuart Queen at the National Press Club. A few things in American life have a longer tradition of service to the people than on newspapers. It's long before the revolution they have covered the growth and, well, progress of our nation. They have recorded our mistakes and our successes. They have reflected our grief and our humor. Our forefathers knew that only an informed people could remain free people. It has been the task of newsmen to keep us informed. In the course of gathering information, reporters for generations have followed American wars. People with their armies at Gettysburg in the morn, at Normandy and the Pooson perimeter. If their stories had a common hero, it was the American soldier. Today the Big Picture will turn back to what is now history, the summer storm of 1950, the harsh and bitter days of the early fighting in Korea. With me here in the National Press Club, to tell part of this story is one of America's most distinguished war correspondents. Jim Lucas of Scripps Howard Newspaper Alliance. Hello, Stu. It's been a long time. Yes, it has, Jim. As I remember, we met for the first time over in Korea at the Eighth Army Press Billets. That's right. That was the summer of 1950. And that was a reporter's nightmare. It was a nightmare for all of us. Actually, no better and no worse than I'd expected. Why? I'd covered enough of the fighting in the Pacific in World War II to be prepared for just about anything. Of course, in Korea, there was this one very real difference in the Pacific War. When I covered that one, we were winning. In Korea, we weren't, not initially at least. And that was the hardest thing for the American soldier to accept and to believe. And it was certainly the hardest thing for us to write about. But you did write them, and they did pay off. Jim, as a reporter, would you recount some of the events that led up to that nightmare? Some of the things that kept stacking up against the American soldier, making it just a little bit more difficult for him? Well, to do that, Sergeant, you've got to go back to World War II. We came out of that war believing, as we did at the end of World War I, that we'd fought the last great war, that we'd restored democracy to the world. And then suddenly, to our consternation, we discovered that the Russians, who had been our wartime allies, were not our post-war friends in Eastern Europe, country after country. Well, behind the iron curtain, Frisian Slovakia was overthrown, China fell to the Communist. In Indochina, they started a hot war with considerable success. They tried to choke us out of Berlin, and fortunately, our air lift prevented that. But aside from a few Cold War victories, which certainly we don't underestimate, like our foreign aid programs and the success of the Berlin air lift, the Communist had things pretty much their own way. Remember, they started this Cold War, and they were winning it, and they had no reason to believe that they couldn't start a hot war and carry that off, too. Looked like a pushover, huh? The idea that North Koreans had a full-field army with tanks and heavy equipment and the poor South Korean rocks, they were a little more than a constabulary force. Just what did they expect? A 10-day victory, Sergeant, and if we hadn't done what we did when we did it, if we hadn't intervened even though we weren't prepared for intervention, that is precisely what they would have had. But they didn't count on the United Nations, and they didn't count on the presence and the tenacity of the American soldier. And remember these young men that we sent in there, in the summer of 1950, were pretty green. They had had less than a year's training, most of them. Very few of them were World War II veterans, and we've got to face this, they've had it pretty soft on Garrison duty in Japan. Drammed through the eyes of the combat cameramen who were there with you, we're going to go back and re-examine some of the events that took place following the Communist crossing of the 38th parallel. You knew this war, you wrote about it, you were there, let's go back, back to that fateful summer of 1950, Korea. Korea, a crowded little finger of land extending out of Asia's mainland, pointing significantly toward Japan and the Pacific beyond. A nation not much larger than our state of Minnesota, but acre for acre, one of the most violently mountainous areas on earth. Today the capital city's soul is largely restored, rising from the rubble of almost total destruction to become at least somewhat like her old self. The capital building wears a new dome, but nothing short of complete rebuilding will ever erase the battle scars in these walls. As Koreans today know it, the peace is an uneasy armistice in a divided nation. But with the dogged stoicism of a culture 4,000 years old, they go about the business of living, knowing as they do that for the living, there is no other course. In the markets, the scrap pile school of architecture prevails. But business is as colorful, noisy, and aromatic as it ever was. North of Seoul, the mountains rise in sharp volcanic disorder. Green foliage has returned to slopes once blasted bare by TNT and napalm, but at the summits, eyes still keep watch to the north. Along the demilitarized zone, or DMZ, and French forces face one another across no man's land. Here, the armistice decreed, the armies would pull back from one another, forming a buffer zone among the mountains. Once again, Korea, the ancient mountain kingdom of Chosun, is in fact the land of the morning calm. But no one forgets June 25th, 