Harmful to young persons: the truly evil chainsaw massacre From: Anonymus Date: Sat, 20 Jun 1998 21:32 +0200 [author's name known to the editors] The web is the gommorha of the modern world. This was confirmed only lately by experts like Petra Muller (jugendschutz.net) and Dr. Rose Gotte (youth welfare ministry Rhineland-Pfalz). Everywhere on the web there is a menace threatening young people, who are unexpectedly flooded with obscene filth. And shocked by the perversions, they loose orientation and click themselves deeper into the mire. One example can prove the truth of the expert's claim. Harmlessly looking for games, the young internet surfer browses through the pages and finds a hyperlink to Xevil. The description of the game as a "crazy" action adventure turns out to be deceiving, and since even Michael Jackson declared "bad" to be "good", the game's name does not prevent the youngster from downloading. Unpack, start game, it is a ten minute's job. And hell breaks loose. Already on the title screen the blood gushes. At game start, a text claims violence not only to be the best way to solve problems, but the only one. Playing a random game figure - a ninja, a muscleman, a robot and the like - the player finds himself in the hectic situation of suddenly having to defend himself against similar game figures. And there is a whole arsenal of weapons: napalm grenades, shuriken, missiles, laser guns - just to name the more exotic ones. Even fighting dogs can be set on the opponent. Items like doppelganger, invisibility, and soul swapper cause additional confusion in the 2-D maze. Aim of the game: to slaughter all foes without being floored yourself. Not only the glorification of violence shall be discussed here. The game also leads to drug consumation. The players constantly come across PCP and crack and experience a temporary and hard to control enhancement of powers of the figure. Also it has to be spoken of a general lack of pity, when players - the peak of abnormality - have the task of massacring 40 baby seals. The game also gives the user "the sense of power and exclusivity - things that can be attractive to people who are socially isolated or who feel inferior, especially young people." (Petra Muller). And finally, the network option realizes the "prolongation of the experience of violence in space and time" (Monika Gerstendorfer). [...]