Tuesday, July 15, 2014

Musings on the Battlefield: LANCANG DAM BOYCOTT UPDATE! and DICE's CTE initiative FAN-FOCUSSED or FARCE?



My faithful readers will recall that back in June, I began my one-man boycott of the LANCANG DAM map because it had proven the most unreliable on my PS3. And by “unreliable” I mean a hard-reboot is a comin any time I drove a tank near a certain position on the map (see: http://amiddleagedgamer.blogspot.com/2014/06/i-am-not-insane-why-i-have-decided-to.html)

Then this past week, DICE released a giant 600+MB patch that was supposed to fix several bugs and issues on the PS3 as well as all the other platforms. I decided, the optimist that I am, to give the map a go, and well, what you see below happened, more than once.

Yeah, that patch thingy? Didn't work. Nope.
Normally I would pile on and tell you what a joke it is for a software company to still be releasing giant bug patches at this stage in their app's development, but it is clear from this past weekend’s 2x XP SNAFU that the boys and girls at DICE have got bigger problems than responding to my diatribe.

For those that may not have had the time or desire to play, the XP boost didn’t work at first. And then, after it started working, they still ran a banner stating that it wasn’t working. Eventually they put up a new banner that said DICE was going to “extend” the bonus round till 1 pm PST the following Monday, the 14th.

It looked amateurish. It was evident from the ad hoc fashion they announced the bonus weekend and it’s related “Battlefest” initiative, that they were confident their systems were capable of handling the increased traffic and overall activity. Well, they were wrong and what was worse, their mishandling of the launch made them look inept.

Which leads us to the second topic on my agenda, the “CTE”.



The CTE, or Community Test Environment, was announced back in June on DICE’s Battlefield blog beneath the auspicious title, “The Road Ahead: Introducing the Community Test Environment.” Clearly motivated by the overwhelmingly negative response to the quality of the multiplayer experience across all platforms, the CTE was supposed to be an opportunity for, “passionate fans to evolve [the game]… and become part of the development process.”

EXCELLENT! A MARVELOUS RECOVERY FROM YOUR PAST SINS DICE! But wait…WHAT DO YOU MEAN IT IS ONLY FOR THE PC PLATFORM?!?!?!?!

Yep, and here is where the entire train goes off the rails …  again.

According to DICE, in spite of the glaring omission of all other platforms but PC, their “goal” is to apply what they learn during the CTE initiative to all platforms. In other words, they don’t want to put the effort into making their CTE into what it should be, a PLATFORM INDEPENDENT TEST ENVIRONMENT.

And that’s as simple as it gets.

“Are you suggesting that there can be no benefit derived from the CTE beyond improving the PC player experience?”

No. DICE has made it clear that their primary focus is on “Netcode”, otherwise known as the lines that drive the online experience. “Netcode” is, or at least should be, platform independent. But there’s the rub, “it SHOULD be.”

If there is anything that years and years of working as a programmer have taught me, it’s this, HARDWARE MATTERS. It does and DICE knows it. Come on, DICE KNOWS. They have programmers who were taught by some of the best in the world, and one of the first things you learn is that in a complex, HETEREOGENOUS, environment like for instance, AN ONLINE MULTIPLAYER, hardware differences cannot be ignored.

Sorry for all the tech jargon, that was a shot across the bow for the folks at DICE to let them know that I ain’t some rube from Kalamazoo. I know some stuff. For those that don’t understand what I wrote, here’s the Cliff notes version: the CTE is a farce, and the proof is in the pudding.

The first patch supposedly resulting from the CTE was released a month ago. Has anyone who uses the PS3, PS4, XBOX360, or XBOX1 experienced any significant improvements? I know I haven’t (see LANCANG DAM above).

In fact, I would be willing to bet that the PC community hasn’t either, but that’s not my point. My point is that DICE needs to recognize that their player community is not stupid. They can see through shoddy attempts to placate their growing dissatisfaction.

So here’s my advice to my people at DICE: Open the CTE to ALL PLATFORMS and ALL PLAYERS. You have the money to make it happen. Just call it “R/D” wink wink.

And STOP IT with all the announcements of how you’re all working so hard to make the game better. You don’t have to tell us, WE WILL KNOW it when the game is ACTUALLY better.


Next post I will share my feeling about the blessed “Revive and Survive” loadout and
HOW TO SCORE MAXIMUM POINTS WITHOUT JOINING A CLAN. Until then, happy hunting and don’t forget to come hang out with me in Dragon’s Teeth at PSN>JOHNDAVIDFLORES.




