A first glance at a computer screen running Doom 3 is confusing to the eye: the illusion the game creates is so realistic. Ignoring the mass appeal of virtual violence seems as pointless as wagging a finger at those darn long-haired rock 'n' rollers.Īs radical as it was 11 years ago, Doom looks pathetically crude compared with Carmack's new brainchild. We don't have to be happy about it, but five years after Columbine, it is no longer possible to deny that Americans passionately enjoy pretending to shoot one another with guns, and fears that such a pastime would give rise to a generation of spree killers have not borne fruit. "They also don't have the patience of older audiences, so we have to make our stories move along at a faster pace." The game was also exceptionally violent ("It's going to be like f_ing Doom!" one of the Columbine killers famously said), to an extent that shocks us and ultimately attracts us. "Kids can absorb information on the screen more rapidly, and they react to it much faster as well," says producer Jerry Bruckheimer (The Rock, Enemy of the State). Its fluid, hyperkinetic rhythms have become part of the visual language of movies and TV.
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