1950. It was still dark, four o'clock on a Sunday morning. South Korean villages awoke to a world suddenly filled with noise and play. The communists, made bold by months of small-scale rating across the 38th parallel, had finally launched their undeclared, all-out war of conquest. Half a world away in Washington, President Truman took immediate action, saying, in these circumstances, I have ordered United States air and sea forces to give the Korean government troops cover and support. Next day at the United Nations in New York, United States Representative Warren Austin made our position clear beyond doubting. The armed invasion of the Republic of Korea continues. The Republic of Korea has appealed to the United Nations for protection. I am proud to report that the United States is prepared to furnish assistance to the Republic of Korea. Spearheaded by tanks, the Red Forces had moved swiftly. In two days, they were attacking the capital city itself. Fell the next day, June 28th. By June 30th, the communists had crossed the Han River south of Seoul and fought through the rail city of Yongdongpo. With their heavy Russian-made tanks, they thrust aside South Korean resistance, racing down the corridor which led through Hanyang towards Suwon. Here, the helpless and homeless gathered, only to be told they must flee still farther southward. Everywhere, they saw their outnumbered countrymen rushing north to join the battle. Less than a dozen combat planes were available, several of them piloted by Americans. The Korean American Volunteer Group. But little you could do with only 10 aircraft. We did. Even as the Red Armors swept towards Suwon, advance elements of the 24th Infantry Division were being airlifted to Korea from Japan. Their coming was known to the people. They were welcomed with cheering. Four days later, they met the enemy south of Osan, and the cheering was forgotten. I was scared. I didn't know who was going to be like that. The enemy was a lot stronger and better trained than we'd heard. Some guys thought we'd have it easy. It didn't work out that way. Retreat. The few heavier weapons covered each withdrawal as best they could. Where they had divisions, we had companies. Pull back, fight, pull back again. Four days and nights, nobody slept. We started with a good many green troops. Now anybody could still pack his gear, he was a veteran. The group was on the way. In Busan to the south, more 24th Division troops and equipment were arriving by ship. Not enough. Not nearly enough. But it was a start. Generals Walden H. Walker and William Dean had a tough assignment. Undertake the work of several divisions with elements of only one. One day I looked up and there they was. Man, if I said those fresh troops look good, I'd be lying. They were beautiful. Not only just troops, but trucks with more heavy stuff. And tanks. Our first red armor, 25 miles north of Tejang. July 13th, Yokota Air Base, Japan. Our first large-scale bombing attack is mounted as more than 50 B-29s take off. The target, one side, Key North Korean port city.  It wasn't any at all. A little slow around one side. As the Communist moves south toward Tejang, we pull back across the Kuhn River. This natural barrier offered another chance to buy time from the enemy. We took advantage of it. The Air Force was playing a leading role in our attempt to delay the Communist advance. Lacking bases in Korea, F-80 jets adapted oversize wing tanks for the long flight across the Sea of Japan. Fire to Do-Foot, over. Do-Foot, Angel-5, request fire on enemy column due north, your position. Angel-5 to Do-Foot, restave your transmission. We'll proceed over. Do-Foot to Angel-5. Good luck. July 18th, the Sea of Japan. A Navy task force approaches the east coast of Korea. Destination, Ho-Ha. Mission, to land the men and machines of the first cavalry division. The Korean battle line was moving rapidly on all fronts. Only on arrival were the troops informed that the landing would be unopposed. The division's 27,000 men started ashore. Psychology says how you're supposed to feel sort of disappointed, expect to fight and then don't have to. Maybe so. I wasn't disappointed. On July 20th, the Reds reached Tejong. 24th division troops led by General Dean were to hold as long as possible. There was something fishy about Tejong.  Nothing. Nobody. Then wham! They were all over the place. We found out we were surrounded. It was a case of move out fast as they went for good. As it was, we were going to have to make a run down a corridor of fire a mile long, which we did. We had bought more time, but Tejong was gone and with her, General Dean. We traded time for space. Two weeks for the land between Tejong and the Noctong River. From behind the wide deep waters of the Noctong, we could test our growing strength. We cut the bridges and poured our fire on the opposite banks. Communist attacks probed up and down the length of the line, searching for an opening. Daily we handled upon those attacks all the firepower had our command. The line ended. In the north and eastern sectors, ROK troops had recovered from the first shattering blows they had taken. They would retreat no more. In concerned, Korea is no place to have a war. There's only two directions, up the hill and down the hill. And that perpendicular terrain puts armor in a straight jacket. Still, you do what you can. With a little out of elevation, a tank's rifle can be darn good artillery. We found a way to get that extra elevation. It worked fine. In August, General William Keen received orders to carry