HL2 do not buy!!

I am mentally disturbed and I'm absolutely fine........very oxy moron :p
 
i saw this program on tv over here in sweden, (oooh) some kids were killing loads of ppl with their guns. and they had filmed themselves be4 this incident also, and they were going "its gonna be just like doom" shooting their guns off everywhere.

these guys are obviously distubed...

and then because 2 distubed kids in the usa go nuts, the whole media goes "OMFG GAMES SUXX0R T3H BIG one !111!!!!!!"
 
Stupid conservative christians trying to push their religion on others.

That's kind of funny, because I blame this on the liberals

i.e. Joe Liebermann...
http://lieberman.senate.gov/issues/faith.html#media

the ACLU...
http://hereticalideas.com/index.php?p=1016


It's odd that they never crack down on letting minors in to see or rent R-Rated movies... just video games!


Anyway, I learned my lesson about games when I took down that news helicoptor with a laser guided RPG a few years ago.

Honestly, I've been playing violent video games all my life. I was playing Wolfenstein at age 7, DOOM at age 8, Duke Nukem 3D at age 10... and I'm the most docile person I know. I learned at an early age that games are just games. They shouldn't be taken as anything else.
I even believe that they help me vent any anger into the game instead of at anyone else peers.
 
The Dark Elf said:
yeah


All that violence you expell during paintball matches has nothing to do with it what-so-ever ;) hehehe

Liz is dangerous i tells ya! :imu:
shes deadly with the crossbow :p
 
ranga said:
Honestly............. how many people here have ever committed an illegal act, whilst under the influence of HL2?

I have an urge to whoop-ass some combine, which would realistically be the first Police officer with riot gear on. To be personally honest, I seen more people acting violently by just going to a sports event (AKA football)
 
Hmm, problem with this is, by the law of averages some crazy ****er will go out on a killing spree, thus thousands of self-righteous parents will say 'I told you so'. And legislation will get passed.

If these games do affect kids, then it's up to the parents to keep their children from playing them. The ratings are on the boxes, dumbasses, and if you don't take any notice, don't blame us if your irresponsible parenting winds up with your offspring out on a rampage.

I agree some games are unsuitable for minors. Thats what the ESRB ratings are for. If parents don't like their kids playing games, then they shouldn't buy consoles/PC's, or let their children play on their's. It's their responsibility, and they should deal with it.

Btw, those of you arguing that the fact that you are docile acquits videogames of any influence whatsoever, your case is full of holes. Not only is the evidence circumstantial, but it's based on a tiny population sample :D
 
Interesting, because in an earlier issue Time gave HL2 the #3 Game of the Year and had nothing but praise for it. Now they're telling much of its targeted age group not to buy it.

:eek:
 
In Britain, the ugly looking "15" rating logo is on the box, so you would have to be a fool to accidently overlook it.
 
PvtRyan said:
Hmm parents shouldn't buy HL2 for their children? Interesting. MAYBE THAT'S WHY THERE'S A HUGE 18+ OR M ON THE BOX!!! Maybe, just maybe, parents should take their head out of their asses, and NOT CONSIDER BUYING mature rated games for KIDS in the first place! "Hey Joe, you shouldn't buy that 18+ game for little 8-year old Billy", no f*cking shit! Why state the obvious Time? Stupid twats.

(not directed at topicstarted if it seems like that)

15+ for us brits. Not that I really care but it is the under 15 that have problems, MAJOR PROBLEMS.

But in saying that, I got Duke Nukem when it came out (I'm 19 now so you get the idea if you know when it did come out) and I turned out fine.

The fact that kids have short attention spans means that they will put the game down after 2 minutes of playing the game, exspecially with its puzzles
 
eatbugs said:
Who listens to these tree hugging hippies anways? :naughty:

I just thought it was my duty to alert everyone.

god youre a tard. its mainly the christian fundementalists that are trying to censor the airwaves and games not the 'tree hugging hippies'

think of the most liberal countries in the world like amsterdam - censorship or freedom? freedom.

now think of religious conservative countries like iran or even victorian america - censorship or freedom? censorship.

heres a scenario.. who would want to censor video games and television, green peace or jerry fallwell? thats right, jerry fallwell.

tool.
 
