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Tuesday, 16 April 2013

VIOLENCE IN GAMES: CHILLER OF THE ARCADE (1986)

The premise?

"Find ways to kill them victims quicker..." 

    This quote sums up Chiller of The Arcade, released in 1986, instantly. Released originally in the arcade, then swiftly moving over to the NES, Chiller of the Arcade took the player through various classic horror film settings, letting players take control of the avatar - the murderer. The aim of the game game is simple, in each stage, find a way to kill the "helpless victims" using torture devices - again, a game focused entirely around murder with extreme violence. The image below gives a great impression of the game play.

CHILLER OF THE ARCADE - DUNGEON VIOLENCE GAMEPLAY

     Players earn points through finding creative ways to murder these helpless victims as quick as possible. Every action you take mutilates the victims in a clearly graphic and needless way. As discussed in previous posts, culture isn't kind to games that mindlessly use violence for progression and entertainment - Chiller of the Arcade does, much like Carmageddon and Manhunt 1 'and' 2.

     For the time, Chiller of the Arcade had realistic graphics, it made use of its pixels completely  allowing the game to represent violence and proportion as realistically as Carmageddon, only on a 2D. The issue, at this time, was that games were not rated 18, this would only come into play in the fifth generation. Because of this, many kids had a copy of this game and in result, controversy spared, with a quote stating "this games promotes he murder of innocent people, not enemies that can defend them self . And in that sense  I agree, just as I do with the other mindlessly violent games I have researched.

    To me, along with Andrews research on games like Manhunt and Grand Theft Auto, this solidifies our conclusion, and will form the basis of the timeline and presentation. Along with the angle I have highlighted, Andrew has also revealed some interesting aspects of violence in games. Aspects such as "Can violence be used to evoke emotions and drive story?" or "Do games influence gamers to commit crime?". With all of these angles, I personally believe both I and Andrew have conducted a thorough and conclusive research portfolio covering violence in games - we explored every angle we though necessary.


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