I thought the trailer was amazing for Dead Island, In this case the child I felt it was more a "loss of innocence" theme that the trailer was trying to convey instead of being shocking or outrageous. The use of a child's death from zombies/her own father was an excellent way to convey the mood of the game that the trailer is trying to promote. I doubt the game will be that good but this trailer is moving to me and will make me notice this game if it pops up again later down the line.
As for killing kids in games I understand both sides of the argument; I have only watched parts dead space but they seem to use children's death and children monsters for shock value more then as a element of plot or atmosphere (and yes kicking the baby necromorphs is fun but it's also kinda stupid because it seems so arbitrary and out of character for Issac McStompypants).
But I did find it annoying in Fallout 3 when I couldn't kill kids. In a nuclear wasteland where there is so much freedom to approach each situation you come across it seems silly to suddenly limit the player on a true moral choice:since kids can't attack you in Fallout 3 the only way they can treat you as hostile is by running away in terror, so do you spare them or shoot them in the back? I killed all the adults in the Republic of Dave due to a misunderstanding and the kids where all scurrying around and I felt that I should just put them out of their misery instead of letting them wander the waste and die an almost inevitable painful death, but the game would not let me!
beniki said:
A cool thing would be to let players kill kids in games. Then in sequels after that, have the kids grow up to be vendors for the best equipment.
Unless you kill them in the previous game of course. In which case, no BFG for you.
People will twiddle the save files, but it would be a neat way to make a point.
I think what beniki suggested would be amazing, it would create the choice between instant gratification from what could be gained for killing said child and losing the potential of that child's future capacity for good or evil. I think a choice like this would carry a much better weight in game then arbitrary moral choice systems and it would present children as potential for the player rather then a pet like npc or an obstacle.