A Report Written By A Close Friend.... DO NOT DISTRIBUTE said:
"The representation of violence in video-game texts is often said to have a negative effect on young consumers. How far is this concern justified?


Throughout the development of the media, the media has often been used as a scapegoat for violence in society. The most recent clear evidence of this is the Columbine High School massacre, April 8th 1999, in America which WorldNetDaily.com cited to be the result of “video-games, hideous Rap music, TV and movies” making America “desensitised to violence”. One particular area of concern has been the increase in violent-based video game texts. As technology becomes increasingly more advanced computer graphics become one-step closer to reality. This is evident in the recent surge of crime-based games such as “Grand Theft Auto: Vice City, True Crime Streets of LA, Grand Theft Auto III” which have a lot of emphasis on joyriding, hit and run and drugs and gangs.

Most video games tend to represent violence in a physical manner. However these representations, like in film, are metaphoric representations for problems in society. However, the main concern is the effect this violence has on ‘vulnerable and impressionable’ members of society, namely children and young adults.
Representation is the method the media industry uses to present information to an audience or audiences. Every form of media represents information in some shape or form, usually in the best interests of the institution itself. Media products can represent everything from social groups to locations around the world
Violence takes on many forms, but has a universal representation in media products ‘violence is bad’ and often a result of anger or suppression. If Pavlov’s Classical Conditioning theory, which states that we learn to associate certain actions or behaviours with a specific stimulus through repetition were applied to this argument, then one could suggest that the constant portrayal of violence in both media texts and society influences younger consumers to imitate the behaviours of those around them. In whole, this is very similar to the Hypodermic Needle effects theory, which states that a consumer absorbs a text like a sponge without considering its contents. However both these theories are extreme and rule out individual thought. This can be backed up by simply looking at the recent instalment of the ‘Grand Theft Auto’ series, which sees players driving around in a fully rendered 3D city environment committing high-felony crimes. The game features constant repetition of violence and has sold millions of copies worldwide. However, if the above theories were to be true then the level of violent acts worldwide would have increased ten-fold, but in reality they haven’t. Pavlov’s research was conducted on dogs and the salivary reflex, we can not be sure that human behaviour is similar to the behaviour of dogs so it is accepted that generalising this research to humans is rather rash. The effects theory has also been generally ignored by modern media analysts as it was devised at a time when society was not media saturated, around the 1960’s, and implies that individuals do not conduct any independent thought when consuming a media text.

Psychological studies into the area have never drawn conclusive results, mainly due to the lack of external validity in laboratory experiments meaning that findings cannot be generalised to real life situations and cannot account for individual differences. Psychological studies have proven that there is a short-term effect caused by playing violent video-games, but there is no evidence to show that there are lasting long term effects.
However, it has been shown that media products that depict pro-social behaviour, for example ‘Sesame Street’ can influence pro-social behaviour in the consumer. ‘Sesame Street’ was originally targeted at disadvantaged children living in urban ghettos in the USA in an aim to teach them a variety of skills that they would need in life. The show generated far more wide-spread appeal than the producers intended, and evidence does seem to suggest that it achieves its aim of influencing pro-social behaviour. Gunter & McAleer (1990), found that children between ages four and seven, the target audience, could identify and remember co-operative and helping behaviours emphasised in certain parts of the show. This evidence suggests that the younger members of society can be influenced by the way behaviour is portrayed in media products. This can in turn be used to argue that if young consumers can be influenced by pro-social depictions then they can in turn be influenced by anti-social depictions.

It is widely assumed that all video-games portray negative behaviours, a common misconception. Children’s titles such as ‘Finding Nemo’, ‘Tweenies’, ‘Bob the Builder’ and ‘Barney’ have no depictions of violent behaviour whatsoever. These titles are based off of popular children’s television programmes, which promote pro-social behaviours. Indeed even titles for the mature individual do not always depict violence. Puzzle games such as ‘Tetris’, the various ‘Dancing Stage’ games, ‘Bust-A-Move’ and ‘Starsweep’ have no depictions of violence and allow the consumer to improve hand, or even feet, eye co-ordination and promote friendly competition amongst their peers. As with chess, puzzle titles such as ‘Tetris’ can also enhance mental abilities.