Sunday, July 6, 2014

Musings on the Battlefield: A Barricade of Quads and Jeeps.

Me parking the enemy's quad in front of my base objective.
No doubt if you are a fan of RUSH mode you have already noticed that, for some unknown reason, the game gives the attacking team all the vehicles while the defense is left to fend for themselves. Well here's a way to turn that offensive advantage to your team's benefit.

This tactic works on nearly all land maps, but I prefer DAWNBREAKER or ROGUE TRANSMISSION because they have the quads and what the hell else are you going to do with them? If you are defensive, the quads are like tits on a bull, not very useful as transport. Well, this CHANGES ALL OF THAT.

Be forewarned, YOU ARE PROBABLY GOING TO DIE a couple times till you get the hang of how to position your vehicles. For this example, I will be using some captures I took from a game in ROGUE earlier. The one above shows me putting the vehicle into the corner where the enemy likes to hide and shoot at you as you try to disarm the objective. Those days are gone.

More the merrier I say.
Just keep adding vehicles until you have the area well covered or until your squad starts shooting at you. I like to drive one off the top platform just for good measure.

"BUT WON'T YOU MAKE IT DIFFICULT FOR YOUR TEAM TO DEFEND THE BASE OBJECTIVE?"

IT BURNS! IT BURNS!
No. Unless you call making your objectives nearly impenetrable a 'difficulty' for the team. Trust when I say your enemy will have a much harder time than your team. All you need to do is wait for the enemy to show up on your map when he has to GET ON ONE OF THE QUADS and move it just to set the bomb. Then you have the choice of either shooting him before he gets off the vehicle, or throwing a grenade and watching him and the quad blow; either way, the enemy is toast.

Some like to put C4 on the quads or a SLAM. That's up to you and how much BOOM SALAD you want to make. Just remember, the fire burns both ways if you are not careful.

DAWNBREAKER is another map with quads that are intended for offensive purposes. I have used them on a number occasions to beef up security around my base to great success. Like the quads, the jeeps work well in maps like GOLMUD and LANCANG. Having a machine gun mounted makes it even more effective as a defensive vehicle, you just have to be willing to man it.

The only full size vehicle I use in the same fashion is the MRAP in Rogue Transmission. If the enemy pushes you back under the dish, as you are running for position grab one of the trucks sitting out on the perimeter. You can either use it to block access to alpha or drive it down the stairs and park it front of bravo (I like to block the side of the stairs so that the enemy can't hide down there). It may not completely stop them but it will make attacking your base damn inconvenient.

Door too small to fit? No problem. Just put the vehicle in front of the door and put some slams or claymores on it. The enemy will have to use a grenade to get through or try to climb on and then BOOM.

Next time, we'll talk about DICE'S recently announced CTE (Community Test Environment) and whether it's A) Just another cynical attempt to distract the users from the real problems affecting the game, or  B) An honest effort to make the game better via customer feedback. Till then, happy hunting.

DON'T FORGET TO COME FIND ME AT PSN>JOHNDAVIDFLORES and I will surround you with quads.

Nice parking!

Musings on the Battledfield: SPOT-SUPRRESS-KILL FEST with the RHIB.

RHIB in Hainan Resort






One of my favorite tactics, and one that is growing in popularity, is to use the RHIB and jeeps like mobile and powerful machine guns, instead of simply as transport vehicles. For example, the image above was captured while playing Hainan Resort/RUSH. Notice where I have landed my RHIB: on the island directly across from the enemy’s base. From this position I can do a TREMENDOUS AMOUNT OF DAMAGE, with relative immunity from counterattack.

Like shooting fish in a barrel.
Placing the boat in the right place is key and you need enough speed to get it over the dune. If you land it right, there should be a tree blocking your view to the left. Cut the tree down and you will see your enemy exposed and vulnerable before you like a spot-suppression-kill fest.

Similarly, in Paracel Storm/RUSH, you can park the boat on the sunken carrier across from the enemy’s base (see below). 

On the sunken carrier in Paracel Storm.
Again, placement is key and you have to time it so that you land the boat as the waves flood the carrier. If you try to land when the waves have receded you may not make it far enough to see your target. Once you land, switch over to the gunner and have at it.

DON'T FORGET TO SPOT. Spot points can add up quick with this tactic.

