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Find out moreThe invasion of the German army: Parallels in video games
Since the early 2000s, when video games began to actively develop, Russian gamers have acquired the ability to ironically perceive political propaganda. Amid absurd narratives about the "new red menace," players began to ignore overt political allusions, perceiving them as surreal images. This irony allowed gamers to enjoy the gameplay without letting politics influence their experience. As a result, video games became not only a means of entertainment but also a platform for discussing social and political issues, where players could freely interpret storylines and characters. Over time, especially since 2013, public perception of video games has undergone significant changes. This is due to the increase in multimedia content and more active discussion of historical themes in games. As a result, players began to approach plots and their development more critically, which in turn contributed to the improvement of the quality of in-game stories and increased interest in historical events. This new approach to video game creation allows developers to explore themes more deeply and present them in a more engaging and educational manner.
One of the first significant controversies in the Russian gaming community was the reaction to the strategy game Company of Heroes 2, released in 2013. Developed by Relic Entertainment, the game sparked widespread controversy among players due to its controversial depiction of Soviet soldiers and their behavior on the Eastern Front. Controversy surrounding the developers' artistic approach led to widespread discontent and debate, highlighting the importance of cultural context in video games. The situation around Company of Heroes 2 has become a significant event that has influenced the perception of historical themes in the gaming industry.

Criticism erupted after the blogger's publication BadComedian, who released a video analyzing the campaign, portrays Soviet soldiers as brutal killers. Unlike the first game, which portrays Able Company as heroes, the second game is not only ambiguous but also potentially misleading. This raises questions about the veracity of the historical events depicted and their interpretation in the game's context.
The main complaint concerned the developers' claims of historical accuracy. Numerous historical inaccuracies were identified in the game, including the use of anti-tank grenade launchers by German soldiers, which only appeared two years after the events depicted, as well as weapons that were not widely used in the Red Army. These facts undermine confidence in the game and raise questions about its historical accuracy.

In response to negative reviews, petitions began to appear on the Internet demanding a ban on the game in the CIS and On the Steam platform, Company of Heroes 2's Metacritic score has dropped to 2.2, despite high praise for its gameplay from critics. Many Steam users noted that the Germans were easier to play as, which also led to some dissatisfaction among players.
As a result of public pressure, 1C-SoftKlab decided to discontinue sales of the game in Russia. Relic Entertainment claimed to have drawn inspiration from the works of combat journalist Vasily Grossman, who documented the horrors of war. However, as Polish critic Łukasz Markiewicz noted, the game only served to reinforce existing stereotypes about the conflict.
In July 2013, Sega's community manager, responsible for promoting the game, was fired amid mounting criticism, despite sales reaching over 380,000 copies. This event highlights the importance of community feedback and the influence of player opinion on a company’s image, even if financial performance remains positive.

Dmitry Marinichev, Internet Ombudsman at President of the Russian Federation emphasized that Russians view politics and propaganda as spheres belonging exclusively to the state, not private companies. He noted the importance of government agencies focusing on developing citizens' critical thinking and raising their educational level. This will create a more informed society, capable of independently analyzing information and making informed decisions. Marinichev emphasizes that government interference in cultural products can contribute to the spread of myths and disinformation. Instead, the focus should be on developing education and raising citizens' awareness. This will enable people to better recognize propaganda and manipulation, which in turn will strengthen society and its critical thinking. The importance of developing information analysis skills is becoming increasingly relevant in the context of modern challenges associated with media influence and manipulative techniques.
Slow Response to the Internet War
Interestingly, the echo of the conflict that erupted online reached Russian federal television channels only after a considerable time. Journalists showed restraint, focusing on retelling the events for a wider audience. Channel One essentially reprinted the content of Yevgeny Bazhenov's (BadComedian) report, adding only a comment from a Defense Ministry representative. This media reaction underscores a trend toward more cautious coverage of conflict topics that may be related to political and social factors in the country.
While the media began to respond to current events, the Ministry of Culture and the State Duma of Russia actively proposed the development of patriotic video games. These games should serve as a tool for filtering foreign projects that may distort historical truth and the perception of national heroes. The creation of such games is aimed at strengthening national identity and supporting domestic cultural products that reflect the true values and achievements of the country.

State Duma deputies, in particular Nadezhda Shaidenko demonstrated a penchant for creating unconventional initiatives. She proposed using the images of heroes associated with the Battle of Kulikovo to foster patriotism in young people. According to Shaidenko, modern children are insufficiently informed about the valor and courage of their ancestors, and an important step in this direction is the use of video games to fill these gaps in historical knowledge.
The Russian Military Historical Society announced the development of a game dedicated to the emergence of Russian aviation in World War I, curated by Vladimir Medinsky. The game's release was initially planned for 2014, but no news has been released about the project since then. Interestingly, two years after the announcement, Medinsky described computer games as evil and forbade his children from playing them. This contrast between his role as the project's curator and his personal opinions on computer games raises questions about the future of development and the relevance of such content in modern society.