The role violence plays in video-game texts can vary from title to title. What is seen as violent can also depend on the values of the individual. Some argue that puzzle games like ‘Tertris’, which simply revolves around making straight lines out of a variety of shapes to stop the screen filling up, as violent. An analysis of three contemporary texts will quickly highlight that ‘violence’ can take on many different forms in video-game texts.

The ‘Grand Theft Auto’ series sees players taking the role of escaped convicts and gang members in an effort to become the number one gang in town. Throughout the game players will steal cars at leisure, assassinate people, running over innocent bystanders and destroying rival properties in order to stop anyone who stands against them. The latest text in the series; ‘Grand Theft Auto: Vice City’ (Rockstar North 2002) places a lot of emphasis on drug smuggling and the pornography industry. These taboo subjects are depicted as cool, but are a reflection of post-modern society, because although society likes to believe these things aren’t happening, they are. Clearly, the violence depicted in the series is of an anti-social nature, but it is a stereotypical representation of what gang members get up to; committing high-felony crimes day in day out.

‘Soul Calibur II’ (Namco 2003) is the latest release in the hugely popular beat ‘em up genre series ‘Soul Blade’. The game sees players fighting one on one in a duel to the death. The violence is depicted as physical, and somewhat grotesque with players being able to skewer each other at the press of a button. However the games are set in a medieval period, where highly skilled warriors, both human and non-human, fight each other in search of the ultimate weapon, which unbeknown to them is an incarnation of evil. Seeing as characters are human and non-human, the violence has a fantasy element to it and this is reflected by coloured trails that show the path weapons have taken, meaning that it is hard to classify the visual depictions as ‘realistic’. There are also moral implications behind the violence; each character has their own reason why they are searching for the elusive ‘Soul Edge’ varying from a simple lust for power to a desire to protect their country. Indeed in the more in-depth storyline mode ‘Weapon Master’ has a short story before each fight takes place, and the duels are often a result of conflicting opinions or a form of trial. This means that violence is not represented in an overly negative way because it is depicted as a last resort; the characters want to avoid fighting where possible. One could argue that the evil infested sword ‘Soul Edge’ is a metaphoric representation of problems in society, namely the desire for power and global dominance, reflecting the ‘evils’ of those walks of life to the consumer.

‘The Legend of ZELDA: Majora’s Mask’ (Nintendo 2000) is a game from one of the most successful gaming franchises to date; ‘The Legend of ZELDA’. The Zelda games see players take the role of Link, a young elf, on epic quests to save the mythical land of Hyrule from the evils that constantly threaten it’s tranquillity. The games usually see the evil getting defeated and the Princess Zelda being rescued from the evil’s claws, hence why some fans have dubbed the series “the fairytale you control”. The violence is depicted in a physical way, with Link having to slay evil creatures in a bid to lift curses that have been placed over individuals or towns. Like with ‘Soul Calibur II’ there are often reasons provided for the violence, usually to restore happiness to families or restore tranquillity to the land. However, the game itself does not focus entirely on hacking and slashing evil beasts. There are sections in the games called Temples, which see players having to solve a variety of often mind-taxing puzzles to advance further and slay the creature that rests at the heart of the temple. The games also have a variety of side-quests, which can range from finding a lost puppy to re-uniting separated couples. ‘The Legend of ZELDA: Majora’s Mask’ is seen as one of the darker chapters in the Zelda series with the main storyline seeing Link in a desperate struggle to stop the Moon crashing into the land by harnessing the power of enchanted masks. The sub-plots were equally as dark, often focusing on death or re-uniting people so that they could spend there last days together. One of the more notable sub-plots saw Link using violence in an effort to stop a thief from ruining a wedding ceremony. It is clear from such storyline tangents that there are moral messages behind the violence depicted in the Zelda games, the above example reinforces the idea that stealing is morally wrong and will result in punishment.

It is clear that violence can have a variety of meanings behind it in video-game texts, but generally most violence is depicted in a physical manner, with verbal violence not making an appearance until 2002 with the advent of voice acting. As the texts examined above show, violence can have messages behind it and can be interpreted at different levels. The level at which violence is interpreted depends on the age of the consumer. For example a seven year old playing ‘The Legend of ZELDA: Majora’s Mask’ would see the violence as necessary and part of the game, whereas older consumers would recognize the significance of the violence in relation to the storyline. Sophisticated thinkers may even bee able to decode the moral principles behind the violence. However such ideas cannot be applied to recent titles such as ‘Def Jam Vendetta’ (EA Sports BIG 2003) which feature iconography associated with black gangster rap and promotes the anti-social behaviour observed from such groups in a positive manner.

