I agree with you 300%. As a friend, I'm with you 

> On Apr 30, 2015, at 2:24 AM, Aaron Baker 
> <theultimatemasterofarc...@gmail.com> wrote:
> 
> There is an age warning in both the release posts, as well as a
> warning on the website.
> Jeremy, A game is a game. If an individual is old enough to desern
> fantasy and reality, than they should be able to play Psycho Strike
> for the "harmless" "game" it is.
> You musn't believe that it was a quick, lighthearted decision to
> create this game. At least for me, the decision was made after much
> thought and contemplation. If it is irresponsible to release this
> game, than most modern video game developers for XBox and Playstation
> are extremely irresponsible.
> Best regards,
> Aaron Baker
> 
>> On 4/29/15, Bryan Peterson <bpeterson2...@cableone.net> wrote:
>> Well said Desiree.
>> 
>> 
>> 
>> We are the Knights who saaaaay...Ni!
>> -----Original Message-----
>> From: Desiree Oudinot
>> Sent: Wednesday, April 29, 2015 5:12 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] psycho strike some observations
>> 
>> Can I also point out that the irresponsible thing would be for a parent
>> to actually purchase this game for a minor? Because, let's be realistic
>> here. Lots of kids live this kind of life. They know what violence is.
>> And most children don't have the funds to buy a $25 game without some
>> outside help. The outside help would, in essence, be the negligent party
>> here, not the developers.
>> 
>> Furthermore, I like to imagine, although I'm sure it's inaccurate, that
>> this game is kind of a screw you to polite society and political
>> correctness.
>> 
>>> On 4/29/2015 6:59 PM, Charles Rivard wrote:
>>> I haven't played the game, but you point out how irresponsible and
>>> reprehensible the character is.  It makes sense that the character would
>>> be this way.  After all, the character is a criminal.  Taking thin under
>>> consideration along with the name of the game, well, there you go.  Two
>>> plus two equals four.
>>> 
>>> ---
>>> Be positive!  When it comes to being defeated, if you think you're
>>> finished, you! really! are! finished!
>>> ----- Original Message ----- From: "Jeremy Brown" <tyr...@gmail.com>
>>> To: "gamers" <gamers@audyssey.org>
>>> Sent: Wednesday, April 29, 2015 5:18 PM
>>> Subject: [Audyssey] psycho strike some observations
>>> 
>>> 
>>>> So, I read the documentation, and I've played one game.  Admittedly,
>>>> that's a small data sample, but I want to make the following
>>>> observations:
>>>> 
>>>> 1.  The game sound design and the game play are very nice.  The hot
>>>> keys are for the most part very intuitive, and the movement and menu
>>>> systems all work as expected.  Breaking the game into distinct zones
>>>> that you get to from a menu and then sidescroll through made a lot of
>>>> sense and avoided some obvious navigational issues.  Some auditory
>>>> cues could have been perhaps a little more pronounced for my taste,
>>>> but overall, I got it.
>>>> 
>>>> 
>>>> 2.  I found the character motivation very flimsy.  First off, just
>>>> deciding to homicidally kill everyone at a party as my first action in
>>>> a criminal career in which I want to amass a gang and get money and
>>>> better weapons didn't click for me.  Good crime bosses avoid
>>>> entanglements with the police and such situations.  Further, mass
>>>> murderers of the type depicted in the first sequence aren't your buddy
>>>> film types imo.
>>>> 
>>>> 
>>>> 3.  On a moral ground, I have severe issues with the character
>>>> motivation, the game scoring, and the presentation of violence.
>>>> 
>>>> The character motivation as character motivation was discussed above,
>>>> but giving a player a choice of either body count or cash as a means
>>>> of keeping score struck me as sort of sick.  Further, I have a hard
>>>> time justifying the developer's decision to release a game with this
>>>> sort of content that can be downloaded directly and played at least as
>>>> a demo, with no blocks in place to keep minors from playing it. All
>>>> such blocks have issues, there's no good way to police such issues,
>>>> but given that the first sequence is the murder of ten defenseless
>>>> people for no better reason than you decided to strikes me a socially
>>>> irresponsible.
>>>> 
>>>> The game play is awesome, the game design has a lot of good points,
>>>> but minus several million for good taste and well-thought out
>>>> character motivations.  This game could have been improved immensely
>>>> merely by introducing more motivation.  You're a poor caterer who's
>>>> about to lose their job, be turned out on the streets and a mysterious
>>>> man drives up to you, he offers to set you up in comfort if you kill a
>>>> certain man at the party.  Unfortunatley, he does not have any way of
>>>> identifying the man.  While still morally reprehensible, this at least
>>>> gives the player some reason to be doing this.  Further, if more
>>>> patrons have some means of fighting back other than police, then it
>>>> might be less objectionable to me.  I play violent games: every rpg,
>>>> mud, etc is essentially no different in terms of raw violence.
>>>> However, basing a game on killing people who are screaming don't hurt
>>>> me strikes me, as I said before, as completely irresponsible.
>>>> 
>>>> Take care,
>>>> 
>>>> Jeremy
>>>> 
>>>> 
>>>> 
>>>> 
>>>> --
>>>> In the fight between you and the world--back the world! Frank Zapa
>>>> 
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>>> 
>>> 
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>> 
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