"I see you and you and you and you..."
Of course, eventually your enemy is going to figure out that you are a big problem and unleash every weapon they have to stop you. Here's where being a mechanic with repair ability comes in very handy. Also, watch out for those determined souls who try to swim over to you. 

Check back for my next post where I will show you an imaginative way to use the quads as a barricade for your base. Until then, happy hunting. DON'T FORGET TO COME FIND ME AT PSN>JOHNDAVIDFLORES.


Thursday, July 3, 2014

The USMNT and the World Cup: What We Gained and What We Lost.




In our highly polemical culture, we sometimes lose our ability to see that within the two sides of any issue is truth. Take for instance, the controversy regarding the USMNT and its exit from the round of 16, again. Some have already begun to ask for Jurgen Klinsmann’s head on a platter and point directly at his decision to leave Landon Donovan off the team as the primary reason the US did not move farther through the competition, at least to the quarterfinals.

Rather than approach this challenge with an empathetic eye, a desire to read between the lines, those opposed in the media reply with their own hyperbole and meaningless rhetoric. The response is always in kind and so the circle continues.

Why? I ask myself, “Why can’t we just see that there is truth on both sides of the issue and look for a solution based on that?” Because that is not our culture and it is not the way mainstream media make their dollars. Controversy sells and the more outspoken a person can be on an issue, the more attention they draw, the more attention the media will give them.

That being said, I choose to go against the current and provide you with this earnest effort to be objective on the subject. What happened to the USMNT? Should they have gone farther in the World Cup? And if so, who is to blame?

First off, every one needs to take a deep breath. Those of us that have followed football/soccer for any amount of time, know how close the US came to realizing a dream that is 80 years old: to play in the semis, or even the finals of the World Cup. Yes, I said, “the finals.”

Absurd hyperbole you say? Nope. Ever since the game between the Netherlands and Spain, this World Cup has been up for grabs. Sure, we didn’t know it then, but early exits by Spain, Italy, England, Portugal, and Uruguay, made it clear that the entire tournament was in the hands of the whimsical gods of Mount Olympus.

The US had a chance. Anyone who disagrees need only look at Costa Rica. I don’t think anyone would argue that Los Ticos could win the quarterfinals, and with a little luck, even the semis.

“But the US is not Costa Rica!”

No. They are better. Besides having a better team, they have a better coach, better facilities, better everything; still, they are the ones going home and Costa Rica is playing in the quarterfinals. Why?

Here’s where things get dicey and yet, they really shouldn’t. OF COURSE KLINSMANN IS TO BLAME. There, I said it. Again, take a deep breath and continue reading. 

He is the COACH, you know, the one in charge? Of course he gets the blame. It was his team, his tactics, his strategy, and ultimately, it all failed.

There can be no doubt that the US let a golden opportunity slip through its fingers. We could and probably should have beat Belgium, and then who knows what happens next?

“What about Messi and Argentina?” What about them? Is there anyone who thinks that Argentina as a team is playing at the top of their game? That even with Messi, the Albiceleste has some glaring weaknesses? The point is that there are no real favorites in this World Cup anymore and the US, no matter how slight, had a chance.

That’s not to say that the US team and its coach should be ashamed or in any way feel like failures. They played with integrity, grit, and heart. They played, without sounding corny, just like the Americans always have, with passion.

The reason the US lost was not because of the players, the venue, the heat, the injuries, or any other external influence that all teams who play are subject to. The real reason is Jurgen Klinsmann. But so what? Is he the first US coach to lose a game he should have won? No. Is he the first to squander such an opportunity? No. Will his experience make him a better coach for the future? Absolutely.

And that should be our focus moving forward, what have we gained, not what have we lost.

What we have gained is international respect for American football. Which, by the way, has as much or more to do with the fans than the team. The fact that so many Americans made the trip to Brazil and acted with dignity and respect spoke volumes to an international community that has grown weary of the stereotypical American chest thumping.

Getty Images.
Like their team, American fans arrived in Brazil optimistic but humble, qualities that mimic their Latin American hosts. Instead of false bravado, the world saw intense commitment and the American work ethic at its highest levels.

For these reasons and others, the international football community has finally embraced the Americans as one of their own; a great achievement by any measure.

Americans should therefore feel disappointment but not defeat. We may have lost an important opportunity but in that loss we have gained even more. We have shown that we as a nation take pride in our football program, and are ready to achieve at the next level.


That’s the simple truth of both arguments, and surely it’s enough to build on as we look to 2018.

