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			<title>Whitechapel - Anthropomorphising video game &amp;#039;enemies&amp;#039; - pros and cons.</title>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10386#Comment_10386</link>
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		<pubDate>Tue, 01 Jan 2008 08:38:40 -0800</pubDate>
		<author>curb</author>
		<description>
			<![CDATA[ Been cracking away at Half Life 2 most of the morning, and it got me thinking. Apologies for the long buildup, but hopefully it makes sense once I get to my question. Minor spoilers ahead.<br /><br />One of the most common enemies in the game is the head crab zombie - a human transformed into a violent, marauding fiend by the application of an alien parasite. They're one of the weakest enemies in the game but, like your standard issue zombie they can be dangerous in large numbers. One area of HL2 is swarming with HCZ's, and the game gives you the opportunity to dispatch them in all sorts of inventive ways. So far, so good. <br /><br />Thing is, the game is designed in such detail that HCZ's emit a constant muffled insane babble, the product of the human host driven insane by being used as a meat puppet but being unable to resist (or so I assume). When you attack a HCZ in certain ways, this babble rises to a genuinly disturbing scream of pain. Before long, I found myself feeling sorry for the HCZ's and trying to take them out in the most 'humane' way. Which brings me to my question(s). <br /><br />Have you played any other games that make you care about your in -game 'enemies'? Do you think games are now at a level that they could conceivably be used as behaviour modifying tools? If so, would that be a good thing, or would it just reduce our ability to distinguish between real humans and fictional characters? ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10390#Comment_10390</link>
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		<pubDate>Tue, 01 Jan 2008 09:25:58 -0800</pubDate>
		<author>Alexis</author>
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			<![CDATA[ Actually I felt bad bopping turtles on the head in Mario Bros. back in 1989.  I would have my "favorite" ones, which I would always jump over rather than on.  Of course, I was 5. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10391#Comment_10391</link>
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		<pubDate>Tue, 01 Jan 2008 09:51:19 -0800</pubDate>
		<author>pKone</author>
		<description>
			<![CDATA[ I'm with Alexis, it was on the original Nintendo Entertainment System where I first started feeling bad for digital foes! In Mario Bros. I could easily kill the mushrooms but felt bad about the turtles, because they looked like they were smiling!  : )<br /><br />A couple enemies in Zelda and Final Fantasy appeared the same way ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10395#Comment_10395</link>
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		<pubDate>Tue, 01 Jan 2008 10:26:23 -0800</pubDate>
		<author>pi8you</author>
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			<![CDATA[ While I'm certain there's others that have given me pause like that, Shadow of the Colossus really stands out as one where I have much sympathy for the enemies, after all, its not like the Colossi are rampaging about, and here you are just going and intruding on their solitary lives while you hunt them down one by one. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10408#Comment_10408</link>
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		<pubDate>Tue, 01 Jan 2008 12:36:09 -0800</pubDate>
		<author>curb</author>
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			<![CDATA[ Yeah, Shadow of the Collosus was (from what I played) was a bit weird in that sense. Killing 8 or so unique, beautiful and non agressive creatures seemed like a bit of a shit thing to do, even if it was to bring back your sister (?) from the dead. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10412#Comment_10412</link>
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		<pubDate>Tue, 01 Jan 2008 13:48:28 -0800</pubDate>
		<author>acacia</author>
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			<![CDATA[ Did you ever play the Dark Brotherhood arc in Oblivion? I wonder how other people felt at the end of that. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10413#Comment_10413</link>
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		<pubDate>Tue, 01 Jan 2008 13:58:50 -0800</pubDate>
		<author>Drunkard</author>
		<description>
			<![CDATA[ Deus Ex.  Since many of your opponents up to the mid-phase are police and/or your "friends from work" I try to use non-lethal means of removing them from play. However, once the Majestic troops turn up it's on and there's no such issue after that. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10414#Comment_10414</link>
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		<pubDate>Tue, 01 Jan 2008 14:05:52 -0800</pubDate>
		<author>ARES</author>
		<description>
			<![CDATA[ <blockquote >While I'm certain there's others that have given me pause like that, Shadow of the Colossus really stands out as one where I have much sympathy for the enemies, after all, its not like the Colossi are rampaging about, and here you are just going and intruding on their solitary lives while you hunt them down one by one.</blockquote> Agreed. After 20 years of playing video games, this was the first game I truly felt a bit of guilt toward destroying the so-called enemy. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10416#Comment_10416</link>
