Feb 14 • 17:08 UTC 🇸🇰 Slovakia Denník N

The Time of Inactivity and the Time of Dying in the Ice Age, When War Became a Computer Game

The article narrates a military operation at a command center where soldiers engage in remote warfare, highlighting the chilling efficiency and protocols of modern combat.

The article recounts a vivid depiction of a military operation that occurs in a frigid, dark environment where soldiers respond to a coded alert concerning an attack. As the protagonist wakes up and alerts the pilot, a well-rehearsed routine takes form; soldiers quickly spring into action, demonstrating the chilling efficiency of remote warfare. They are equipped with technology that replaces traditional combat methods, reflecting the chilling nature of modern military engagements.

As the operation progresses, soldiers gather their weapons and prepare for an imminent strike, all while adhering to detailed protocols sent by command. The narrative gives insight into the dehumanization of warfare, where combat can feel like a video game, carried out from afar with significant distances between the controller and the action. This distance allows for a level of detachment that raises ethical concerns about the nature of violence and conflict.

The chilling atmosphere of the operation not only highlights the coldness of the environment but also serves as a metaphor for the emotional detachment soldiers may experience in remote warfare scenarios. This transformation of war into a computerized game-like context brings forth a discussion about how technology shapes the battlefield and the human experience within it, leaving one to ponder the implications of such advancements on future conflicts.

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