Monday, June 30, 2014

Musings on the Battlefield: Throwing Your Last Grenade.

IF ONLY I HAD THROWN MY GRENADE!


This past weekend, I spent part of my days watching the World Cup and part padding my score on BF4 with the Premium Member's 100% Bonus thing. I thought it interesting that during the Colombia v. Uruguay match there were comparatively few players on multiplayer. Maybe there is a relationship.

My goal was to break into 115 (I needed about a million points) but, alas, the gaming gods were not on my side. Instead the entire day was a stutter step of glitch/freezing and hard rebooting (see my post on the subject regarding Lancang Dam for insight into my continued trouble with the game's instability). It was during a particularly long session of Conquest/Operation Locker that the above was captured.

First, the timing couldn't have been better as you can plainly see (just to add insult to injury, this was a 1400 ticket match that I had been playing for God knows how long). But what may not be so readily evident is also the inspiration behind today's post: I didn't throw my last grenade.

I know. It seems like such a small thing to forget and in actual size it most definitely is, HOWEVER, it is because of its size that it is EASILY forgotten, case in point: the picture above.

A little backstory: I KNEW THIS LUCKY SLOB was hiding in the tunnel and could have put an end to his MISERABLE LIFE if only I had THROWN MY GRENADE. But I didn't, and that's the point.

So often we are in the heat of battle that we don't stop and think, "hey idiot, throw your grenade". I do it all the time too. Still, a helpful reminder to focus on the little things is always a good idea, so here you go: ALWAYS THROW YOUR LAST GRENADE.

Try to keep that in mind the next time you play and see if it doesn't pay off.

On to more serious issues. One of the big questions I have had about the game is its fidelity when it crashes. "Are my game totals accurately accounted for when the game freezes and I have to reboot?" is something I worry about given the high number of software/system failures I experience per gaming session. WELL, I AM HERE TO TELL YOU THAT MY FEARS seem to have been assuaged.

Yeah, I know, I hate to admit it, but I cannot argue with hard data. After each crash, I made note of my numbers immediately afterwards. My running tally showed that I was definitely getting my points and that they were reasonably, if not completely, accurate.

This is comforting on many levels, but most importantly it demonstrates that EA and team recognize that there is a problem with system instability and they have developed a means of dumping the score to memory before it's lost.

Now if they could only fix the cause and not treat the symptom, what a world it would be.

I was just getting started.




Monday, June 23, 2014

Musings on the Battlefield: BLOW UP THE DAMN BUILDINGS!



Today I was playing Golmud Railway. I love that map. I love the fact that it is the ONLY map of the first series that doesn't have a lick of water, nada. Dry as a witch's ... I also love the fact that tanks are a main feature, OBLITERATION especially, (RUSH kinda pisses me off because they give the attacking team THREE tanks AND A HELICOPTER and leave the defending squads with only one tank and their good looks).

I dropped into it on the offensive and we had already secured the first two bases but were now getting hammered as we approached the sniper friendly buildings and 30 foot sheer faced walls of rock. For whatever reason, my team had allowed all the buildings to stand including those that were 100 meters behind our target objectives.

This gave the unfriendly snipers and SMAW junkies a turkey shoot as our tanks and men approached the main street and ground zero. 30 seconds later, I was driving through smoke and rubble in my tank, thinking, "I am glad I came". It took me two tanks but I finally brought all the buildings down. After that it didn't take long before we took the last objectives.

Did I really make that much of a difference? You bet I did. Once the buildings and protective walls surrounding the targets were demolished, the enemy had nowhere to hide. They were totally exposed, defeat was imminent. And yet, I often see teams get there asses handed to them because they allow a half dozen or more snipers to sit on rooftops and pick off players one by one, an unfortunate and totally unnecessary situation.

After the game, I decided I would give my faithful readers some tactical and strategic tips that I have found make it easier to win. With that in mind, below I am compiling a list of things that I am certain will aid you in your success as a player and the murderer of those that deserve it: animated humans in video games.



TIP NUMER UNO: BLOW UP THE GODDAMN BUILDINGS! Sorry, that probably sounded a little harsh. It's the father in me. Still, please WOULD YOU KINDLY blow up the damn buildings and walls? In fact, BLOW IT ALL TO HELL!

One of the things I LOVE ABOUT the game is the fact that the designers intentionally created an environment which, if you can hit it with an explosive, chances are it is COMING DOWN. Operation Firestorm is a classic example.