The first-person shooter genre has fallen under a bulk of scrutiny due to the media being used as a scapegoat. First-person shooters see players take the role of an individual who is usually related to the American Military in some form or another. The action involves the player shooting other opponents, either human controlled or controlled by ‘artificial intelligence’ (A.I.) to fulfil objectives. All the action is observed in the first-person, through the characters own eyes, literally placing the player in the head of the character they are controlling. This has created it’s own moral panics, making it look like the player is actually killing another individual and desensitising them to the consequences of killing by making it seem fun. Indeed, as graphics technology has improved over the years, the rendered backdrops and polygonal drawn characters look increasingly like the real world, with some arguing that the graphics will soon be a ‘reflection of reality’ (Playstation World Magazine). Games like ‘Perfect Dark’ (Rareware 2000), ‘Medal of Honour: Rising Sun’ (Electronic Arts 2003), ‘Kill Zone’ (GUERRILA 2004) are all examples of first-person shooters that have used increased graphical capacity to add realism to the experience. However, games like ‘TimeSplitters 2’ (Free Radical 2002), ‘XIII’ (Ubisoft 2003) have used cartoon style graphics in place of realistic ones. ‘TimeSplitters 2’ is a more fun based first-person shooter that mocks the clichés of television and the conventions of the first-person genre. The graphics are not realistic and it is clear that the game is for fun. The same is true of ‘XIII’ bar the storyline that revolves around a conspiracy in the US Government. Regardless of graphical style, first-person shooters are still extremely violent; it is believed that the game ‘DOOM II’ (ID software) influenced the Columbine High School Massacre. ‘DOOM II’s graphics are far outdated, implying that the content of the genre is as much of a concern as the graphics. First-person shooters are pioneering the online-gaming market, almost as in equal in popularity as massively online multiplayer online role playing games (MMORPG’s), with games such as ‘Half-Life’, ‘Counterstrike’ and ‘Call of Duty’ being popular online first-person shooters. ‘Gamers’ devote hours of time playing these games online together, creating online communities based off of a passion for playing games, one of the more positive aspects of the genre. The same is true for offline multiplayer titles like ‘Goldeneye 007’ (Rareware 1997) and ‘TimeSplitters 2’, which allow individuals to come together and relieve stress and anger in an enjoyable and cathartic manner.

TO BE CONTINUED

DO NOT DISTRIBUTE
 
Continued

Liam said:
A ReIt was this fascination with the communal aspect of the genre that led ‘Maxim Magazine’ to send a reporter to the March 2002 ‘Cyberathlete Professional League World Championships’ in Dallas, Texas an international first-person shooter tournament. Here the reporter quickly found that the people who play first-person shooters don’t refer to killing another person ‘killing’, but they refer to it as ‘fragging’, showing that there is thought and that the world of gaming has been separated from reality. The prize of the tournament was $70,000.00 US, an incredible amount of money to be awarded for simply being very good at a video-game. The tournament lasted over 5 days and the competitors hardly slept at all during that period. Dr. Dan Rutherford of NetDoctor.co.uk offered a prognosis in the article. He states that prolonged game-play can cause ‘Repetitive Strain Injury’ and muscular problems, sleep deprivation over a long period can lead to hallucinations and even going on to suggest that repeated play can cause deep vein thrombosis as the ‘guys are sitting on pressure points under their backsides’. He also states that to get to such a level of skill would require an addiction to the games and could lead to a variety of social problems including bachelorhood. These points are extremely negative and show that video-games can have an effect on health if played for long periods of time. The idea that this could lead to social isolation and bachelorhood implies that there are negative effects of violent video-games, still these aren’t necessarily violent anti-social behaviours because the individual is excluding themselves from society, meaning that any long-term negative behavioural influences will be exerted in the confines of the individuals home. It must also be noted that the gamers ability to separate killing in a game from killing in reality by terming it ‘fragging’ shows that individual thought has occurred thus damaging the effects model viewpoint. As the remaining health issues aren’t directly linked to behaviour it means that no physiological argument stands.

