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Steve Gaynor, co-creator of Gone Home, once proposed a simple metric for better representations of violence in games: "Violence performed by the player in a video game is only legitimate if the victim is a unique and specific individual." You may not check the smartphone during every shootout. You may not – nor should you be expected to, considering how brief and reductive they are – make a decision about whether to kill an enemy based on his profile. But simply walking through Watch Dogs creates a vicarious sense of being surround by characters rather than mere aspects, or elements, of a game world. Its mechanics – aim, shoot, climb, drive – are all familiar and rehashed, but by virtue of one aesthetic flourish, imbued with greater vitality than in Watch Dogs' contemporaries.New on Noisey: A Pure Conversation with Paul McCartney
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