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Some theorize that evolutionary pressures selected for people who looked at things that killed others, because it provides information on potential ways to die, which might help the viewers avoid meeting a similar fate. It was scratching the morbid curiosity that everyone has within themselves. The death animations were cool, I liked seeing the macabre way I disassembled pinkies and sarges (shotgun soldiers) with the weapons. As a kid playing DOOM on a 486, this was the goriest thing I'd seen to date. We'd curb stomp our enemies into the pavement thousands of times, and there wouldn't be any result from that action except perhaps some gold coins or numbers popping out of a body before it vanishes.Įventually we reached a point technologically where developers didn't need to immediately remove corpses from the screen to preserve system resources, and we then had opportunity to examine after-action results.Įarly on, there was a lot of fascination with gory displays, because it was exploring relatively untrodden ground. (We've all already seen plenty of discussions focusing on violence, so let's not retread old ground)Īs kids, we didn't think too much about gore, and we weren't prompted with much to think about for quite some time.
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Though this topic will naturally have some overlap with the topic of violence in games, I'd like for us to focus primarily on the gore, whether the gore comes from violence perpetrated by the player, or perpetrated by other actors within the game. I'd like to discuss the role of gore in games, what is the added value, personal feelings (past and present) with regard to gore, and the future role of gore.