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'…
You're making way too many assumptions. There's no reason to think Midway is either unwilling or unable to make accommodations. There's also no reason to think that if someone experiences trauma working on this stuff that they're forever unable to do the work. 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 th…
What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
111–120 of 144 posts
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#112It's interesting to see a trailer like that on YouTube when sexuality is still a taboo and not allowed on YouTube
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#113Funny story - I broke my leg in half a while back. Soon after I could walk again I went to a buddies and we got high and played MK10. The cutscenes where it xrayed and showed bones breaking in half shocked the hell out of my senses. But I didn't get stressed or stop playing. The feeling desensitized relatively quickly and it was one of my favorite games.
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#114I worked on the completely pacifist MMO Meadow, you can't even write something offensive to each other in that game, instead of chat it has an emote system. One day when I was logging in to test something a player used the only sound that could be interpreted as hostile (the lynx hissing sound) and was backing away from me repeating it for as long as I stayed, I was hypnotized by the time this poor soul was going thr…
You get that sort of thing all the time. Games in the genre of DayZ and Rust, where the default is trust no-body, shoot people on sight and loot the tins of beans off their corpses- every now and again, someone takes a newbie under their wing, or shows someone mercy when they didn't need to, or helps someone get revenge against someone that wronged them, and you get a great little story of kindness in a harsh world.
https://www.cracked.com/blog/the-7-most-elaborate-dick-moves...
Their whole "dick moves in online gaming" series is pretty awesome, too.
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#115Seems 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.
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#116Seems 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.
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#117The real shame for me is that Mortal Kombat is not even a particularly good game. Right now, fighting game fans are spoiled for choice with well-designed interfaces and competitive, balanced character design. Plug for my personal favorite: https://www.google.com/url?sa=t&source=web&rct=j&url=https:/...
Thanks for the recommendation! What are others good fighting games that run on PC and support couch co-op with joysticks?
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#118Oh man that was a tough mission to play through... great game though.. definitely compelling and one of the most memorable. I wonder if something like that could ever pass today.
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#119Earlier quoted context omitted.
But as a society, I think there are lines to be drawn on what is a socially acceptable form of entertainment. Not saying the line should be drawn here necessarily, but I don't think chalking it up to everyone being different is acceptable.
Huge crowds watched people kill each other in Colloseums. Huge crowds cheered as people were executed, as a matter of course. It was entertainment. So, were all those societies of the past being harmed and corrupted by their entertainment in a broad-sce way? In a way we can see in retrospect, that caused them to become worse than they already were?
Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat
#120Ppl in this thread are acting kinda strange. Why is this so traumatizing to everyone? You know EMTs and doctors and whatnot see this kind of stuff irl fairly frequently and still manage to live healthy lives afaik. I can't imagine being someone on a mortal kombat dev team who goes home and has recurring terror from their work. If that's the case like - go work for Kirby or something. Funny story - I broke my leg in h…
It's not traumatizing to everyone and everyone reacts to things differently.
I've spent almost two years of my life in combat zones, seen some pretty fucked up shit and can sit down and watch a war movie with no problem. Other people, not so much.
Though I did watch the trailer in TFA and do think it is surprisingly violent for no real reason.