teaching the value of human life

Once again I’m exploring SWAT 4, a game that is in need of more attention than it ever got in the year since its release. This time it’s in the context of one of the most powerful choices the game offers players: do you take the life of a criminal or do you subdue them? Do you run the risk of killing your entire team because you assumed the last gunman would give himself up? It’s an essential part of the strategy presented in SWAT 4 and its recent expansion, and this feature is unfortunately drowned out by the game’s more marketable contemporaries. This month’s article at The Cultural Gutter reveals why some games don’t teach killing, but how it can be avoided.

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