![]() Bulletproof's 50 Cent is an action hero of the Vin Diesel school, with ultra-violence acting as an aperitif for the main course of cartoon gun-toting.įollowing in the Fila-falls of a large swathe of contemporary games, Bulletproof is about fantasy fulfilment for the hip-hop generation. 50 only occasionally gets distracted by puzzle-solving, with some buttons to press here and there, elevators to activate, power switches to throw, and so on. It's heavy with cut-scene gloss, but the muscle beneath the elegantly tattooed exterior is a third-person, gun-heavy action sequence. ![]() It's on this basis that we have to discuss games like 50 Cent: Bulletproof, a game that is yet another cousin in that family of games where violence is everything. If it is possible to kill inventively and stylishly, and for us to feel that we are responsible for that moment of visceral thrill, then the experience is vastly more interesting, and can be recommended with the connoisseur's expert nod. It is, in part, our own imaginations that need to be exercised when engaged in digital combat. ![]() Instead we are concerned with a process, the feedback of violent images to controlling hands and thinking minds. Of course the same could be said of cinema-lovers, but videogames aren't eulogised purely on the basis of how the violence looks. One of the peculiar predicaments of the habitual gamer is that we become connoisseurs of simulated violence.
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