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Graphic Novelist Calls For Better Game Violence

eldavojohn writes "Landry Walker (alternative comics creator of X-Ray Studios) has a brief opinion piece at Elder Geek asserting that all he wants for Christmas is more realistic game violence. While he acknowledges the world probably isn't ready for it, he wishes that getting shot in a video game was a bit more like getting shot in real life. From his piece: '... that's my problem with video game violence. Bullets are something we shrug off. Point blank fire with a machine gun is something that a tiny bit of flexible body armor and 20 seconds sitting on a magic invisibility inducing gargoyle can cure. Time and time again, I've heard people claim that they want to see a greater degree of realism in video games. But that's a lie. We don't want realism. We want fantasy. We want unlimited ammo and we want rapid respawns. We want to jump out of second story windows without a scratch. We want to dodge bullets and shake off mortal wounds without pause.' What say you, reader? Would this bring a new level of impossibility to video games or would there be a way to balance this out?"

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  1. UrT: An FPS with Improved Realism by Cbs228 · · Score: 5, Interesting

    Urban Terror is a good example of a game that makes an effort to have "realistic" weapon damage effects. In the game—a free, open-source FPS—players square off using modern weapons and equipment. When you spray machine gun fire at your opponents, your accuracy degrades. When you get hit, you start bleeding, and you must bandage your wounds quickly before you bleed out. If you are shot in the leg, your movement speed decreases, and you also take damage to your legs if you fall from heights greater than one story. If you are shot in the arm, your accuracy decreases. Reloading your weapons takes time, and in the middle of combat it is usually more expedient to draw your trusty sidearm, rather than reload.

    Unlike most FPSs, where players engage in running gunfights that can last for tens of seconds, the typical Urban Terror engagement is very short; players frequently die before they realize they are under attack. This turns the game into an unending quest for the perfect ambush—attacking with surprise, from behind, almost always ensures victory. Many players tend to be snipers or campers, since the gameplay mechanics make very difficult to "run and gun" effectively. With that being said, it is still possible to power-slide down a hallway, turn, and take out two alert enemies with well-placed bursts—it's just very, very difficult.

    Nonetheless, UrT distinguishes itself for its reliance on teamwork. There are almost no plain Deathmatch servers, since UrT Deathmatches simply aren't interesting. Instead, it is all about the team-based gameplay: team-DM, CTF, and bombing run missions. A lone man is easy prey, but squad of two or three players can take and hold an enemy base for some time, provided they know what they're doing. In UrT, working with others is the key to victory, and your ability to score frags can increase exponentially if your team-mates are nearby. If you like teamwork, and don't mind the occasional insta-gib, then you should consider checking out UrT. The game is based on ioquake3 and will run on almost any Windows/Linux/Mac system that's less than ten years old.

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