
The door cracks open.
"Why do they have to make those horrible noises when you kill them?" she asks. "All that squelching and roaring and hissing. It's noisy!"
I'm not really sure how to answer, but try anyway. "They're zombies. That's what they do. I'm in the middle of fixing the problem. They need to be shot in their stupid zombie faces. See?"
I point to a zombie hanging out by its lonesome on the helipad, and shoot it right in its stupid zombie face.
She grimaces. "Yeah, see, that's the other thing. So much shooting. Can't you find silencers for your guns? It's really loud, and I’m trying to sleep in here."
"No silencers in this game. Maybe in Left 4 Dead 2, if you're lucky. Haaa!” I stop there, frozen like a tongue-snagged Survivor by the glint of homicide in her eyes. I drag myself backwards, away from the edge.
"You know what, maybe I'll just play Puzzle Quest instead—the wonderful blend of puzzle and RPG that knows when to shut the f*ck up."
She smiles and goes back to bed, just one thin wall away. The uproarious undead are safe—for now.
Sony may boast that they own the living room, but more likely it is the living room that pwns the console. The living room is generally understood as a shared place, an area set aside for social gatherings and relaxation purposes. It's a high profile space that sees a lot of traffic flow. People gravitate towards plentiful seating and the usual abundance of entertainment options and, of course, they default to the assumption that this is where they 'should' spend most of their time at home: living, in the living room.
When this busy, centralized area houses a medium that is intensely insular, perhaps the most selfish screen-god of the media ecology pantheon, there may be conflict.