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A History of Video Game Censorship – CBR – Comic Book Resources


In the dynamic world of video gaming, the influence of censorship has consistently shaped narratives, characters, and even gameplay mechanics. From the early days when Pac-Man was deemed too violent for some audiences, to more recent controversies surrounding titles like Grand Theft Auto for its mature content, understanding the history and impact of game censorship provides a unique perspective. This intersection of creativity, societal norms, and global market demands showcases how video games, as a medium, have evolved. As they continue to captivate audiences worldwide, the role of censorship remains pivotal, reflecting both the challenges and opportunities faced by developers in this ever-expanding industry.


A Brief History of Game Censorship

Video Game Arcade

From the pixelated adventures of the 1980s to the immersive high-definition experiences of today, video game censorship has been a recurring theme in the industry’s narrative. Early arcade classics weren’t just about chasing ghosts or defending the Earth from alien invaders; they also faced scrutiny from concerned parents and regulators. For instance, Death Race, released in 1976, faced backlash for its perceived violent content, even though it featured only pixelated cars running over stick figures.

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As technology advanced, narratives grew more intricate, and the challenges of censorship became multifaceted. Wolfenstein 3D, released in 1992, is often hailed as the pioneer of the first-person shooter genre. The game was notable for its portrayal of Nazi symbolism and graphic violence. In many markets, to sidestep controversy, Nazi symbols were replaced with neutral icons. The SNES (Super Nintendo Entertainment System) version underwent several changes due to Nintendo’s content guidelines. Beyond the removal of Nazi references, the violence was significantly toned down. Instead of enemy soldiers bleeding when hit, they simply vanished. Additionally, the guard dogs from the original game were replaced with mutant rats to avoid depicting harm to animals. These changes weren’t merely about adhering to content guidelines but also a response to public and regulatory concerns about the game’s graphic nature. The alterations underscored the delicate balance developers had to strike between accurately representing history and respecting contemporary sensitivities.

The rise of home consoles, from the NES to the PlayStation, brought gaming directly into living rooms, amplifying the reach and impact of video games. With this increased visibility, scrutiny intensified. The release of Mortal Kombat in the early 1990s was a significant turning point. Its graphic fatalities sparked widespread controversy, leading to U.S. Senate hearings on video game violence and the eventual establishment of the Entertainment Software Rating Board (ESRB) in 1994. This era marked a pivotal shift, with the industry emphasizing the importance of self-regulation and the need for a standardized rating system.

The Quirks of Game Localization

Boys Playing Video Game

Translating a video game for different regions involves more than just language adaptation. Game localization delves into adjusting graphics, sounds, and gameplay mechanics to resonate with diverse audiences. This process ensures that players everywhere enjoy a cohesive gaming experience while respecting regional customs and sensibilities.

In the arcade version of Nintendo’s Punch-Out!!, there was a character named Vodka Drunkenski, reflecting his Russian origin and possibly playing on stereotypes. However, when the game transitioned to the NES for Western audiences, concerns about alcohol references, especially in a game popular among younger players, led to a name change. The character was rebranded as Soda Popinski, removing the direct alcohol association while retaining a playful nod to his original name.

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In the game Earthbound, also known as Mother 2 in Japan, localization faced unique challenges. What might be humorous or benign in Japanese culture could be perceived differently in the West. An enemy named “Red Dragon” originally smoked a cigarette in the Japanese version, but this was removed for the Western release. In Threed, a bar was transformed into a café, and religious crosses, like those in hospitals, were altered or removed. Many puns and cultural references specific to Japanese culture were rewritten or adapted to better fit Western humor and context. These adjustments ensured the game’s humor and narrative remained relatable and appropriate for a global audience.

The Fire Emblem series, especially Fire Emblem Fates, experienced significant localization changes for Western audiences. One notable modification was the removal of a mini-game that allowed players to “pet” or interact with other characters, which was deemed inappropriate for Western players. Furthermore, certain dialogues between characters were adjusted to be less suggestive or to eliminate potentially controversial content. A conversation involving characters Soleil and the protagonist underwent changes in the Western release due to concerns about its portrayal of drugging and the implications of conversion therapy. These alterations underscore the efforts developers make to ensure their games align with the cultural sensitivities of diverse audiences.

Unconventional Censorship Choices

Mario Kart on Nintendo Switch

The world of video game censorship is filled with decisions that can sometimes seem unusual or perplexing. While many of these choices are rooted in cultural or societal norms, others emerge from unforeseen concerns or distinct scenarios, revealing fascinating tales behind these alterations.

In Mario Kart 8 Deluxe, the character Inkling Girl’s victory gesture underwent a change for its Western release. While the original gesture, which involved the Inkling Girl placing her hand on her bicep and flexing, is seen as a celebratory sign in Japan, it might be interpreted as disrespectful in parts of Europe and other Western regions. This adjustment by Nintendo highlights the subtle nuances of global cultural perceptions and the importance of understanding how certain gestures or symbols can be interpreted differently across cultures.

DuckTales for the NES provides an illustrative example of cultural adjustments in gaming. Based on a cherished children’s cartoon, the game underwent a change in its Western release where a background depiction of a woman in a bikini was substituted with a more modest portrayal. While the original might be viewed as harmless by many, this alteration emphasizes the meticulous care developers take to ensure content appropriateness, especially in titles directed at a younger audience.

