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let's see.... if you go to lab for test to kill rat with real gun compare to video game has fake gun inside. if you take real gun and target at rat and kill it already, and you will see that rat is dead with a lot of blood. if you see cartoon or movies has gun too like looney tunes, star wars, and others that they are fake as video game are fake too! the video game are not real! the gun is real dangerous for people put to die in real life! I do blame on one person who has mental illness who killed innocent person put to die in real life. video game are fake as cartoon on tv! get it?!

let's see.... if you go to lab for test to kill rat with real gun compare to video game has fake gun inside. if you take real gun and target at rat and kill it already, and you will see that rat is dead with a lot of blood. if you see cartoon or movies has gun too like looney tunes, star wars, and others that they are fake as video game are fake too! the video game are not real! the gun is real dangerous for people put to die in real life! I do blame on one person who has mental illness who killed innocent person put to die in real life. video game are fake as cartoon on tv! get it?!

the difference between video games and other art forms such as music, movies, and comics is that you participate in video games and the game rewards you for that participation whether it be jumping on goombah's head, getting high note streaks in guitar hero.. or slaughtering people violently whether it be with a blade or gun.

Yet owning a gun gives you the opportunity to make it a reality. No gun, no shootings.

and this is the problem.

you're not scared of being killed. mc donalds, cars, and knives are more likely to kill you than a gun. you're just scared of guns whenever and where ever you see them.. even if you have no reason to even believe they loaded.

you're simply hoplophobic

the difference between video games and other art forms such as music, movies, and comics is that you participate in video games and the game rewards you for that participation whether it be jumping on goombah's head, getting high note streaks in guitar hero.. or slaughtering people violently whether it be with a blade or gun.

Actually, you aren't factoring everything in to your thought process about games vs other media. Let's see if I can articulate this properly.....

Games don't look real, or even showcase reality in almost any way. Doesn't matter how good your system is, games still have a "fake" feeling on them. Sure, you are part of the game, controlling the actions. But you never truely say, " Damn, I feel like I'm really in this world." There is always a seperation with games that makes you , or at least 99.9% of people, say ," This is cool, it looks awesome, but I still know it's a game." Sure, they have some things that relate to real world, but there is always some boundry, missing element, or something that gives away that it is fake.

I won't touch music, as that has a way of touching people's "soul" in a way that no other medium can. Music can drive people to suicide, to remember things that make them happy or sad, and many other ways.

Movies I'd say have a bigger impact on how people can relate to the world though. Why? Because they combine not only realistic looking scenerios, but music that can grip you and move you. I remember sitting in my apt with a few friends, where for 2 days, we watched Sopranos for abuot 30 hours out of 48 hours. After all of that, we all had this sort of "ego" and feel to the world, that was brought upon us from the show. It was able to grip us in enough, to where after watching it, we had this alternate reality of what life was for a bit. Sure, we knew it wasn't real, but because of how well it was shot, it had a huge impact on our perception.

I've never had a game bring me in, cause emotions on such a level, as to what Movies do.... Except maybe Journey... That game still moves me :p

But other than that, I don't think games have any impact on 99.9% of people who play them, in such a way that it affects their view, actions, or reality.

TL:DR : I've never had a game so bad that I had to turn away or stop playing. I've seen plenty of movies though that are so disturbing, I had to either turn away or never watch it agian.

**** I hope I said that well enough.... pain killers kicking in :p

In the end, the real truth is all of this is about how mentally stable a person is. No rules/regulations will really ever solve that. Some types of mental illnesses only show up at certain times. It is really hard to diagnose someone with a mental illness until they actually have it, and even then, with healthcare so expensive, most don't get treated.

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and this is the problem.

you're not scared of being killed. mc donalds, cars, and knives are more likely to kill you than a gun. you're just scared of guns whenever and where ever you see them.. even if you have no reason to even believe they loaded.

you're simply hoplophobic

Who said I was scared of the gun? I own several replicas and I have fired shotguns and target pistols.

You are erroneously saying that violent videogames are the cause, first it was books, then music, then movies, now videogames, in 10-20 years it will be something else. If by some infinitesimally small chance that they are a cause owning a gun enables that person to go shoot people, no gun, no dead children.

You are erroneously saying that violent videogames are the cause, first it was books, then music, then movies, now videogames, in 10-20 years it will be something else. If by some infinitesimally small chance that they are a cause owning a gun enables that person to go shoot people, no gun, no dead children.

I never have seen any reliable data that proves that. I agree with you, it always seem to be something to blame for violence. How about a little personal responsibility?

I can see where Violent Video Games can be the problem

What if someone Threw a PS3/Xbox controller at you.. (or Strangled you with the Controller Cable :p)

We've gone wireless. No more controller cable strangling, only blunt force trauma.

I can't believe that people here feel games can lead to violence but still feel that it's ok for pretty much everybody to own a gun.

If you feel that movies, music, games, ... can lead to violence you should also be for stronger checks and more regulations on guns.

People with the tendency for violence should not be allowed to own weapons, hence you need longer and more thorough back ground checks

in 1990's, I watched one of the simpsosn called Itchy & Scratchy & Marge. does anyone remember that one?

Convinced that the images on The Itchy & Scratchy Show are a bad influence on kids, Marge wages a one-woman campaign against the show that eventually forces the creator, Roger Meyers, Jr., to curb the violence in favor of bland, lovey-dovey plots. The new format bombs and the show's ratings plunge. Meanwhile, Marge is asked to comment on The Springfield Art Museum's exhibition of Michelangelo's David. Not finding it at all objectionable, Marge loses her standing with the anti-free speech brigade that once supported her

see that one?! the video game, cartoon, book, and movies are not blamed. it is in the person's illness mental. I read history about school shooting history too. I knew that it is not blamed on video game.