out our first large-scale offensive action. The enemy was trying to punch through in the south and capture Pusat. Task Force Keen, composed of General Keen's 25th Division, the 5th RCT, and the 1st Provisional Marine Brigade, was to repel this attack. It was the 6th of August. I remember, of course, that's my birthday. Also, it's the first time I ever got shot at. I remember thinking to myself, happy birthday, Charlie. The word came down, time to move again. We had to get the high ground, so that they suffire. The armor took charge of the low ground. And from the ridge line sparked by the Marine Brigade, put soldiers unleashed their fire. Methodical, concentrated, dead. Swift with a heavy bazooka, found it highly effective against Russian-made armor. Marines and soldiers faced a dirty, dangerous task to clear the area of red snipers and stragglers. For veterans of the Pacific, the action was painfully familiar. Like the Japanese, a small-bodied North Korean soldier had a talent for hiding behind a bush no larger than you might grow in a window box. Task Force Keen took its quota of prisoners. Many had shed their uniforms, hoping to escape in the white civilian clothes worn underneath. At close quarters, the enemy lost his fierceness. Usually, he was very young. Always, he was glad to be out of the fighting. Task Force Keen had earned a brief moment in which to catch its breath. Busan Harbor, August 29th. The first non-American troops to join the U.N. forces in Korea arrived from Hong Kong. Two battalions from the Argyle and Sutherland Highlanders and the Middlesex Regiment. To illustrate truth, we was happy to reach Korea. For the past six months, we'd been sweltering in Hong Kong. And it so blooming hot, we were scared to dig a hole for fear we'd bust rock through in an L. At least over here we'd be cool enough so a man could enjoy his blinkin' tea time. September 1st. An all-out red offensive across the Nocton tightens our circle of defense. The siege of the Pusan perimeter is on. Task Force 77 carriers speed up their operations. It was my job to send them out. Every available aircraft, every usable minute of every day. Our enemy had long, vulnerable supply lines now. Without adequate stocks of ammunition and fuel, their strength would fail. With luck, we'd make sure. The perimeter held, and within its circle at Pusan, our strength was mounting daily, even as the Red Armies were dissipating their own. Food, ammunition, supplies, all the tools of war were being stockpiled. Our days on the defensive were nearing an end. And they did come to an end too, a few weeks later, with our landings at Incheon. One of those landings that we all felt a lot better in Korea. Before our men broke out of the Pusan perimeter, they'd learned plenty. And they were getting the support and the logistics that they needed to fight. Looking back, Jim, what do you consider our biggest lesson? Oh, Stu, there were many lessons. And it would be difficult even now to single out any one and say that this is the greatest lesson. But if I had to pick one, I would say that it was the realization that we could never let that happen to us again, that we could never be caught with our guard down. Take Lebanon, for example. When President Eisenhower ordered the intervention in Lebanon, we were able to send well-trained, well-equipped troops in sufficient numbers. They arrived in Lebanon before the trouble started. And arriving before the trouble started, they were able to prevent its happening. Whereas in Korea, as you've just seen, we sent troops who were ill-trained, ill-equipped, and outmanned. And he was forced to fight well-trained, well-armed communist soldiers. On their terms, the lesson, I think, is obvious. If we're able to deal with these brush-fire wars before they start, then there's considerably less chance of their starting in the first place. Lebanon could have been another Korea. And much worse, because Korea was an isolated little peninsula, and we were able to contain the war within the confines of that peninsula. Whereas Lebanon, if it had ever gotten out of hand of fighting it actually started, might have spread throughout the whole of the Near East. Jim, I know you've marched and driven with just about every army unit, both at home and overseas, but has the individual soldier changed any since Korea? Well, Stu, he's still our secret weapon. I suppose they've been superficial changes. The weapons and the equipment that he handles and fires would have amazed and baffled his older brother who fought in Korea. He's certainly the best-trained soldier we've ever had in our history. I understand his organization is more flexible and efficient and could be adapted to atomic warfare if we ever have to fight that kind of a war. There are many things that have changed, but there are many things that haven't. And these are the important things, I think. He's still the guy who must bear the burden of combat on his back. It's still the individual combat soldier who goes in and takes the ground, the ground for these missile sites and the more exotic weapons systems to use a good Pentagon term that we employ in 20th century warfare. He may be dropped from their plane. He may use a snazzier rifle. He may use a bigger bazooka and wear warmer clothing, but his reason for fighting hasn't changed and that's what still makes him the greatest soldier in the world. Jim Lucas, thanks for joining us and sharing some of your observations with the Big Picture audience. We've been privileged to have as our guest Mr. Jim Lucas, member of the Washington Press Corps and correspondent whose coverage of the Korean War will long be remembered as a chronicle of the nation's fighting man. Now this is Sergeant Stuart Queen, your host for the Big Picture. The Big Picture is an official report for the armed forces and the American people. Produced by the Army Pictorial Center. Presented by the Department of the Army in cooperation with this state.