Operation Firestorm is from the BF3 maps and is a huge sandbox filled with things that turn into twisted metal and dust when they are hit with a SABOT or a SMAW or an RPG, etc, etc, you get the point. Even better, the grass burns and the big gas tanks explode fire. BLOW IT ALL TO HELL!

BUT WHAT ABOUT MY MEN THAT ARE HIDING IN THERE? Keep the structures up until the enemy overruns you and then BLOW THEM TO HELL! Some buildings, you should blow up whether your personnel are in there or not, for instance, CASPIAN BORDER. If you are playing RUSH in CB, and you are defending, I say, blow up ALL the buildings. I have yet to play a game where having the buildings up in CB, or any map for that matter, was worth it.

So to reiterate. If you are in GOLMUD or FIRESTORM, or ANY OTHER MAP and you have some serious explosives, blow stuff up.



TIP NUMERO DOS: The TEST RANGE.

Yeah I know. I have already sang its praises in a previous post BUT SO WHAT!? I am saying it again, "USE THE TEST RANGE." Even if it is just to try out your shiny new mod before stepping out into the field and costing you and your team tickets.

If you really want to have fun doing something you need to practice at it. Golf, basketball, bowling, darts, and BATTLEFIELD FOUR, all require a lot of practice to be able to play enjoyably. It sucks when you hit a golf ball into another green, just like it does to miss 20 free throws in a row. Only practice will fix what ails ya.

There are boats, helicopter, quads, tanks, LAVs, a complete firing range a'la BLACK OPS, AND a change station so you don't have to redeploy every time you want to change your kit. What more could a player ask for I say? Nothing, so take a few minutes before you jump in and check it out, BLOW STUFF UP (there are even flying targets).

I guarantee that the more time you spend in the TEST RANGE trying out the weapons and vehicles, the better you will play in the battlefield, and ULTIMATELY the more fun you will have.

TIP NUMERO TRES: DON'T FEAR THE RED ZONES. No doubt you've played BF3 or BF4 long enough to know about the RED ZONES, the off limit areas where you will die if you linger too long. These are NO MAN'S LAND and sometimes they can be a real pain the ass, BUT there are ways to use them to your advantage.

Just like in METRO in Battlefield 3, there are certain maps and certain missions where you can use the off-limit areas to decimate your enemy. The screen capture above shows one of my favorite tactics that you can use on almost any map in RUSH mode. This one is tricky but if done right, you will put your enemy on their heels and have the objectives blown to bits before they've even come back from that Hot Pocket break.

The key is to time how long it takes from the moment you see the "AWAIT FURTHER INSTRUCTIONS" notice to the unveiling of the new target objectives. Then, time how long it takes you to reach the objectives. This is where you might have to take a KIA. Since the distances are more or less the same for each new stage in the mission, you should only have to do this once.

Now, take the two data points and subtract the first number from the second, that's your delta. That's how long you should wait before you zoom into the RED ZONE during the next transition. Earlier today, I played Operation Locker and discovered that each transition took about 16 seconds before the RED ZONES receded and the new targets were revealed.

Running to the next objective took me about 13 seconds. That meant that I would have to wait at least 3 seconds before venturing into the RED ZONE and taking my enemies unawares. Which I did to great success.

To review. Figure out how long it takes you to get to the target area, the area around the hidden objectives. Then figure out how long the period is between the AWAIT FURTHER INSTRUCTIONS and when the RED ZONES are reset. Then subtract the two numbers and the next time you see the notice, count down the difference (for me the difference was three seconds), and then jump on in.

It may take a few times to get the hang of it, but once you do, look out. Your enemies and your team will be shocked to see how fast the alarm is sounded.

Another way to exploit the RED ZONE areas, as mentioned previously, comes from the BF3 days. Most RED ZONES protecting your enemy's spawn areas are accessible via multiple points on every map, meaning that there are a lot of ways to get in and out quickly enough that you don't commit suicide. For example, in OPERATION LOCKER-RUSH, the attackers have three routes to their objectives, one is via the stairs, another is through the main warehouse, and the last is from outside.

The two routes inside the building provide excellent opportunities to sneak up on the enemy and blow them away while they linger in the red. I like to start from the top floor. First make sure the enemy isn't waiting for you as you descend the stairs into their spawn area. Once you are all the way down the stairs and DEEP in enemy territory, keep heading towards the warehouse and shoot whatever moves. You won't be able to see very good because of the filter the game puts on your view but trust your instincts and shoot at will.

