The offense in this game is easy to recognize, but the reasons for it may be harder to articulate. Most obvious is the notion of agency, which here is not reflected in playing as Jesus, but rather in playing against Jesus. Another reason is Christ Killa’s iconoclastic violence, intended to disrupt the reception of the image of Christ on the cross by presenting it within the game’s rhetoric as cause for violence. The player has the ability (and within the game’s backstory, the moral obligation) to kill the cloned Jesus figures. So within the fiction of the game, Jesus is the “bad guy” and the player is the “good guy”—one might even argue the messiah. The player’s ability to immerse himself in the imagined avatar behind the gun invites a procedural violence against Jesus, justified by the assumption that he is “just” a clone. By so disrupting the biblical narrative and blending this disruption with agency as Jesus’ enemy, the game invites a blasphemous procedural rhetoric.
Rachel Wagner: The Play is the Thing: From Bible Fights to Passions of the Christ
In her analysis of why, exactly, Christians are hesitant to make a fully interactive and "free range" depiction of Christ, Rachel Wagner discusses examples of when this does happen, and why Christians do not like them. One example she supplies us with is Christ Killa, in which the player is immersed in a story about killing raving clones of Christ. As Wagner points out, this is a form of iconoclasm on two levels: not only is one destroying an image of Christ, but one is destroying how one views Christ. Essentially, the Covenant we form with that image is shattered, but worst of all, it is shattered by the player. This clearly deviates from the linear-pattern devised by most Christians.