Popular Culture Review Vol. 25, No. 2, Summer 2014 | Page 53

49 Violence in video games does not present in a homogenous form. While some games certainly are guilty of gratuitous violence, many game developers consider the use and purpose of their violent content much more carefully and place decisions as to how violent the gkme becomes squarely in the hands of gamers. A prime example of this is the 2012 stealth game Dishonored. A stealth game is one in which the gameplay mechanics allow the player to avoid enemy confrontations and to disable enemies rather than killing them. The player can also, in some stealth games, with a measure of care and forethought, avoid being detected by enemies altogether. D ishonored offers the player a choice of paths: combat or stealth. As the gamer powers up protagonist Corvo Attano, he or she can choose whether to focus on upgrades that relate to killing or to stealth. While the player can choose either mode, the game rewards the strategy and care needed to play the game with stealth instead of violence. The game’s setting is the plague-ridden industrial city Dunwall. The plague spreads through vermin and the more corpses of victims there are, the worse the plague becomes. Therefore, if the player chooses a violent play-through, this creates more bodies and more overall chaos in the city. The plague spreads more broadly and each successive mission in the game features more corpses, more infected, and more human misery. The game is also made more dangerous, as the infected lash out violently and will rove in packs as their numbers build, as do feral rats drawn to and responsible for helping to spread the plague. The choice to use stealth and non-lethal takedowns of enemies also changes the game’s ending. This positive ending finds the young Emily Caldwell, crowned empress after her mother’s assassination, learning from Corvo’s example and ruling well and wisely. A very violent play-through ends with Emily learning to rule with cruelty and violence as the plague continues to rage unchecked. Gamers create the world they want to inhabit while in this virtual space. In fa m o u s: Second Son (2014) takes a similar approach. The gamer, playing as Delsin Rowe, has recently awakened what are essentially latent superpowers. Many Americans have been displaying these same powers, which are varied and akin to the types of powers the X-Men display. Those without powers lash out with bigotry and hatred toward those with powers, called Conduits by those with powers, Bio-Terrorists by the government. The government has gone so far as to round up any known Conduits into concentration camps, for their own safety, of course. As Delsin Rowe, the gamer can choose to use non-lethal means to subdue these government forces and in several major places in the narrative, can choose to either corrupt other Conduits by encouraging violence and resentment, or help them by encouraging them not to lash out at those who hate them. If the player chooses the darker path, Delsin’s appearance begins to change. His face hardens and he looks, frankly, evil. The everyday citizens he encounters on his missions in Seattle are terrified and will call the authorities, leading to even more conflict. If the player instead chooses the path using the least amount of violence and helping citizens along the way, the game transforms. Citizens cheer the once outcast Delsin as he tries to save his fellow Conduits and they will often interfere with government forces.