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ChM's Super Columbine Massacre RPG (PC)
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[August 8, 2011 11:53:59 PM]
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Today is my third and final day playing Super Columbine Massacre RPG. As I was playing the game, I could easily see why it provoked so much controversy when it was created. At the same time, I believe the media overhyped the story and made the game out to be far worse than it really is. While the main objective of the game is for your characters is to murder their classmates in a representation of a real-life tragedy, it also appears to be criticizing society's tendency to use video games and music as scapegoats for aggressive behavior. Many of the statements made about violent games and music are written in a sarcastic tone. For example, at the beginning of the game Eric picks up a Marilyn Manson CD, stating that he wasn't really a fan, but the media will point to it as desensitizing regardless. Overall, I feel that, despite its uncomfortable subject matter, this game provided commentary about the judgmental nature of people and their tendency to rationalize aggressive behavior by searching for someone or something to blame.
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[August 7, 2011 10:12:36 PM]
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I am continuing to play Super Columbine Massacre RPG. My characters have begun carrying out their plan to set off bombs inside the school. The objective is to plant two bombs inside the cafeteria, one under each of two tables near the vending machines. You must sneak around the school's hallways while avoiding cameras and other students. When you are caught or make a mistake, however, there is no real penalty; you are simply forced back outside and given the opportunity to try again. Even if you manage to trip the fire alarm, you simply teleport back to the school's entrance. It is seemingly impossible for the characters to be forced to deal with the consequences of their actions, as the entire mission is simply treated like the game it is. Video games are not usually expected to be completely realistic, because they are just simulations. More recent games, however, present the player with choices that have a clear impact on the story's outcome. If the game's world had a version of a social contract, the characters would be punished for breaking society's agreed-upon rules, as people in real life are.
This entry has been edited 1 time. It was last edited on Aug 8th, 2011 at 01:04:16.
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[August 5, 2011 07:22:41 PM]
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Today was my first experience playing Super Columbine Massacre RPG. In the game, you assume the role of the two shooters involved in the 1999 massacre at Columbine High School in Colorado, Eric Harris and Dylan Klebold. The game began in Eric Harris' room, with him waking up and thinking about what he was preparing to do. After calling his accomplice, he heads to the basement to collect two duffel bags and two propane bombs. If you check certain objects in the house, you will either see a flashback or listen to the character's philosophy on life. When my character picked up a Marilyn Manson CD, for instance, he mocked how the media would blame the music's lyrics as inspiration for his actions. In addition, there was a copy of Doom, which the game described as “desensitizing to violence”. This seemed to be a criticism of the media's tendency to use violent games as a scapegoat for aggressive behavior. When I clicked on a pizza box in the basement, there was a flashback to Eric and Dylan using dry ice to create an explosion. They were conversing about where they would obtain more money to buy guns, and the meaninglessness of their lives. The characters were not ethically conflicted about killing their classmates and teachers, believing they all deserved to die.
This entry has been edited 1 time. It was last edited on Aug 5th, 2011 at 19:27:43.
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