Kotaku. ".au" For those that don't know, Australia has censorship practices that America would consider absolutely absurd. Kotaku are similarly inclined in encouraging a kind of puritanical sensibility of their own variety. I would find this article much more interesting if I didn't get the impression that its author would happily legislate away developer and consumer freedoms to make and/or play whatever games they'…
What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
61–70 of 144 posts
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#62Seems 90s christian soccer-mom puritanism is making a comeback. I wonder how ultra violent gore action is somewhat passable but showing a bit of female skin is a no-no, US morals are funny.
What is soccer mom puritanism? I've never heard of that.
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#63I have worked on ultra-violent games but never did research on what actual killings looked like as referenced in the article. As the one quote said, context is important as well as how close something gets to realistic looking. That embedded Mortal Kombat trailer was pretty unrealistic looking IMO, the physics was cartoon like and several what would be real life death blows were not death blows until the fight was ov…
I definitely see your point. Though, I also think that mission was extremely memorable and effective in illustrating Arthas's "win at all costs" mentality, probably in part because of how brutal and potentially similar to real events it was.
That mission was definitely the turning point where I (and likely many other players) realized "oh, maybe Arthas isn't really a good person" and the whole descent into madness made a lot more sense.
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#64Earlier 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?
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#65Kotaku. ".au" For those that don't know, Australia has censorship practices that America would consider absolutely absurd. Kotaku are similarly inclined in encouraging a kind of puritanical sensibility of their own variety. I would find this article much more interesting if I didn't get the impression that its author would happily legislate away developer and consumer freedoms to make and/or play whatever games they'…
I think your mindset, that someone who is having an issue completing their work should just not do that job, is a really toxic mindset. Workers can adapt to their work, but companies also can adapt the workplace to the workforce. Your attitude, that hiring a more resilient worker is the solution to every breakdown, is not only inhumane it's probably inefficient. I hope you don't have any direct reports.
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#66Earlier quoted context omitted.
"So, Dexter? Hannibal? How's that ribcage-ripping animation coming along?"
Surely there exist perfectly sane and law abiding creative people who aren't disturbed by fictional depictions of gore. Comparing people like Romero to fictional serial killers is just silly.
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#67I'm honestly more appalled by the choice of music for that trailer. I've seen gorier stuff in anime.
R.I.P.. Mortal Kombat. (We still play you in DOSBox!)
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#68I have worked on ultra-violent games but never did research on what actual killings looked like as referenced in the article. As the one quote said, context is important as well as how close something gets to realistic looking. That embedded Mortal Kombat trailer was pretty unrealistic looking IMO, the physics was cartoon like and several what would be real life death blows were not death blows until the fight was ov…
I found many movies (war, horror) unwatchable after having been in combat. People do die in some of the worst ways. Their last moments will make you shudder to think about. I don’t find pleasure in, and I look down upon those who enjoy, terrible death/torture scenes. Some scenes in games are too much for sure, but there are far more horror scenes that I think never should have been made and have no place as entertain…
Oh, meaningless new world, which holds such braves.
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#69I wish these articles would include a little more beyond anecdotal evidence. There was an article on here not long ago about a guy who was in charge of one of the Civilization franchise releases and he drove himself nearly nuts doing it. There'll always be people who are at the wrong place, at the wrong time - that's hardly newsworthy. Some of it is environment, some of it is their own make-up and circumstance. Thank…
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#70I'm honestly more appalled by the choice of music for that trailer. I've seen gorier stuff in anime.
The whole Mortal Kombat thing has died long time ago. The last good release, IMO, was MK3. (I'm still playing it!) The game was about controlling your own rhythm and predicting your opponent - in the first place. Knowing "secret" moves was secondary. If you had the rhythm you could've defeated somebody with "bare hands." Violent scenes was a bonus. The game was built around the rhythm. After MK3, it's all about viole…