Due to concerns over negative influences, like film and home video, video-games have a regulation board. In Europe this was originally titled ELSPA (European Leisure and Software Publishers Association), where games were given age ratings based on the content, but no indicators of the type of content were printed on the packaging itself. In 2003 ELSPA was replaced by PEGI (Pan-European Game Information), the first cross-cultural regulatory body for games to be established in Europe. PEGI was formed off of the system ELSPA used. PEGI gives games an age certificate based on the nature of the content of the game but, unlike ELSPA, clearly notable symbols are printed on the package to represent the nature of the content in the game. However the symbols do not indicate the level and frequency of such content in the game. Indeed, a review of PEGI’s submission form shows that even if there is only one depiction of say, drugs, the game will have to have a drug symbol on it’s packaging. Whereas PEGI is now a compulsory body that all new games have to be submitted to, ELSPA was not. In some instances the BBFC (British Board of Film Classification) gave certificates to games that were considered to be ‘movie-like’ in style, namely titles such as ‘Resident Evil’ and ‘Grand Theft Auto’. The main downfall of both PEGI and ELSPA is the fact that they are regulatory bodies that cover the whole of Europe and as such cannot compensate for local cultural differences, a problem that is reflected when a local film classification board ends up classifying a text. PEGI’s symbols and ratings are more prominent and noticeable than ELSPA’s tiny certificates which shows that steps are being taken to indicate the nature of the product to the purchaser, particularly informing parents if the product is suitable for their children or not. However, unlike when a game is certified by a film classification board, the PEGI rating does not, as of yet, prohibit sale of the product to anyone below the marked age. Even when regulation systems are in place, it does not guarantee that rated products will not be consumed by consumers under-age, because many children watch 18 certificate films and like-wise have played 18 certificate games.

In conclusion, it is clear that factors such as individual differences and socio-economic backgrounds play a significant role. Each individual reacts differently to a text and consumes it in a different way. In rare cases such as the Columbine High School Massacre and the Jamie Bulger murder, media products have fallen under scrutiny. When consumption of a media product is pointed at as an influence of an anti-social behaviour it can result in a softer criminal sentence, when in the reality is that poor social environments nurture such behaviours. There is moral panic over video games because of the interactive element they provide, but the majority of individuals who consume them can separate fantasy from reality. Psychological research has shown that there are short-term negative effects from exposure to violent texts, but there is no evidence to show that there are long-term effects. Given the role of individual differences and socio-economic factors, there is justifiable concern over the negative influences of video-game texts, but those factors are more to blame than the text itself which is a point grossly forgotten when texts become scapegoats. It would be extremely hard to regulate whether or not texts are released in individual areas, especially seeing how easy it is to obtain products via the Internet, so concern will remain. However video-games do have a lot of positive sides; cathartic release of stress, educational influences, the ability to instigate abstract thought, escapism and the building of new communities both online and offline. All of these positive sides are forgotten when violent elements of one genre are falsely generalized to the entire industry. To conclude, there is justifiable concern over behavioural influences from particular genres, but generally the pros of video-games far outweigh the cons."


DO NOT DISTRIBUTE
 
lmao masturbating to andariel? ahahahahha, oh cmon dude, im 14 and i never even noticed she was naked untill you said it and i checked it out. what a ****tard. ratings shouldnt really target peoples age. they should target their maturity. i bet there are plenty of 18+ guys out there who saw andariel and used a closed up screen on her tits as a background to jackoff to everytime they turn their comp on.
 
the only ones that shouldent play violent games is age 10 and below
BECUASE those are the only ages that violent games would cuase liolence (that, and insane people)
 
God damn why to people get so uptite when games are violent jeezus christ. There is always going to be violent games with blood and gore, get over it dammit. People like that should die. :D
 
I Kill People In Video Games!!!!!!! Roooorrr!!!!! I'm Gonna Go Plant Some Flowers Now!!!!! Squeeeeeeeeeeee!!!!!!
 
eatbugs said:
provokes people to act aggressively in real life therefore it should be banned.


