GameFile: Why Australia Banned 'Reservoir Dogs'; Nintendo Wii, 'ShellShock' And More

Games deemed inappropriate for 16-year-olds Down Under can't be rated — or sold.

NEW YORK — "I'll show you what got us banned in Australia," Colby McCracken, a "Reservoir Dogs" gaming producer, said with a grin. He had a PlayStation 2 controller in hand and began pressing buttons.

He was about to push things over the line.

On a day in Manhattan last week that was so hot some subway lines ground to a stop, McCracken was in an air-conditioned midtown hotel showcasing video games for his employer. He works in production and testing for Eidos Interactive, publisher of the "Tomb Raider" games, the "Hitman" series and this fall's "Reservoir Dogs," which was, in fact, denied a rating in Australia last month, barring the game from stores on the globe's smallest continent.

McCracken and Eidos Marketing Manager Kevin Gill were stationed at the end of a meeting room lined with TVs, game consoles and tall stools. Other Eidos employees were showing off the rest of the company's forthcoming holiday lineup, including a madcap, Bond-style jungle adventure called "Just Cause" and a new Lego Bionicle game.

"Reservoir Dogs" got the back-corner spot. Gill talked mostly while McCracken mostly played. Gill explained that the game would make playable many of the troubling activities only referred to in dialogue by the main characters in the 1992 Quentin Tarantino movie of the same name. He said the game would include the movie's soundtrack as well as the voice and likeness of Michael Madsen, a.k.a. Mr. Blonde. The other actors are not included but their characters are. So Mr. Pink can be played. But Steve Buscemi does not appear.

McCracken played through a few levels. Some involved driving dangerously. Some involved running around and shooting — also dangerously. Much of the shooting involved Mr. Blonde firing at cops. Occasionally he triggered the game's slow-motion "bullet festival" mode, a technique for shooting a row of police officers.

Demonstrations like these are common during meetings with any of the many major game publishers that back violent video games. The point is to demonstrate how the game is played and what sets it apart, even if, for better or worse, that new thing is a new way to kill. Those demonstrating the violence don't apologize for it: They're just showing it.

Eidos tends to push the edge anyway. Other companies publish pro wrestling games, but Eidos publishes the more violent "Backyard Wrestling." Other companies call their Vietnam games "Battlefield Vietnam" and "Viet Cong," but Eidos' is called "ShellShock: Nam '67."

Eidos got heat from politicians and police officers earlier in the year for a cops-vs.-robbers multiplayer game called "25 to Life." Sometimes it's easy to forget that Eidos was also the company that published last year's joyful kid-focused surprised hit "Lego Star Wars."

So after a 15-minute demonstration of "Reservoir Dogs," the Australia question came up. Why was this game getting barred in the land of cane toads and kangaroos?

McCracken said he'd demonstrate.

It turns out he didn't really have to show anything. He'd already shown content that was Australia-unfriendly. Australia's Office of Film and Literature Classification released a press release in late June explaining that the game was too extreme for the country's most stringent gaming rating, an MA 15+. Without a more severe ratings category, a game the board deems inappropriate for a 16-year-old is a game that can't be rated. As a result, a video game targeted to the same audience as an American movie that's rated R for 17 and over can't be sold. In Australia, movies can receive R or X ratings — games can't. The press release said one of the objectionable "high-impact" aspects was that bullet festival: a "slow-motion shootout occurs, accentuating the violence."

That festival may have sufficed, but McCracken had something more to show. He took Mr. Blonde through what may have been the interior of a police station. His character took a maid hostage, using her as a human shield. The heinousness of that action caused a policeman to drop his gun. The character's adrenaline meter began to fill. He released the maid and grabbed a policeman, walking him over to some civilians who quickly fled. The game has been programmed so civilians are more easily intimidated than the police. The meter took on more color. McCracken kept doing this, sometimes roughing up the hostage in order to scare passersby even more. It was working.

Eventually the meter was full. The cops surrounded Mr. Blonde and his hostage. The police had their guns drawn. But with that meter full, McCracken could pull off a special move. Mr. Blonde was going for the hostage's ear. The camera cut away to the side — not showing the deed, just as the movie didn't. When the camera returned, the hostage had already yelled. His ear was in Mr. Blonde's hand. And the police, horrified, had dropped their guns.

McCracken rested his controller. "And that's what got us banned."

"I don't think it's that bad," Gill added.

The Eidos team said the game isn't crossing any line with the ear that the movie didn't, and that both were more suggestive than literally descriptive of the action.

The Australian ratings board, however, objected to these very actions that caused the in-game police to lay down their arms. The press release didn't refer to the ear but objected to other characters' use of that special meter to trigger burning people's eyes with a cigar or cutting off fingers.

It's not a game for kids. It's not a game for the squeamish. And it's not a game for Australia. For all the concern about video game violence, this is how that kind of thing shows up behind the scenes: at a mellow demo session, in air conditioning, on a hot summer day.

More from the world of video games:

More people are getting a chance to try the Nintendo Wii leading up to the console's fall release and learning just how unusual playing the system really is. During a recent Nintendo media tour through New York, a few members of MTV News who don't normally cover games gave the system a shot. Their virgin experiences swinging the Wii controller through "Metroid Prime 3: Corruption" and "Wii Sports" were full of laughter but also the threat of physical damage. The controllers used in Nintendo's showcase version are attached by a long white cord that connects to some behind-the-curtain element of the demo rig. They have the slackness of a jump rope. That caused some problems when one of the Wii newcomers — whose retro tastes have his current playlist dominated by "Bases Loaded" and "Tecmo Super Bowl" on the old-school NES — tested the "Wii Sports" version of home-run derby. The controller is to be held like a baseball bat, and movement in real life would be matched to the batter's swing in the game. The eager player swung big, trying to knock the ball out of the park. Each swing literally sent a wave through the long white cord, snapping it into a nearby cardboard display and generally threatening to tumble the whole setup apart. His home runs ranged a bit over 500 feet. The next person to test the derby took a tamer approach, threatening no furniture and making small, controlled swings. He hit more out of the park, and he hit them farther, more than 700 feet. So does the Wii favor smaller movement? Could a player making big gestures do just as well with a little more focus? It's hard to say. But what is clear is that different gestures can work, meaning the Wii will allow for individualized play styles like no system before it. Just mind the furniture. ...

There were other Eidos tidbits at their holiday event. For fans of Eidos' "Shellshock: Nam '67," there's some good news: An Eidos rep told GameFile last week that a "Shellshock" sequel is coming. The game is in development by Rebellion Studios. The original game's developer, Guerilla Games, was purchased by Sony last year and is working on "Killzone" games for the company's PlayStation portable and home consoles. Also notable was the company's console and PC racing game, "Ford Bold Moves Street Racing." Many gamers might turn their nose up at a budget-priced racing game branded with a Ford marketing slogan, but the unassuming game packs an original feature: Players can race a team of cars and, within the course of a race, repeatedly switch control from one car to the other and call friendly cars to block or draft for a strategic advantage. The feature worked well in the demonstration version. How long will it take for the premiere video game racing series to pick it up?

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