We're three months down the road since the Elite Dangerous Odyssey expansion arrived on the PC now that the dust has settled somewhat from the launch period in this video series I'm going to go through all of Odyssey's current features and tell you what I think of them and the expansion as a whole. To make sure you don't miss any of our videos hit like and subscribe remember to click the little bell icon and select all notifications and to further help support the work of this channel you can also join our Patreon via the link in the video description. One quick caveat I need to mention I'm not going to be discussing Odyssey bugs and the patches etc that have been seen from Frontier to fix those bugs. We document that stuff on a regular basis on the channel so I won't be repeating that here. What we are talking about here are the actual headliners of Odyssey feature by feature and what's been delivered for the current asking price of 30 quid. For this video we're going to be talking about and focusing on the exploration experience. Getting out of your ship or SRV and walking about is without a shadow of a doubt the single biggest headline feature of Odyssey and standing underneath your ship and looking up at this thing that has been your entire game since forever especially for longer term players never gets old. Unless you've been living under a particularly fascinating rock you'll also know that Odyssey also arrived with a new handheld genetic sampling tool and if you were there during the alpha test you'll probably remember that it originally shipped with a sort of line up the spinning patterns twitch based mini game that was immediately as unpopular as Bermuda shorts in the Arctic Circle. These days the genetic sampler is a simple point and shoot affair to grab a genetic sample of something growing on a planet's surface frontier having backtracked on the design after receiving an immediate and definite tidal wave of feedback about the scanner. The scanner itself is in appearance somewhere between one of those mini vacuum cleaners that sound like a great idea for sucking up all the dust in your cars upholstery and the claw that grabs the alien squeaky toys in the toy story movies. Plants and geological phenomena are no longer restricted to a number of planet side hotspots but now instead occur in planet wide zones which can be viewed and filtered from the detailed surface scanner in supercruise. This is a fairly fundamental change to the whole surface mapping game loop and I have to say it's most welcome and feels overall much more realistic. Rather than being clearly defined pin point targets the target zones you're interested in now show as varying degrees of blue colourisation in the DSS HUD. Currently the HUD doesn't show a huge amount of differentiation from the not of interest zones that surround the of interest zones which can be problematic particularly for the first time user but once you get used to what it's showing you it does work. After finding a suitable biological candidate area you now fly low over the zone looking for signs of life making the search for life well much more of a search than in horizons. A welcome and much needed change and ultimately much more rewarding than the old style focused and definite hotspot. Having found your life form you then move out to the SRV or on foot portion of the loop. To obtain a complete biological sample you'll need to grab three scans from three sufficiently genetically diverse examples of one particular life form. Once you scan it you can move to another one sufficiently far away usually just the short SRV drive is enough. Scan that rinse and repeat and you'll get your magical three samples. The hand scanner also has an alternate pulse wave mode that works something like a handheld version of the asteroid pulse scanner however in order for it to show up a suitable genetic sample to take you need to be so close to it that you may as well just attempt to take the sample anyway it could have been a useful feature but currently it feels a little under designed and developed. Currently there's nothing intrinsically wrong with surface exploration but the three scans to get bio samples from one life form does feel rather artificial and contrived and in turn lacks an extra layer of much needed depth and while you're in the middle of the three scan sample you can't scan anything else without losing the scans you have. Once you've got your three samples the DNA strand is deemed complete and only then is it banked and bagged and you can then move on to collect a new sample of something else and then when you're ready you can return to a starport where you can turn them all into cold hard cash and rank in the new exobiologist discipline. For me what might have been more satisfying would be a system with an extra layer of player engagement sometimes perhaps you need to only take one scan because you find a great sample in idyllic conditions or sometimes you end up taking five because you found that one space cabbage at the shallow end of the gene pool something more akin to how the current FSS scanner works in that you can choose to uncover