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COLUMN ONE Fun and Games-and Gore Despite the power of new technology, interactive entertainment still relies on violence and cruelty to sell. Critics say the realism is troubling, but some in the industry say such fears are overblown.
[Home Edition]
Los Angeles Times (pre-1997 Fulltext) - Los Angeles, Calif.
Author: AMY HARMON
Date: May 12, 1995
Start Page: 1
Section: PART-A; Metro Desk
Text Word Count: 2480
 Abstract (Document Summary)

"The Great Game" is one of a new crop of video games that give players control over ever more realistic-and violent-fantasy worlds. It and other much-anticipated titles-"Mortal Kombat 3" and "Primal Rage"-will be released this fall.

The intensity of interactivity, of course, is what makes games so enjoyable for players such as William Wood, 27, of Santa Monica, who much prefers them to TV. He often plays the flight simulation game "TIE Fighter" or "Gun Ship 2000" for several hours after work. "It's a different mode," Wood said. "The sound effects fill up the entire space around you and you're-well, you're part of the game."

Game makers say they make violent games because people buy them. An industry once filled with lofty dreams of producing "edutainment" for children, documentaries on disc for adults or even, heaven forbid, video games for girls, has been chastened by the realities of the market. With few exceptions, almost all of the thousands of titles released last year that did not hew to traditional formulas simply did not sell.

Reproduced with permission of the copyright owner. Further reproduction or distribution is prohibited without permission.
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