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What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

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Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#3

Some people (John Romero/Carmack and team) actively like working on stuff like this. Seems like they should be finding volunteers if that wasn't the case. There's enough of demand for video game jobs I'm sure it can't be hard.

"So, Dexter? Hannibal? How's that ribcage-ripping animation coming along?"

Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#5

Had a really hard time watching that trailer. Makes me question if the developers have researched what level of gore their audience finds acceptable in an age of near photo realistic gaming.

Sales figures would indicate that, wouldn't they?

Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#6

Had a really hard time watching that trailer. Makes me question if the developers have researched what level of gore their audience finds acceptable in an age of near photo realistic gaming.

Different strokes for different folks. There are plenty of people who find photo realistic gore entertaining.

Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#7

Had a really hard time watching that trailer. Makes me question if the developers have researched what level of gore their audience finds acceptable in an age of near photo realistic gaming.

Sales figures would indicate that, wouldn't they?

True I guess. "Acceptable" was probably the wrong word. "Most enjoyable"? Still, do gamers think it's a great game while coping (and would have preferred less gore) or is more gore always preferred?

Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#8

Had a really hard time watching that trailer. Makes me question if the developers have researched what level of gore their audience finds acceptable in an age of near photo realistic gaming.

To each its own, maybe. But I didn't find the trailer that gory and certainly not realistic. MK has always looked like a silly US fighting game to me.

There are hints of really gruesome things regarding joint dislocation in the trailer but it doesn't come anywhere to the discomfort I have experienced watching certain movies.

I am not talking about over the top, blood everywhere, fake and grossly exaggerated gore movies. Think of scenes involving cutting tendons in one, eye gouging and the eye hanging in another one... That kind of things, which were only glimpsed at in those movies, upping the discomfort level way higher than a 2 minutes brawl between an electric god and a razor man throwing each other 12 feet up in the air.

edit: Now, I am not saying setting up and producing these scenes has no impact on the people working on it for months but spectators experience something different: the end result, not the process.

Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#10

Earlier quoted context omitted.

Sales figures would indicate that, wouldn't they?

True I guess. "Acceptable" was probably the wrong word. "Most enjoyable"? Still, do gamers think it's a great game while coping (and would have preferred less gore) or is more gore always preferred?

There's a huge difference between silly gore (e.g. DOOM) and disgusting/frightening gore (e.g. Resident Evil). I, for myself, certainly know that I finished RE5 despite its gore, not because of it, and I realize I will never play certain games (e.g. Alien Isolation); if I could go back I'd probably stop myself from watching the Alien movies and a bunch of other gore / psycho movies, too.
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