I can't believe that people here feel games can lead to violence but still feel that it's ok for pretty much everybody to own a gun.

If you feel that movies, music, games, ... can lead to violence you should also be for stronger checks and more regulations on guns.

People with the tendency for violence should not be allowed to own weapons, hence you need longer and more thorough back ground checks

the problem in your logic is that guns don't lead to violence, guns are a means of carrying out violence once people have already decided to be violent.

the problem in your logic is that guns don't lead to violence, guns are a means of carrying out violence once people have already decided to be violent.

There is nothing wrong with my logic. You can't say that video games, movies,... lead to violence. And then for those people still feel it's their god given right to own guns.

People with violent tendencies should not be allowed to buy guns, that's why background checks should take much longer, and involve much more follow ups

There is nothing wrong with my logic. You can't say that video games, movies,... lead to violence. And then for those people still feel it's their god given right to own guns.

People with violent tendencies should not be allowed to buy guns, that's why background checks should take much longer, and involve much more follow ups

how do you figure out who has violent tendancies until they do something? We already screen for stuff like that when we don't let the mentally disabled and felons have guns.

and this is the problem.

you're not scared of being killed. mc donalds, cars, and knives are more likely to kill you than a gun. you're just scared of guns whenever and where ever you see them.. even if you have no reason to even believe they loaded.

you're simply hoplophobic

Yes, we regularly see an excess of 9,000 people a year dropping dead after eating a McDonalds :laugh:

And when was the last time someone went on a Big Mac rampage and killed 30 people with it? :D

the problem in your logic is that guns don't lead to violence, guns are a means of carrying out violence once people have already decided to be violent.

The problem in your logic is that games don't lead to violence, games are simply a means of giving people entertainment. Games only influence people that have already decided to be violent or are mentally deranged.

Isn't logic fun?

The problem in your logic is that games don't lead to violence, games are simply a means of giving people entertainment. Games only influence people that have already decided to be violent or are mentally deranged.

Isn't logic fun?

Erm, why else would I (we) be playing violent games?

how do you figure out who has violent tendancies until they do something? We already screen for stuff like that when we don't let the mentally disabled and felons have guns.

Maybe have house visits, regular check ups, make sure the police in your neighborhood knows when somebody buys a gun.

Make it mandatory for gun owners to show up at a shooting range at least once a month. Check how people handle guns, and make sure that at any time when a professional finds that you are not adequate you loose your license to own guns,....

I can't wrap my head around the fact that you will blame games for violence, but still find it ok for pretty much everybody to just have a gun. Those two just don't match for me. But then again I'm not from the USA so what do I know about your culture.

206489.jpg7f09_023.jpg

you see this picture after Maggie hits Homer on the head with a mallet, Marge discovers that The Itchy and Scratchy Show is a bad influence on kids and forms a pro-censorship brigade, which doesn't last when the brigade wants to attack Michaelangelo's David for glorifying nudity and Marge refuses, and you see that Itchy and Scratchy were fighting over with guns, then Maggie use her toy gun and aim at Homer's head on his picture.

Don't blame on video games, movies, tv show, books, and others! It is blame on person who has illness mental!

Maybe have house visits, regular check ups, make sure the police in your neighborhood knows when somebody buys a gun.

Make it mandatory for gun owners to show up at a shooting range at least once a month. Check how people handle guns, and make sure that at any time when a professional finds that you are not adequate you loose your license to own guns,....

I can't wrap my head around the fact that you will blame games for violence, but still find it ok for pretty much everybody to just have a gun. Those two just don't match for me. But then again I'm not from the USA so what do I know about your culture.

I don't blame games for violence. But blaming violent imagery and ideas in mass media makes a whole lot more sense than blaming a tool that has ZERO conscience will of it's own. Sure the violence in media won't drive most people to murder... but those that are already on the edge.. it could be what tips them over the sanity cliff.

sure if violent videogames are more dangerous then real guns then.....

porn videos can get you pregnant

you're making a false equivalency.

porn videos can't **** you..

but it could convince you to get a machine that will **** you in real life.

the idea was put there by the porn.

just as video games could implant the idea for violence.

I don't blame games for violence. But blaming violent imagery and ideas in mass media makes a whole lot more sense than blaming a tool that has ZERO conscience will of it's own. Sure the violence in media won't drive most people to murder... but those that are already on the edge.. it could be what tips them over the sanity cliff.

you're making a false equivalency.

porn videos can't **** you..

but it could convince you to get a machine that will **** you in real life.

the idea was put there by the porn.

just as video games could implant the idea for violence.

There are people who argue porn incites rape and/or sexual violence. I think there is about as much evidence for that assertion as there is that interactivity increases the likelihood of someone committing real world violence.

There are people who argue porn incites rape and/or sexual violence. I think there is about as much evidence for that assertion as there is that interactivity increases the likelihood of someone committing real world violence.

I would have to assume those people have no experience with porn, just like people arguing video games make you killers have no experience with video games.

http://www.pbs.org/kcts/videogamerevolution/impact/myths.html

I don't get why people keep repeating the 'video games are evil and should be destroyed' FUD no matter how many times it's debunked.

Probably because they don't know a better way to keep politicians from gun laws. Heh.

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  • Posts

    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. 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However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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