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    <description>recent bookmarks from infovore</description>
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    <title>Tom Bissell reviews Spec Ops: The Line and explores the reasons why we play shooter games. - Grantland</title>
    <dc:date>2012-07-12T16:38:14+00:00</dc:date>
    <link>http://www.grantland.com/story/_/id/8157257/line-explores-reasons-why-play-shooter-games</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Not all shooter violence is violent per se. As the game critic Erik Kain notes, "killing people in video games is actually just solving moving puzzles." Which is a true, smart, and helpful way to think about video-game violence. However, most puzzles don't bleed or scream. Why do gamers want their puzzles to bleed and scream? And why on earth do they — do we — also want our bleeding, screaming puzzles to be embedded within a nuanced story?" This is subtle, nuanced writing about an oft-repeated topic; the subtlety is what makes this good. Also, his list of "shooters that handle violence well" is pretty much the same as mine - Metro 2033 was one of the most striking games I played this year.]]></description>
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    <title>Ragdoll Metaphysics: JG Ballard, Boredom, And The Violent Promise Of Videogames - Offworld</title>
    <dc:date>2009-04-29T20:56:28+00:00</dc:date>
    <link>http://www.offworld.com/2009/04/ragdoll-metaphysics-jg-ballard.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["That is not to say that videogames need to be more sensationalist, more vulgar, or more crass, but that they need not fear being more transgressive, or more expressive, or more visceral. They need not to shy away from their darker depictions of our fantasies, or become embarrassed when people point out how they dwell on violence and excitement. This, the safe excursion to the gladiatorial arena, is what games do best." Rossignol on Ballard, and jolly good too.
]]></description>
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