just the high value stuff or uncover everything or perhaps some other system that just requires a degree more input and agency from the player. As for the multiple bio sample issue it would have been nice to have the option to engineer it to be more versatile or perhaps to buy a better one or add some more sample pots somehow to upgrade it. When frontier removed the bio scanner minigame scene in the alpha version they did promise to revisit the sampling tool generally speaking at the time there was a call to make it more sciencey so I'll be curious to see what eventually gets added there. So what of the biological entities that you sample? As well as the old favorites like brain trees there are a host of new biological organic entities to be sampled the lifeforms do feature varying levels of maturity so you can often see the various life stages of each structure I'd struggle to call them plants or animals they generally defy categorization in the traditional sense and fall somewhere in between but don't expect to see any of them walking about or moving a great deal they are very much static structures and you won't need to chase them down. As things stand overall there seem to be around 20 major types of biological species you can sample with each species having multiple sub species underneath their top tier heading. This was something of an elite dangerous oddity that was established with horizons hundreds of planets that are tens of thousands of light years apart and bear no intrinsic relation to each other can have exactly the same lifeform on them. I can't believe that the real galaxy works that way and for a game that prides itself on being embedded in real science it seems an odd choice. The alternative however is to have plants generated procedurally and then to populate the galaxy that way but the results as can be seen from a game like No Man's Sky can be problematic and are in danger of ending up looking somewhat cartoonish. A balance has to be found and whilst I'm not an explorer myself explorers I've spoken to before writing this article seemed overall pleased with the resultant solution. Active geological phenomena such as geysers and lava eruptions etc are now much harder to find but there is a definite method to it which does make the process much more rewarding. Commander Exorcist has created an excellent tutorial that covers how the scanner works when looking for active geological phenomena which I've linked in the video description below. It is worth noting that the hand scanner is only obtainable as part of the new Artemis space suit and to get one of those new shiny space suits you need to swing by a starport to buy one. Frontier has added and modified equipment on ships particularly for explorers in the past without the need for them to visit a starport. The ship bound exploration revamp from a few years back that introduced the FSS and DSS scanners being a prime example. Forcing players that have been out in the deep black for up to five years or more back to civilization when they could have just implemented a similar system and gifted everyone a suit of their choice the first time they booted up Odyssey seems to me at least unnecessarily punitive. The other significant addition to Odyssey for explorers is of course the new and much anticipated tenuous atmospheric worlds along with the complete revamp of all planetary terrain right across the game. Whilst the new planet tech was not without its problems at launch as things stand it's now in a much better place and there are some absolutely stunning vistas to be found. As the Odyssey terrain tech is a complete ground-up revamp if you'll excuse the pun the contrast between the two can be a shock for the player switching over. Huge mountains were a feature of Horizons the most famous of which originally extended right up into orbital cruise range and the games twisting crevasse like canyons of horizons had spawned an entire community of flight assist off daredevils who called themselves Hooners and used the game's excellent flight model to gracefully sweep through the surface's many twists and turns in well-practiced moves that defied belief when viewed from the cockpit of the more mortal piloting fraternity. Whether by design or by accident is not entirely clear but the advent of Odyssey's terrain engine saw the signature highs and lows of horizons somewhat homogenised. The extremes have gone to be replaced with a terrain palette that feels overall possibly a bit more realistic an exo geologist is probably a better person to comment on that than I however. Sadly the lack of extreme terrain was the death knell for Hooners and despite a valiant community effort to find suitable Hooning spots in Odyssey it does seem at this point that Hooning as a pastime in Elite Dangerous Odyssey is now all but dead and that is a real shame. There's no denying that the vistas presented by the game now are still stunning. Lighting tweaks and colourisation have continued since launch but it has to be said as of this recording the planetary vistas of the type that was shown off in the trailers pre-launch and tantalisingly are still shown in the splash screen every time you start the game have yet to be found in that kind of fidelity. Here at the pit at least we're not yet convinced that the lighting on planetary atmospheres in particular is still quite working as intended. The expansion does make some odd choices overall in a couple of places as is often the way with Elite. Planetary atmospheric entry being one prime example. No professor