People say that about every new fps game that comes out :sleep:
 
Ownzed said:
God damn why to people get so uptite when games are violent jeezus christ. There is always going to be violent games with blood and gore, get over it dammit. People like that should die. :D
yeah your right... HL2 didn't have even a gore(except wen you explode that damn antlion). there's no way for HL2 to become top 3 most violent. top 100 fits HL2 better. :E
 
hmm just a bunch of people who dont have a clue, so they blame the games for thier ignorance

wow just like my parents.... great....:(
 
ranga said:
Honestly............. how many people here have ever committed an illegal act, whilst under the influence of HL2?

uhm there was this thing 2 years ago, something with beta/whatever theft, that counts as under influence ;)
 
Half-life 2 had gore, blood = gore.
It should be based on how mature the kid it, it is, the Parent's job to decide if they are mature enough to have one. I am 13 years old, been playing lots of FPS and RTS games. Since i was about 7. I am probably one of the most nicest people in my class. Everyone else runs around screaming "Wanna fight about it punk?".
 
zencat said:
god youre a tard. its mainly the christian fundementalists that are trying to censor the airwaves and games not the 'tree hugging hippies'

think of the most liberal countries in the world like amsterdam - censorship or freedom? freedom.

now think of religious conservative countries like iran or even victorian america - censorship or freedom? censorship.

heres a scenario.. who would want to censor video games and television, green peace or jerry fallwell? thats right, jerry fallwell.

tool.


That's good for you and i'm sure everyone's eagerly awaiting you're next post. :LOL:

anyhow TIME may be on to something.
Look at the aggressive replies i am getting to my post. People abusing me and hurting me. The next thing will be someone banning me from this site. I've changed my opinion and say YOU shouldn't be allowed these sorts of games for YOUR sakes.

Here are the top five games to avoid for children and teens, according to the U.S National institute on Media and the family

1. DooM 3

2.Grand Theft Auto: san andreas

3.Halflife-2

4. Halo 2

5. Resident evil: outbreak.
 
To all those who say that it's all Conservative Christian Fundamentalists complaining about computer games, screw you!
There are just as many nonreligious people complaining about games as there are conservative christians.

I'm 17 and consider myself to be a Christian Fundamentalist, but I own and play DiabloII and Soldier of Fortune, which my Christian Fundamentalist parents bought for me. All of the Christians I know who have teenagers have bought computer games for them, because they consider their kids to be mature enough to handle them, and have been proven correct as none of us have suddenly gone on violent rampages or anything of the sort.

My parents do not think that computer games are bad or antisocial, but they do recognise that not everyone is equipped to handle them. They also don't believe the bull that the Columbine massacre was caused by the kids playing Doom. It's my parents and my own opinion that Columbine was most likely caused by the fact those kids were teased excessively about being geeks or something, because I know from personal experience that excessive teasing is enough to cause anyone to want to react violently. In their case that probably pushed them over the edge, not Doom.
 
Quote:

"One of the great myths is that unrealistic violence has no impact"
-Craig Anderson, a psychological proffesor at iowa state university.

and that's the only argument i'm hearing from you people!!!
 
I've been playing bloody violent video games since I was 6 (I'm now 15) and I'm still sane. If you're sane before playing a game, you're sane after. Get those people who kill people after playing GTA off the ****ing streets and into nub houses.


Besides, Half Life 2 has very little gore. Sure, burnt bodies and zombines, but it's not like you see anything getting torn apart. The mature content is in the message, but it's nothing a sane 12 year old can't handle. Or even most 10 year olds.


I feel I've typed that too many times.

EDIT: Wait, when I played Halo 2, I hardly saw blood.
 
Fliko said:
Half-life 2 had gore, blood = gore.
It should be based on how mature the kid it, it is, the Parent's job to decide if they are mature enough to have one. I am 13 years old, been playing lots of FPS and RTS games. Since i was about 7. I am probably one of the most nicest people in my class. Everyone else runs around screaming "Wanna fight about it punk?".

Im the same except im 14 years and I played Doom when i was 5.
 
To be personally honest, I seen more people acting violently by just going to a sports event (AKA football)

Hit the nail on the head.

uhm there was this thing 2 years ago, something with beta/whatever theft, that counts as under influence

mmmm.... but the hadn't played it yet.... they were under the influence of the lure of hl2
 
people who kill people because of the effects of gaming should be killed at birth
 
Damn... DooM 3 is the top ranked of all the most violent games... maybe its bec. of teh incident that happen a long time ago. Doom's reputation is indeed ruined.
 
