“I’m not joking at all. She’s dead. I’m scared. I killed my mom with my .22. I don’t know why I did it,” he told the 911 dispatcher. “I tried to rape her. I tried to rape her but I couldn’t do it.” He spoke of playing Call of Duty and said his mother took it away because he got bad grades. “Something just came over me,” he said.
Crooks shot her with the .22 rifle he was given as an 11-year-old.
I don’t even know what to say. Not one part of this story made any sense. Not one thing was a good decision.
But the core of cyberpunk is a lot more subtle than that. Cyberpunk is about the seductive qualities of corruption and decay… It doesn’t have to be dirty or grimy on the physical level. But on the psycho-social level, even the cleanest and most orderly Corp-zone should be rife with darkness and collapse
I’m all for more game developers ramping up the aesthetics and themes and down on the melee shooting. This sounds promising.
Michael Abott on Bioshock Infinite:
Ironically, when Booker points his gun at Elizabeth, she admonishes him to “Put that away.” I yearned to respond “If only I could, my dear.” In fact, the player has no authority over Booker’s gun, aside from firing it. There is no option to holster it. This leads to moments of absurdity, such as when a mother and daughter stare at me blithely as I approach them, gun drawn and ready to fire.
It does seem absurd that in a game with so much exploration and dialogue, your damned gun has to be out at all times.
Everything I Know About Love I Learned from Chrono Trigger
This RPG, this nearly-two-decade-old game about time travel that’s managed to transcend changing technologies, helped teach me lessons on a timeless subject; love and relationships.
I don’t have anything to add, other than say this was lovely.
As An Artist, I Hope Video Games Really Do Affect People
So along with—or, really, after—the supremely important discussions of mental health infrastructure and gun control… after we acknowledge that games can’t drive someone all the way to violence and figure out what role they really play in the mind (dangerously-perturbed or not), after we explore and exhort modern, responsible, pro-active parenting….after all that, can we talk some more about games literacy, in a society-wide sense?
That sounds like a great idea. The conversation about video games has been so defensive for so long that it’s difficult to get a word in about genuine emotional reactions from video games.