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		<pubDate>Tue, 01 Jan 2008 14:35:05 -0800</pubDate>
		<author>nleavitt</author>
		<description>
			<![CDATA[ Soldier of Fortune 2: Each level has maybe 3 different looking enemies, whether their soliders or chinese mobsters or whatever. And it has a lot of effort put into deformations of the corpses. After a while of ripping the same persons face off their skull with a shotgun blast, I was too distrubed to keep playing. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10419#Comment_10419</link>
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		<pubDate>Tue, 01 Jan 2008 15:05:10 -0800</pubDate>
		<author>sacredchao</author>
		<description>
			<![CDATA[ <blockquote >Yeah, Shadow of the Collosus was (from what I played) was a bit weird in that sense. Killing 8 or so unique, beautiful and non agressive creatures seemed like a bit of a shit thing to do, even if it was to bring back your sister (?) from the dead.</blockquote><br /><br />I agree. There was one Colossus that didn't even actively attack. It just swam around and had an electric eel-style current flowing through it. It could go underwater and if you hold on you can drown, and the electricity shocks you, but it was more of a defensive mechanism then an offensive one. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10420#Comment_10420</link>
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		<pubDate>Tue, 01 Jan 2008 15:26:12 -0800</pubDate>
		<author>biglig</author>
		<description>
			<![CDATA[ In Portal I found I care far more about the "enemy" than I do about the heroine. This I suppose is inevitable: they deliberately don't do much characterisation of the heroine since she is supposed to be...well...me! So since there is only one other character in the game they get all the lines. (And a <em >superb</em> performance from Ellen McLain, or course). ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10428#Comment_10428</link>
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		<pubDate>Tue, 01 Jan 2008 16:09:53 -0800</pubDate>
		<author>curb</author>
		<description>
			<![CDATA[ <blockquote >Did you ever play the Dark Brotherhood arc in Oblivion? I wonder how other people felt at the end of that.</blockquote><br /><br />See, that was one of those times where I didn't feel bad, so much as a strong desire to cackle maniacally and twizzle my (imaginary) pencil moustache. Possibly while wearing a black stovepipe hat. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10444#Comment_10444</link>
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		<pubDate>Tue, 01 Jan 2008 19:34:28 -0800</pubDate>
		<author>Fauxhammer</author>
		<description>
			<![CDATA[ It's absolutely impossible for me to "go heel" in a video game where you have a choice. Granted, there are games in which you play an evil character (Blood Omen II comes to mind...God forgive me, what I did to the townsfolk...), but where you are given a good/evil choice, I cannot but be good.<br /><br />It sucked playing KotOR; being a Sith was a childhood dream of min ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10459#Comment_10459</link>
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		<pubDate>Tue, 01 Jan 2008 23:08:44 -0800</pubDate>
		<author>Andre Navarro</author>
		<description>
			<![CDATA[ <blockquote >Did you ever play the Dark Brotherhood arc in Oblivion? I wonder how other people felt at the end of that.</blockquote><br /><br />My favorite guild in Oblivion.<br /><br />I usually prefer to be good in games, but give me an excuse to kill someone and it's BOOM, HEADSHOT. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10461#Comment_10461</link>
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		<pubDate>Tue, 01 Jan 2008 23:10:32 -0800</pubDate>
		<author>Adam Violent</author>
		<description>
			<![CDATA[ Bioshock.<br /><br />I was genuinely disturbed the first time I harvested science juice from a little girl. What. The. Fuck. I debated the decision for like 10 minutes and then when I finally did it, I felt so guilty. I was also probably hungover. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10499#Comment_10499</link>
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		<pubDate>Wed, 02 Jan 2008 09:04:41 -0800</pubDate>
		<author>Solario</author>
		<description>
			<![CDATA[ Portal, Bioshock and Shadow of the Collosus are all excellent in this matter.<br /><br />HeEeEy. Put mE dOWn. I DoN'T blAME yOU. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10508#Comment_10508</link>
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		<pubDate>Wed, 02 Jan 2008 09:41:20 -0800</pubDate>
		<author>Necros</author>
		<description>
			<![CDATA[ I think the most brutal choice ever given is the end of Jade Empire; I played the entire game as an evil SOB and then actually thought about weather I really wanted to do it.  <br /><br />That said, I usually have very few issues and play all games with an alignment swing twice through to see the game shift.  I always start out evil though. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10575#Comment_10575</link>
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		<pubDate>Wed, 02 Jan 2008 21:37:30 -0800</pubDate>
		<author>aduckworth</author>
		<description>
