He has a sneering face and a stuffed bank account. And he’s on that FBI watch list, and they did nothing, but they knew, they had to know. googletag.cmd.push(function () { googletag.display('mid_leaderboard_rectangle_4'); }); And his name is William Jones. And I shoot him three times, twice in the back and once in the head.
The turn from the opening paragraph to these lines is deeply striking, and shows the difficulty in separating one's personal experience from game criticism. Though the author fiercely criticizes the way that 'Watch Dogs' and its systems presents its world and the society in that world, he still enjoyed the feeling of revenge, the power fantasy of being able to hurt, even in a virtual world. It's hard to read this deeply personal experience that Walker has with the game and not come away with questions about what kinds of worlds we want portrayed in the games we play.
What does the world presented in 'Watch Dogs' say about the people who made the game? The people who play? How can we juggle realism and painful reality? How can we draw on real experiences without dredging up hurtful memories? Should we? Is such an experience cathartic or exploitative?