Again, it may take awhile to get the hang of it and YOU WILL DIE numerous times till you do, but you will also take a lot of your enemy with you while you learn. Sooner or later, you are going to figure it out and then, LET THE GAMES BEGIN! Your enemy won't know what hit them and your team will be praising your courage.

One final tip regarding the RED ZONES could save your game if your back is against the wall. Once again, I will refer to Operation Locker, but this time playing OBLITERATION.

As with all men, there are times when the enemy has reached deep into our territory with the BOMB. If ever you find yourself in a similar situation and you are deep in your own backyard and the enemy is coming hard at you, if you can get the bomb before they set it off, DON'T HEAD FOR THE ENEMY TARGET, RUN TO THE RED ZONE OUTSIDE!

BUT WON'T I DIE AND LOSE POSSESSION OF THE BOMB? Yep, but you will also put the bomb in a place where the enemy can't get to it easily and even if they try they will be perfect targets for you and your friends watching them. Eventually the mission will time out and a new bomb will appear in the map far away from you and your precious target.

It may not help you to win but it should buy your team time to re-organize and get to the new bomb before your enemy. In any case, it could stop them from taking all of your objectives and there is a certain amount of pride to be had with that. Good luck. Till next time, happy hunting.

CHECK BACK FOR UPDATES TO THIS ARTICLE.


Saturday, June 21, 2014

Musings on the Battlefield


Millennials and the Absurdity of Video Game Violence.

Today I begin a new post series in which I will share with you some of my gaming experiences and how I believe they reflect our early, 21st-century American culture and society. Yes, I will also share my thoughts on the current debate regarding the 2nd Amendment right to bear arms and gun violence in this country, as it relates to games which feature graphic gun violence like the Battlefield franchise (some may recall the controversy caused by the media over the fact that Adam Lanza, the Sandy Hook murderer, was an avid "Combat Arms" player, I will address this and my thoughts on whether I believe that video games encourage gun violence in America).

I will also spend a considerable amount of space sharing with you tactics that I have used successfully and found to be very effective. Like, how to use a RHIB to destroy your opponent's position in Paracel Storm?

Today, however, I would like to tell you a story about something that happened to me recently while I was playing RUSH mode in Dawnbreaker.

I was glitching hard when I spawned and found I had no control over my movement. Two of my team who were on microphones noticed me. From the sound I thought they were both in their early teens. For a few seconds, they laughed and talked about my pathetic state. Then finally one of them said, "Hey look! I just put a bunch of slams on him so when he moves 'BOOM'." It was easily one of the funniest moments I have ever had playing the game. "Why would they want to see me blow up?" I asked myself, "It's absurd." But that's the point. They know it is absurd.

Over the past half-decade, I have had numerous opportunities as both a student and a teacher, to observe and interact with what many have called the "millennial generations," (I prefer the designation I-Gen+). This includes the age range of the young men who wished, not only to witness but, to effect my explosive demise.

What I learned from my experiences is that the millennials' approach to violence in video games often reveals their famous (or infamous) love of irony, in other words, the kids understand that the gaming world is fake and, therefore, seek ways to exaggerate that absurdity by exploiting the unreality of the gaming environment. For example, in the Hainan Resort map there is a multi-story hotel right in the middle of the battlefield. In the hotel is an elevator that leads to the rooftop.

Just last month, I witnessed a group of young players fit two quads in the elevator, take them to the top, and then drive them off roof. Why? Again, because it is funny as shit, but more importantly it is because they are trying to find the limits of the irony and absurdity within the virtual reality that they play.

Another example, but this time from BF3. I had just spawned on the beach of Operation Firestorm and was heading for Alpha when I noticed two of my team standing face to face like they were having a virtual conversation. Suddenly, one of them began to toss C4 on the other's head and upper torso, turning his compatriot into a virtual suicide bomber. Afterwards, both rushed off together, happy as clams, towards the front lines.

What do this and the other experiences indicate about the millennials and the way they perceive the violence they experience in video games like Battlefield 3 and 4? I believe it suggests that they are not only capable of recognizing the differences between the virtual reality of the game and the world outside, but to demonstrate that recognition, they intentionally amplify the unreality in harmony with their well-known, ironic pre-disposition.

Furthermore, I believe it reveals the media's claims of a direct link between violent video games and millennial violence as incomplete and representative of a misinformed bias towards games like the Battlefield and Grand Theft Auto franchises.