The shock factor in K&L is quite high - how far are you going to push that?
It's not a design philosophy to say "how can we make this game shocking?" The philosophy is that we're going to make a game about a traitor and a psychopath, and they've been painted into a corner and they need to react. How are those guys going to react in that scenario? There's no point in us going "this level's too tame, we need to make it more violent".
If you put a guy in a khaki uniform and you put him in a military setting and he shoots another guy dressed in a khaki uniform then it's acceptable because it's war. But when you take a guy in a suit and give him a semi-automatic rifle and he starts firing away in the middle of the street, it's the actual location that's shocking rather than "let's add some more blood".









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