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    Surely I'm not the only one who hates dual analog controls.

    Good point that putting it all on the marketing agencies would be unfair. But here's how I would characterize the likely thought process, in simplified form:

    Good info there, thanks. I also have been hard on LEGO of late, but you must understand how it looks from the perspective of your local store: where I live, the typical retail outlets carry almost nothing but the licensed LEGO sets. It's been extremely rare that I've seen a non-licensed set in the wild. So while LEGO

    " Sorry 3DS owners!"

    viola = voilà

    That is a tiny head on the left! It frightens me.

    I have to generally agree there. I even have an anti-survey ethic, whereby I frequently fill out surveys for products I buy using completely random and bogus information, particularly where it asks for my demographics. I encourage everyone to create white noise in their own small way when a company looks to figure

    Finally the game is actually fun to play online again.

    You beat me to it. Yes, it's 2, not 3.

    Regardless of what Payne's character is like, the player is the one carrying out the acts, aiming for this or that body part, shooting more than required to kill the villain, etc. That makes it fundamentally different from watching a film about a violent character.

    Good point, Children of Men handled it even better. I thought first of Drive in this context due to the focus (in the article above, and video) on slow motion. But some of those moments in Drive (fork in particular) did bother me; however, they'd bother me a whole lot more if they were carried out by the player in a

    I don't see a ballet here. I see a slow-motion effect driven into the ground, with copious blood and other violent details. It's an enormous stretch to say that it "walks the line between art and snuff," because there really isn't any art to be found.

    Ah ok, thanks. That makes more sense. The headline had me a bit confused as to the purpose of the post. Dealing with social issues in a game is much more difficult than just constructing a maturely handled narrative, if you ask me. I agree that it's hard to see how you could handle issues of great social and

    Nope, not artistic. It's just perverse, and not the sexy or kinky kind of perverse that I would condone.

    I'll probably get around to a very passionate "speakup" comment one day soon, which will hopefully have a shot at getting picked up. In the meantime, here's one article that hits most of the points very well, although it is a bit long (3 parts).

    What are we talking about, exactly? The headline says "mature themed" but then the post slips quickly into "dealing with social issues." Are you asking how to make a socially and politically conscious game, or just a game that contains writing which works on a reasonably adult level? Because those are different

    Post promoted, permitting public perusal.

    I agree with the argument, but tell that to your increasingly idiotic sister site Gawker, which seems giddy with joy over the prospect of any and all potential "outing" stories, regardless of the person's wishes.

    Yeah it will require internet to launch, although I've also heard reports suggesting that you may not be booted if your connection drops once already playing.

    Get ready for round 2.