At the climax of the game, he attempts to lay siege to an elementary school, soundtracked by the screams of its pupils. Each stage ends with the player character declaring, "I regret nothing," and introducing a shotgun shell to his skull from instant-death range. Sure, I've read all about the "madness plague" that's said to have infected the town, but look at the men and women you have to execute: They're not trying to take down one another, only you. In Postal, the "dude" was in the middle of a mental breakdown and murdering indiscriminately. The enemy forces you encounter are there to get you, to kill you, and you act in self-defense as much as you do lead a charge against their positions. The story is clear, and so too is the messaging as to why you must kill these people. ![]() ![]() And it's violence set within the framework of something much bigger-a noble quest, a gallant retaliation, some brotherly love. You know, more Hollywood than horror show. ![]() The Uncharted games, likewise Tomb Raider and any number of warzone-set shooters, get away with this somewhat because of their cinema-style, PG-13 levels of not-exactly graphic violence. What I have a small issue with is when there's no meaning or message whatsoever, to the continual killing of human enemies. More often than not, they're a lot of fun.
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