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Video Games When Political Correctness Did Not Exist
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Video Games When Political Correctness Did Not Exist

by Simon LaroccaNovember 13, 2024

You may have come across, in recent times, new terminology during your wanderings through the ether, crossing all modern social media among reels, content and tiktokers with embarrassing choreography. Woke culture, forced Englishisms and supposed gurus of video game entertainment who point to this or that title as being or not being little or too politically correct, and this is the problem.
Dal cinema alle serie tv proposte dalle più famose piattaforme streaming, dalla musica fino ad arrivare ai nostri amati videogiochi, la questione censura, mitigata on paper with a heavy revision of all the elements present within a narrative work, has created, by contrast, an almost total rejection of any borderline element, which has gone hand in hand with another phenomenon, namely the implementation of everything that until today had been the object of discrimination or satire, even harsh satire, in the name of inclusivity which, however, has often produced diametrically opposite effects to the noble and necessary initial purpose.
Capolavori recognized, undeniable, of storytelling as well as gameplay like The Last of Us 2 have been widely criticized for presenting an outright queer couple, claiming that the focus on Ellie and Dina can distract attention from everything else: this is obviously a gigantic load of crap, but if we have come to this, it is because polarization between right and wrong, between normal and strange, has become far too predominant.
C’era un tempo in cui la creativity did not take all this into account, for better or worse: let’s think of Carmageddon, a racing video game, so to speak, from 1997 where players could, among other modes, earn points and win by running over people, and I don’t mean on the stock exchange. At the time, do-gooders and self-styled expert psychologists lashed out against the video game, generalizing as usual, and its being so educationally harmful, a demonization that did not take into account the only truth in all this: it was a video game, just as any horror film is only a film where even teenagers can end up very badly in gruesome ways. In the Divine Comedy, oh yes, today we are even invoking the classics, Dante finds himself in an infernal circle full of unbaptized children who suffer the torments of the place where they are, yet no one has ever raised controversy. A provocation? Perhaps, but it is also an incontrovertible fact.
Two weights and two measures.
Leisure Suit Larry, a decades-long saga about a brazen and improbable playboy, flaunts a strongly sexist narrative where women are represented with stereotypes that have finally been left behind, at least on paper, yet the game itself is fun and the puzzles are challenging.
How to do it?
The politically correct certainly did not inhabit the minds of the creators of Duck Hunt, the legendary game included with the Nintendo Entertainment System distributed in Italy complete with the Zapper gun: a title meant for children as well, in which the user goes hunting, perhaps even without a license, who knows, would be criticized and Nintendo would probably never launch it today, adapting to modern times.
Con questo non si vuole dire che non debbano esserci paletti a determinati quantitativi di violenza eccessiva o rappresentazioni fuori scala di razzismo, intolleranza o l’orientamento sessuale, tuttavia the ability to tell a story with everything that narrative designers want to implement, must never be stifled at the root, ever.
The risk, which is now becoming a gray reality we have to deal with, is the tendency to destroy the integration process, and inclusivity, the real kind, pays the price: every person of color we will find in a video game from now on “is there because it’s politically correct,” every depiction of relationships or love between characters of the same biological sex “was put there because it’s woke” and so on. You just have to be at least a little intelligent and use some common sense to understand that it’s not really like that.
A massacre game that does no one any good.
author

Simon Larocca

Mi chiamo Simon Larocca, e sono un videogiocatore, collezionista e amante della cultura pop in tutte le sue forme. Vado al cinema ogni volta che posso, leggo da quando porto gli occhiali, quindi da sempre, e ho la passione per lo storytelling in tutte le sue forme, così dirompente da farla diventare una professione. Ma come direbbe Doc di Ritorno al Futuro, non ci sarebbe presente se non si guardasse al passato con rispetto e ammirazione, ed è il Simon bambino di più di trent’anni fa, anno più anno meno.

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