For the week of 3.20.06
"You are a one man army up against a city rife with
gangs. You chase the bad guys down, you jack their cars, and you put
holes in them with bullets. It also makes you feel like you're driving
insanely fast -- which is definitely a plus!"
– review of new videogame Pursuit Force (CBS.com, March 14 2006)
Sexual videogame content was put under the microscope
last year when it was discovered that pornographic material was encoded
in Grand Theft Auto: San Andrea. While the media responded to the
public furor and focused on San Andreas and its explicit sex,
little attention was paid to the violence contained in the game. Indeed,
in terms of violent imagery, GTA is merely a typical, run of the
mill game. Far more horrific game plotlines, reinforced with images
portraying disturbing violence against women, children and police exist
– and are popular among youth.
The game Resident Evil 4, in which the player is a
Special Forces agent sent to rescue the President's kidnapped daughter,
features graphically violent imagery including that of a young woman
pinned to a wall by a pitchfork thrust through her face. (London
Times, January 9, 2006)
In the game God of War, the player assumes the role of a warrior
who hunts demonic beings who have tricked him into murdering his own
family. The player's victims can be burnt alive, dismembered and
literally torn in half. (London Times, January 9, 2006)
A game supposedly acceptable for
13-year-olds, Nintendo's T-rated Castlevania: Dawn of Sorrow, allows
the player to view rotting corpses dangling from trees, chase a giant
eyeball with tentacles or split a zombie in half with a sword. (Washington
Times, October 27, 2005)
In October, Midway Games released a new
M-rated game titled The Suffering: Ties That Bind. In it, the
player inhabits the role of a serial killer named Torque. Described as
"a survival horror epic loaded with violence," the game follows the
protagonist breaking out of prison and stalking a slum to exact revenge
against society. It features huge amounts of blood and splattering
entrails as the player maneuvers Torque in a first-person perspective.
During combat with multi-headed, sword-limbed rotting corpses, Torque
(the player) becomes progressively more covered in gore and experiences
fits of rage which turn Torque into a psychotic monster who "dishes out
a maelstrom of murder." (Washington Times, October 27, 2005)
"Most sane players may feel the need for
a shower just to wash away the virtual grime…Nothing quite makes a
throat constrict like looking at rotting corpses complete with buzzing
flies. Parents may go into cardiac arrest if they see their teenager
anywhere near this game."
– videogame reviewer Joseph Szadkowski, describing Midway's The
Suffering: Ties That Bind (Washington Times, October 27,
2005)
Some games do not employ a fantasy setting in which the
player revels in sadistic violence. There are many games other than
Grand Theft Auto which allow the player to vicariously experience
the "thrills" of murdering others in a modern urban setting, encouraged
in their violence by top teen idols. Rap star 50 Cent was offered the
opportunity to narrate Grand Theft Auto: San Andreas but refused,
opting instead to produce his own shamelessly self-promoting,
ultra-violent video game. 50 Cent: Bulletproof allows the player
to assume the role of a "gangsta" emulating 50 Cent himself. The player
murders bystanders and loots his victims' corpses to get money -- which
is then used to buy 50 Cent CD's and music videos. The game also
features several 50 Cent rap songs, including "Hit Your Ass Up," "Hole
in Yo' Back," and, appropriately, "I Warned You."
(MTV.com, March 1, 2005; London
Times, January 9, 2006)
A new "gritty urban" game
from manufacturer Eidos Interactive, maker of the popular Tomb Raider
game series, was released in the United States just last month. 25 to
Life allows players to become machinegun-wielding gangsters who
massacre police on city streets. The game's plot also features thugs and
drug dealers battling each other.
"Witness the gritty
lifestyles of an iced-out gangster! Survive the local neighborhood thugs
while fighting your way up the ranks!"
– Eidos website promotion for the videogame 25 to Life (Newsday.com,
February 6, 2006)
25 to Life
has drawn the ire of police and government officials in New York, who
argue that the game ultimately endangers the law enforcement community
by glorifying crime, promoting violence, and presenting caricatures of
police and gang members that smack of prejudice. Queens Councilman Eric
Gioia called on stores not to sell the game. Three police fraternity
groups also spoke out against 25 to Life, arguing that it grossly
distorts reality; some police officers might go through their entire
careers without brandishing a weapon. "To suggest that cops go into
these situations with guns blazing is to misrepresent the dangerous
profession of law enforcement," said Bruce Mendelsohn, spokesman for The
National Law Enforcement Officers Memorial Fund, a nonprofit
organization that represents 15 of the nation's largest law enforcement
agencies. The organization urged parents to boycott the new game. (Charleston
Post and Courier, January 27, 2006; Newsday.com, February 6, 2006)
"[25 to Life] smacks of
greed and poison. It is another form of terrorism...This game sends the
wrong message and is misleading the youth of America into thinking that
this behavior is acceptable."
-- Michael Palladino, president of the Detectives Endowment Association
(Newsday.com, February 6, 2006)
Nationally, between 1995
and 2004, 54 police officers were killed by people younger than 18,
according to the National Law Enforcement Officers Memorial Fund. The
FBI reports that in 2005 three police officers were killed by people
younger than 18. (Charleston Post and Courier, January 27, 2006)
While game manufacturers claim there is no correlation between the
violence committed by teens and the violence which they vicariously
experience by playing videogames, common sense and plentiful scientific
research says otherwise. As awareness of the ultra-violent content of
videogames continues to grow, it is probable that parents and society
will move to limit the extreme violence to which our children are
exposed. But how many real people will die in the meantime?
"Carjackers. Gangbangers. Bullies. Teen thugs. Which
came first, Columbine or the video game Doom? Is this an imitation of
life…or life imitating art?" – columnist
Deborah Simmons (Washington Times July 15, 2005)
Culture Watch - Entertainment Industry News
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Television Council -
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