			<![CDATA[ Video games became agents for socialization the moment it was possible for millions of children to spend hours upon hours of every day controlling a blue collar worker (you know the one I'm talking about) through a fantasy world featuring representations of money, social/governmental hierarchies, good and evil, heteronormativity, masculinity/femininity, individual liberty, death, violence, destruction, a system of punishment and reward, narrative, and so on and so forth.  Simply put, games have been socializing us for decades already.  Sure, developers are learning to craft more sophisticated and even morally ambiguous situations, but they're all based off of the same model, more or less (that model being the culture which produces said games).  The gaming industry is still in its adolescence.<br /><br />For the record, I think we are headed toward a golden age of gaming soon (or maybe silver age if we consider the Atari/NES era the golden age) -- most people who grew up with the first generation of console games are now old enough to program, and the technologies available to them are allowing for increasingly sophisticated storytelling techniques, game mechanics, and player connectivity.  It was about this time in history when cinema started giving birth to its first major auteurs and classics... ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
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		<pubDate>Wed, 02 Jan 2008 23:38:22 -0800</pubDate>
		<author>Elana</author>
		<description>
			<![CDATA[ I'm playing Splinter Cell: Double Agent right now. So far my kill count is at about four people, and I'm several levels/hours in. Having the option of nonlethal force has caused me to replay rooms over and over to try for the perfect kill-less run-through. I can't even bring myself to kill terrorists in video games. Gosh do I like knocking them out though. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
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		<pubDate>Thu, 03 Jan 2008 06:38:36 -0800</pubDate>
		<author>curb</author>
		<description>
			<![CDATA[ <blockquote >It was about this time in history when cinema started giving birth to its first major auteurs and classics... </blockquote><br /><br />True. I'd say that the auters have generally been a positive force in cinema, and hopefully the same can be said for those who emerge (or have emerged) in gaming. Hideo Kojima's Metal Gear Solid seems a good example. While I can only speak of the first PS1 game, I feel it added a level of nuance and subtlety to game characterisation that I hadn't seen before. Most of the bosses, while still being flagged up as 'bad guys', were given a fairly sympathetic backstory that made their motives seem less 'black and white' than your standard villains. A step in the right direction, if you ask me. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=10598#Comment_10598</link>
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		<pubDate>Thu, 03 Jan 2008 06:54:53 -0800</pubDate>
		<author>Flabyo</author>
		<description>
			<![CDATA[ The thing with Kojima is that he very quickly developed a 'frustrated movie director' streak, the later Metal Gear Solid games are incredibly overblown and have far too many overly long cutscenes, ridiculous plot twists and even the fourth wall breaking elements grated after a while. I'm all for complex plots in my games, but I do draw the line when the game feels that delivering it's plot is more important than giving the player a game to play. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
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		<pubDate>Thu, 03 Jan 2008 09:46:11 -0800</pubDate>
		<author>curb</author>
		<description>
			<![CDATA[ @Flabyo<br /><br />That's what I heard, sadly. I was so keen to play Sons of Liberty that I intended to buy a PS2, but heard nothing but bad things about the game and didn't bother. The PS1 version still, IMHO, acts as a decent blueprint for games that go further than the usual shooty death kill action. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
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		<pubDate>Thu, 03 Jan 2008 10:51:53 -0800</pubDate>
		<author>screaming meat</author>
		<description>
			<![CDATA[ Whenever I play any of the stealth-type games (hitman, splinter cell, metal gear or tenchu) I always try to work out the best way through a level with minimum interaction with other characters. One reason is because I am clearly a lonely young man with few creative outlets. Another reason is that it is far more (to use the scientific term) 'BAD-ASS' to get through a game in such a manner. The final reason rests firmly with the reward scheme of most stealth games. If you knock people out or sneak past them (whether they are terrorists or civilians) you are often given greater skills/guns/cheats - similar to bioshock and the the little sister situation. I kind of like that although I am fully aware of potential panic-based future ramifications; its all very clockwork orange, in a way, what with kids (and myself... and you!) spending hours constantly bombarded by the games messages and images (except you are there of your own volition). <br /><br />I think it shows development of the form if you start to look at 'enemies' in a much more liberal way (like portal, bioshock and shadow of the colossus). It shows maturity if anything. <br /><br />If anyone remebers uesagi... uh, something-something. Uesagi yojimbo, thats it; samurai rabbit on the c64. You would walk down a long japanese pier and could only attack if you were, in turn, attacked. Some of the random people walking by looked suspicious but you were never sure... even with the villagers. Possibly the most paranoid game I ever played. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
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		<pubDate>Thu, 03 Jan 2008 11:06:12 -0800</pubDate>