Sid Burn said:
Damn... DooM 3 is the top ranked of all the most violent games... maybe its bec. of teh incident that happen a long time ago. Doom's reputation is indeed ruined.

You mean Columbine?

Bah, Doom's reputation is ruined only in the eyes carebear scumbags such as anti-video game idiots.
 
OD-Black_Fire said:
I've been playing bloody violent video games since I was 6 (I'm now 15) and I'm still sane. If you're sane before playing a game, you're sane after. Get those people who kill people after playing GTA off the ****ing streets and into nub houses.


Besides, Half Life 2 has very little gore. Sure, burnt bodies and zombines, but it's not like you see anything getting torn apart. The mature content is in the message, but it's nothing a sane 12 year old can't handle. Or even most 10 year olds.


I feel I've typed that too many times.

EDIT: Wait, when I played Halo 2, I hardly saw blood.

Indeed, i am 13. I play Half-Life 2, Doom 3 and Resident Evil 4. I am a calm, collected interlectual (Although some of my previous posts may not suggest it :p). But according to some arease of the press i am a bloodthirsty maniac that walks around scalping old ladies.
 
MOST people can handle violent games, also i have been playing violent games since i was 6 years old. but my friends little bro, he played GoldenEye on n64, he is seriously scarred by that shit. seriously, his highest wish in the world is to become a child soldier... he is tottaly wierd.. (if that is from games or from my friend hitting him /w chairs remains to be seen)
 
eatbugs said:
Who listens to these tree hugging hippies anways? :naughty:

Other tree-hugging hippies....


"A game is only as violent as you make it" is a quote I heard from some gaming magazine...Some guy took GTA3, and let his 3 year old watch him play it, because he just ran around the city, entertaining the 3 year old, and eventually finding a car, and if it were to start its alarm, he'd go, "Oops! I guess I forgot to turn the car alarm off"


Liberals think the TELETUBBYs are too violent for ****'s sake!
 
eatbugs said:
It is too violent for the average human and provokes people to act aggressively in real life therefore it should be banned.

Please don't tell me those were the exact words.

Everyone here knows HL2 is pretty damn violent. Just don't give it to kids. Problem solved. GTA:SA is way more graphic than HL2.
 
Would Time mag also say that children and teenagers should not watch the news or read a paper so they do not see the real violence that goes on in the world. I seem to remember Time mag deals with real life also so should we not let the young ones read their mag.

I think Time mag should deal with real life and not worry about a computer game.
 
I'll put it this way:

People where violent as hell for freaking centuries before video games came around. Was torture originally invented from videogames? Did medieval witch-hunters, with their contradictory logic (if you sink and die, you're human and can live; if you live than you're a witch) get it from videogames? Did Nazism and Communism come from videogames (Think about it, the videogames are based on THEM).

Violence was around long before the videogame. There is always a scapegoat (TV, Comic Books etc.)
 
Face it because people create a list of games not to buy it makes games more popular, like grand theft auto, manhunt, the suffering all these games which got pulled had a massive cult following.
 
Here are the top five games to avoid for children and teens, according to the U.S National institute on Media and the family

1. DooM 3

2.Grand Theft Auto: san andreas

3.Halflife-2

4. Halo 2

5. Resident evil: outbreak.

Alright, if there's anything to suggest that these ****tards don't know what they're a talking about it, its this 'list.' There are a million more violent games out there that came out this year... (maybe not more violent than GTA: SA) like Painkiller, the Suffering, Far Cry, etc. But they chose THE 5 most anticipated games this year. I feel like they are just trying to hurt the video game industry because it is taking away so much profit from other forms of media. (Like magazines!)

How is GTA SA, where you can pick up a hooker, have some fun with her AND get a health bonus for it, and then run her over and get your money back NOT number 1?!? GTA is one game that I would put NC-17 on, if I could.

And why is Doom at the top? If I recall correctly, there are about 10 scientists in the entire game who you CAN kill... doing which is usually a bad idea. The rest are all hellspawn. Are they saying that killing demons is bad?

Heh. I bet these are the same ACLU hippie tree huggers, who if aliens or demons really invaded the world, we wouldn't be allowed to kill them. "They're people too! They're DIFFERENT, not evil! Eviscerating you and turning you into a stalker is their way of crying out for help, we must try and understand them."
 
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