of planetary physics and I won't claim to understand the mysterious inner workings of the frameshift drive but planetary atmospheric entry does conjure images of returning space shuttles and Apollo modules and the resultant plasmatic fireworks display that heralds the dissipation of so much energy in so short a time. To add some re-entry heat effects and smoke trails to ships descending from supercruise into an atmosphere would have been a seriously easy win for frontier and would have tickled the jollies of many an amateur space fan playing Elite. To not include anything at all seems an odd choice to me to say the least. Entry into the atmosphere of a planet in Odyssey is exactly the same experience as entry into the gasless gravity well of a horizons era planet. This is certainly not game breaking but I do feel it's just a missed opportunity at some inherently easy drama for the low price of a few particle and sound effects and it's a crying shame that it's missing. Pre-launch much furor was made of the Armstrong moment when getting first footfall on a planetary surface and the reality of that experience has unfortunately turned around and somewhat bitten frontier on the rear tier. See what I did there? The image that is conjured by the phrase Armstrong moment is Neil Armstrong gingerly moving down the ladder of the limb on the surface of a starkly beautiful moon. Rather than handle the many and various ways needed to enter and exit a starship the company instead opted for the now infamous generic blue circle on the ground where your commander pops in and out of existence. For ships specifically I do get why they did that. Designing and then animating all of the different entry and egress methods needed for the 30 odd ships across the game would have been hugely time consuming and very expensive. Star citizen level of expensive and let's be honest kids elite just doesn't have that budget and it never will. The blue circle is a somewhat inelegant immersion breaking but sadly necessary solution. I don't like it but I understand why they did it and I may just have to accept that this is probably never going to change and the blue circle is here to stay. Likewise the SRV uses the same magical spawn method for entry and exit from the vehicle. I'm guessing the problem here is that whilst it's eminently doable to easily animate the one entry and exit from the vehicle and I do speak from direct experience when saying that the sad fact is that the many and varied positions and scenarios that the SRV can find itself in be it upside down tilted on one side or stood on its tail cannot be accounted for with a simple animation solution and would just end up being a nightmare to work with. But for the much vaunted Armstrong moment that blue circle became a poster child and ended up making it all sound like a damp squib. What Frontier was referring to was of course the act of being the first person to stand on an alien world and getting your name stamped on it not the bit right before that where you don't walk down the ladder and as it is the first footfall moment is just fine. You get a subtle audio fanfare and a text pop up on screen and it's of course that achievement that the explorer fraternity collect and crave. Taking a more holistic view of exploration I was personally a little disappointed to see that Odyssey focused almost entirely on placing a layer on top of the original game and didn't also revisit the in-space exploration experience to make additions there. As of my speaking these words there are no new notable stellar phenomena nothing new happening at the guardian ruins no visual or gameplay changes to objects like black holes to better reflect our current understanding of them no additions like comets etc. It doesn't mean those things won't come to the game in the future but it clearly wasn't on the roadmap for Odyssey. On to a conclusion then whilst I do explore in the game I don't consider myself an explorer but just this last weekend I was out on a mini expedition and I indulged in all of the above. I scanned multiple planets descended through atmospheres got first footfall on numerous worlds stopped and looked in awe at some incredible vistas and scanned untold planty animal biological things and then turned in the data back at home and I really enjoyed it. Whilst taken in isolation the components of Odyssey's exploration are in places a little lacking in depth taken collectively they do add up to an overall enjoyable experience in the coming months I'm curious to see what Frontier decides to do with the hand scanner mini game loop that they removed post alpha. It would be nice to see some meaningful gameplay go into that slot that better suits the explorer mentality but overall what's there right now is a good starting point. Elite Dangerous has always been a live service game and as such it needs additions and extra whiz bangs on a semi regular basis to keep the player base engaged and excited. Some simple additions to the explorer loops could take it from being a good start to the great benchmark elite specific experience it deserves to be. I'm interested to hear what your thoughts are on all things exploration in Odyssey do you miss the hand scanner mini game what would you like to see in its place and where do you think Frontier will take exploration in the future let us know in the comments below. That's it for now thanks very much for watching if you enjoyed this video consider subscribing to the channel and maybe take a look at one of our other videos linked on screen right now.