		<author>acacia</author>
		<description>
			<![CDATA[ I don't think any artform needs more &quot;auteurs&quot;. I'd be happy with (edit: more) original ideas. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
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		<pubDate>Thu, 03 Jan 2008 19:50:29 -0800</pubDate>
		<author>roque</author>
		<description>
			<![CDATA[ Silent Hill, because you just don't <em >know</em>.  are they "real" monsters?  are they all in your mind?  or are they hapless townsfolk that illusion or madness has caused to <em >look</em> like monsters?  it's just ambiguous enough to add to the games' overall disturbingness. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
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		<pubDate>Fri, 04 Jan 2008 08:04:45 -0800</pubDate>
		<author>Elohim</author>
		<description>
			<![CDATA[ Usagi Yojimbo is awesome!! Never played the games, but the books are amongst my favourite stories ever. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
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		<pubDate>Wed, 09 Jan 2008 20:40:56 -0800</pubDate>
		<author>screaming meat</author>
		<description>
			<![CDATA[ the game is OLD. c64 anyone?<br /><br />Oh yeah, Half-life 2 kind of retconned one of the enemies of half-life 1 as good guys (can't for the life of me remeber their damn names). So, does that affect you when you play the game again just knowing they are slaves? Not literally, of course. Just a thought. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=11450#Comment_11450</link>
		<guid isPermaLink="false">http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=11450#Comment_11450</guid>
		<pubDate>Thu, 10 Jan 2008 05:52:30 -0800</pubDate>
		<author>Andre Navarro</author>
		<description>
			<![CDATA[ <blockquote >The thing with Kojima is that he very quickly developed a 'frustrated movie director' streak, the later Metal Gear Solid games are incredibly overblown and have far too many overly long cutscenes, ridiculous plot twists and even the fourth wall breaking elements grated after a while. I'm all for complex plots in my games, but I do draw the line when the game feels that delivering it's plot is more important than giving the player a game to play.</blockquote><br /><br />He's an over-the-top director, but he has his merits. The ending of Metal Gear Solid 3 is beautifully directed, and the action scenes are fantastic. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=11467#Comment_11467</link>
		<guid isPermaLink="false">http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=11467#Comment_11467</guid>
		<pubDate>Thu, 10 Jan 2008 09:38:21 -0800</pubDate>
		<author>screaming meat</author>
		<description>
			<![CDATA[ I'll back you there navarro.<br /><br />Nothing wrong with cheesy action films or cheesy action film-based games especially when it is in the hands of Kojima who shows an awareness and deft mastery of genre, politics and philosophical issues all bound up in an easily recognisable, and often tongue-in-cheek, style.<br /><br />Anyway, you can skip the damn scenes. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=11606#Comment_11606</link>
		<guid isPermaLink="false">http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=11606#Comment_11606</guid>
		<pubDate>Fri, 11 Jan 2008 12:45:55 -0800</pubDate>
		<author>Eidoloclast</author>
		<description>
			<![CDATA[ You could tell they were slaves in Half-Life 1, even without reading filenames of their models and textures.<br /><br />There's a level that's a factory for the warriors whose arms launch bee-darts.<br /><br />In it, if you don't attack the alien slave, they won't fight you, unless you break open one of the crates with the warriors in them, in which case their overseers force them to fight and they become hostile. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=11630#Comment_11630</link>
		<guid isPermaLink="false">http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=11630#Comment_11630</guid>
		<pubDate>Fri, 11 Jan 2008 15:11:10 -0800</pubDate>
		<author>alter alias</author>
		<description>
			<![CDATA[ I've honestly never had an issue with the wholesale slaughter of in-game characters regardless of their alignment, I wonder if how clear ones line between fantasy and reality factors in or if it is more a matter of empathy.<br />I would like to assume fantasy vs. reality, because quite frankly otherwise I'd be past sociopath and into sick depraved monster, I just plain find fictional evil entertaining. ]]>
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		<title>Anthropomorphising video game &#039;enemies&#039; - pros and cons.</title>
		<link>http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=11642#Comment_11642</link>
		<guid isPermaLink="false">http://freakangels.com/whitechapel/comments.php?DiscussionID=424&amp;Focus=11642#Comment_11642</guid>
		<pubDate>Fri, 11 Jan 2008 16:05:15 -0800</pubDate>
		<author>offtandiscord</author>
		<description>
			<![CDATA[ Tetris. gets me everytime. they fit so nice and snug together and then bam! a whole line of the poor bastards gone forever...<br /><br />I've been playing splinter cell doublr agent too recently, it's interesting because your moral choice for that level has an effect on the next level and what happens, if you stay neutral i.e. kill some, knock out others, then neither side you're playing for get suspicious...<br /><br />after i'm done playing it i'm gonna go back and see what happens when you try snd stick mostly to one side, see how different the game progresses. ]]>
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