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The Street Fighter series offers an intriguing tale of character name swaps. To avoid potential legal issues related to resemblances to real-life figures, particularly Mike Tyson, characters underwent name changes. In Japan, the boxer character was named M. Bison, but for Western audiences, he was renamed Balrog. Such changes, although seemingly minor, play a significant role in character recognition and the overarching lore of the franchise across different regions.

The character Jynx from the Pokémon franchise indeed underwent a significant design change. Originally, Jynx was depicted with a black face and purple clothing. However, this design drew criticism and concerns about racial insensitivity, particularly due to perceived similarities to blackface minstrelsy. In response to these concerns, Nintendo and the Pokémon Company decided to redesign Jynx, giving her a purple face while retaining the purple attire. This change was implemented in subsequent games, as well as in other media where Jynx appeared, such as the Pokémon anime. The redesign sparked discussions and debates within the Pokémon community and beyond, addressing issues of character design, cultural representation, and the responsibilities of game developers in such contexts.

How Censorship Impacts the Gaming Experience

Video Game Controllers

The influence of censorship on video games is multifaceted, affecting not only the visual and narrative elements but also the very essence of the player’s experience. When content is altered, it can reshape a player’s understanding of the story, their emotional connection to characters, and their overall perception of a game’s authenticity.

The renowned Metal Gear series, celebrated for its storylines and profound themes, has encountered various localization and censorship challenges. Specifically, Metal Gear Solid 2: Sons of Liberty faced sensitivity issues due to its post-9/11 release. A sequence involving Arsenal Gear crashing into Manhattan was removed, and the game’s ending saw modifications, especially scenes set in New York City. Additionally, the portrayal of nuclear weapons and certain political themes became contentious, given the era’s geopolitical climate. Such alterations could lead players to different interpretations of the game’s core messages, potentially diluting the original intent of the creators.

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The Witcher 3, lauded for its mature themes and storytelling, experienced edits in certain regions due to explicit content concerns. For instance, in the Middle East, the game underwent specific changes to align with regional sensitivities. While there are discussions about potential modifications for the Indian release, the exact nature of these edits is not clearly documented. Nevertheless, such modifications often spark discussions about cultural sensitivity versus creative freedom, with players debating the impact of these changes on the game’s authenticity and original vision.

In some scenarios, censorship can directly influence gameplay mechanics. Take the horror-adventure game Until Dawn as an example. For its Japanese release, the game underwent modifications, particularly in the depiction of certain death scenes. While the overarching narrative remained consistent, these toned-down scenes could potentially alter the suspense and thrill, which are quintessential elements for a horror game. Such decisions underscore how censorship can impact not just the storyline but the very mechanics and experience of gameplay.

While censorship often arises from a place of cultural respect or regulatory necessity, its ripple effects can be profound. It challenges developers to strike a balance between global appeal and narrative integrity, and it prompts players to reflect on the authenticity and originality of their gaming experiences.

Game Developers and the Censorship Challenge

The EU flag bars the prohibited scenes in South Park: the Stick of Truth.

Navigating the waters of game development is already a formidable task. When censorship enters the equation, developers often find themselves at a crossroads. Striking a balance between their artistic vision and the demands of various markets and regulatory standards can be a herculean endeavor. This equilibrium often culminates in tough decisions, sometimes leading to innovative solutions or even controversies.

In the game South Park: The Stick of Truth, the developers faced challenges with censorship, especially in certain European regions. The game, known for its provocative and irreverent content true to the South Park brand, had specific scenes that were deemed inappropriate for some audiences. Rather than removing these scenes entirely, the developers took a creative approach. They replaced the censored content with descriptive text explaining what the player would have seen, accompanied by an image of a crying statue. This method of addressing censorship turned the act itself into a form of satirical commentary, highlighting the absurdity of the situation. This approach was both a nod to the game’s fans and a statement on the nature of censorship, showcasing the developers’ commitment to preserving the game’s essence while adhering to regional regulations.

In Bravely Default, certain character designs were altered for the Western audience. Notably, characters like Agnès and Ringabel had their outfits modified to be less revealing in the Western release. Agnès’s original outfit, which was more open at the chest in the Japanese version, was made more conservative for the Western audience. The ages of some characters were increased; for example, Tiz Arrior’s age was changed from 16 in the Japanese version to 18 in the Western release. These changes sparked discussions among fans and critics alike. While some appreciated the adjustments, viewing them as culturally sensitive, others believed they detracted from the game’s original artistic intent. Such localization decisions highlight the intricate balance game developers and publishers must strike between staying true to the original content and adapting to regional cultural norms.

Manhunt 2 is one of the most controversial video games of all time due to its graphic content. Initially, it faced classification challenges, being refused classification in the UK and receiving an “Adults Only” rating in the U.S. This rating could severely limit a game’s distribution, so the developers opted to blur violent sequences and remove some graphic content. After these changes, the game was re-rated as “Mature” in the U.S. and released. However, it still faced bans or restrictions in several other countries. The controversy surrounding Manhunt 2 ignited debates about the limits of violence in video games and the balance between creative freedom and societal responsibility.

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The relationship between developers’ creative aspirations and the demands of censorship is intricate. Whether they opt to adapt, challenge, or even satirize these constraints, developers play a pivotal role in shaping the discourse around video games, culture, and freedom of expression. Their choices, in turn, influence not only the games themselves but also the broader conversations about art, society, and the boundaries of creativity.



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