Miss StarSeed wrote:
The game gave us a gun, it gave us enemies, but didn't tell us to kill them. We just did because we did.
I do of course not know exactly what games you are talking about, but I'll just assume they're similar to Deus Ex or the Thief series.
While what you're saying is true, I still have one problem with it: Unlike enemies in the games I suppose you're talking about, the aliens from Lose/Lose will never attack you.
There is no reason to harm them. You'd actually have to put more work into shooting them than into just avoiding them.
Now with stealth games, you can either put a lot of work into sneaking around and looking for another path, or you could just blow the guard's head off and move on.
You see, in both scenarios you have to choose between violence or finding another way around, but in Lose/Lose, as opposed to other games, violence is actually the way that requires more work.
I'll admit that me comparing the game to Space Invaders was just as wrong since your objective in that game is to actually kill the aliens or you'll lose.
Still, the layout is very similar, so you'll do what you usually have to do in games that look like Lose/Lose. It's not something that's exclusive to violence in video games:
If you know how to operate one TV, you'll likely be able to operate most TVs in the same way because that's how TVs work.
I mean, I get and like the idea behind the whole thing, but it's neither new nor executed well. SWAT 4, for example, also punishes you for unnecessary violence and is much less cryptic about it.
Not to mention this whole message kind of loses momentum if you remember that violence in video games is very likely not connected to violent behaviour in real life.