Action intensive film adaptations were always money makers for publishers. But at a time when the medium was believed to promote violent behaviour, how do you turn an “anti-conflict” animated movie into a video game?
Developed by Disney Interactive
Published by Disney Interactive
Released in 1995
In the mid Nineties video games were getting a bit of a bad reputation. More realistic graphics had lead to more realistic depictions of violence, ultimately leading to game certification. Of course, despite the opinions of the mainstream press at the time, not all games were violent. However, in even the most cutesy platformers it was implied that you should kill anyone standing in your way. For games aimed at children the player wasn’t murdering everyone in sight of course, designers would mask all the death. In these games your playable avatar would liberate possessed foes, knock them out, put them to sleep or embarrass them until they ran away. Typically Aggression was justified in a games’ plot; the prince would have no choice but to flatten everyone in sight it was the only way to save the princess. If the brave hero didn’t massacre every invading monster the world would fall to an evil oppressor. The end justified the means and violent acts, though undesirable, were necessary to achieve the best outcome. What happens then if you’re tasked with making an action platformer where any form of aggression can’t be justified by your playable protagonist? It was an issue faced by Disney Interactive when adapting the film ‘Pocahontas’.