The government was actively developing measures to protect the image of the Soviet Union in World War II. This was manifested in a large-scale propaganda campaign aimed at iconizing the Red Army soldiers. As a result, a law was passed prohibiting denial of the USSR's role in the victory over Nazism and increasing penalties for justifying Nazism. These actions emphasize the importance of historical memory and the desire to preserve the legacy associated with the exploits of Soviet soldiers.
In 2014, the game Company of Heroes 2 once again attracted the attention of State Duma deputies. Oleg Mikheyev, representing the A Just Russia party, introduced a bill aimed at banning computer games, which, in his opinion, insult Russian citizens and distort historical reality. This incident became an important topic of discussion in the context of patriotic rhetoric and cultural policy in Russia. The bill caused a wide public outcry, touching on issues of freedom of speech and censorship in video games.
The time has come in Russia for serious control over the content of computer games available on the market. It is unacceptable that minors can play on the side of the Third Reich, as happens in the game "Soldiers: Heroes of the Second World War." This creates a distorted picture of historical events. Games such as Company of Heroes 2, which depict the punitive actions of Soviet soldiers, should also be banned. Young people must be protected from content that could contribute to a distorted perception of history and glorify the negative aspects of the war.
A deputy proposed introducing age ratings for video games to protect children from potentially dangerous content. His proposals received support from Yevgeny Fyodorov, a deputy from the United Russia party. This step is aimed at creating a safe gaming environment for the younger generation and preventing access to materials that could negatively impact their development. Introducing age controls in the gaming industry will help parents better navigate the selection of games for their children and ensure a more responsible attitude towards the content they consume.
Mikheyev continued working on the bill "On Information" and announced amendments to it. The amendments include a fine of up to 500,000 rubles for legal entities violating regulations regarding the distribution of "pro-fascist" games. These measures are aimed at protecting society from the negative influence of content promoting extremist ideologies.
Events in Ukraine highlight the need for tougher penalties for Nazi propaganda. Video games can contain dangerous ideas and distort Russia's historical heritage. Mikheyev noted that such forms of media can influence perceptions of history and form negative stereotypes. It is important to remember that the fight against Nazism requires a comprehensive approach, including control over content that could threaten historical truth and national security.
In 2011, media reports surfaced that Mikheyev allegedly attended a wedding dressed as a Nazi admiral. He claimed the image was Photoshopped, but the court was unable to find evidence of its forgery. This incident has sparked widespread public debate, raising questions about the reputation and perception of public figures.
Political Aspects in the Gaming Industry
Video game development in Russia faces serious challenges related to politics and propaganda. Internet Ombudsman Dmitry Marinichev stated this in a commentary to Skillbox Media. He noted that using video games to reflect political conflicts can lead to increased social tension and aggression. Developers should recognize that video games represent a fictional reality and avoid associations with real-life events. It is important to create a gaming environment that fosters creativity and positive interaction, rather than fueling conflict.

In 2021, the Russian government began introducing support measures for the IT industry, including video game development. However, Marinichev emphasizes that the success of games depends not only on financial investment but also on the creativity and professionalism of developers. A key factor is the creation of a comfortable working and living environment in the country, which promotes the development of innovative ideas and improves the quality of products in the gaming industry.
The video game market in Russia is closely linked to the global economy, and its distribution structure is already established. According to expert Marinichev, the dominance of large companies such as Apple and Google is causing concern among government agencies, which may lead to a revision of existing rules and legislation in the near future. The first steps in this direction are already being taken in countries such as South Korea and Australia, where new laws are being introduced to regulate the gaming industry. This indicates a growing attention to issues of control and protection of user interests in the video game market.
South Korea recently amended its law prohibiting teenagers under 16 from playing video games between midnight and 6 a.m. This decision is due to the transformation of the gaming environment, in which the majority of young people prefer to use mobile devices. As a result of this innovation, South Korea has become one of the countries regulating youth gaming, while China remains the only country with a curfew for video games. These measures are aimed at protecting teenagers from the negative influence of late-night gaming and promoting healthy digital habits.
Australia is experiencing an outflow of skilled developers, leading to the closure of major gaming studios. Ron Currie, head of the Interactive Games and Entertainment Association, emphasized that the government is considering introducing a 30% tax deduction for gaming projects with revenues over AUD 500,000, as well as simplifying the visa process for specialists in this field. These measures could significantly help attract talented developers back to the country and restore the gaming sector.
Developers, including Anton Tokarev of Apella Games, emphasize the importance of reasonable and targeted government assistance. Tokarev emphasizes that obtaining funding is only part of the battle. It is crucial to create conditions for sustainable development, including tax incentives and transparent grant mechanisms. Games have significant educational potential and can have a positive impact on the country's economy, promoting innovation and job creation in the technology and entertainment sectors.
For successful cooperation between the gaming industry and the government, it is important to attract experienced specialists and new entrepreneurs. The partnership with the State Duma will create opportunities for the development of support programs that will help Russian developers strengthen their position on the international stage. Effective integration of resources and knowledge will not only develop the domestic market but also facilitate the entry of Russian games onto the global stage.
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