Santa Ragione’s Horses Banned Before Release, Creators Emphasize Positive Outlook on NFT Games
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**Banning of ‘Horses’: A Controversial Move by Epic Games**

The avant-garde farming simulation game ‘Horses’, developed by Santa Ragione, has sparked significant controversy following its unexpected ban from the Epic Games Store mere hours before its official release. This decision comes in the wake of a similar rejection by Valve, which occurred two years prior. As reported, Epic’s rationale for this last-minute ban stems from alleged violations of their policies regarding “Inappropriate Content” and “Hateful or Abusive Content”.

The development team at Santa Ragione expressed confusion and frustration, noting that Epic had approved the game for publication just 18 days before the planned launch, and had been in possession of a build for two months without raising concerns. This abrupt shift in stance raises questions about the implications of Valve’s initial ban, which centered on claims about the game’s content.

Epic Games’ content reviewers have cited that upon reviewing the title through a questionnaire issued by an international age rating organization, the game was classified as Adult Only (AO). Notably, while ‘Horses’ has been rated 18 by the Pan-European Game Information (PEGI) system and M for Mature by the Entertainment Software Rating Board (ESRB), the Epic Games Store has a stringent policy against offering AO-rated games, barring exceptions related solely to blockchain or cryptocurrency technology.

In the statement provided by Epic, they articulated their position clearly: “We are unable to distribute HORSES on the Epic Games Store because our review found violations of the Epic Games Store Content Guidelines.” This statement outlined the nature of the content deemed inappropriate, including overt sexual behavior and themes of abuse, which are expressly prohibited under Epic’s guidelines.

The developers of ‘Horses’ speculate that the visibility of their game—heightened by the recent media coverage of its rejection by Valve—may have influenced Epic’s decision-making process. They highlight the lack of specific guidance from Epic regarding any substantive issues the game posed beyond broad claims that, in their view, misrepresent the title.

Recent interactions with Valve about ‘Horses’ indicated that their grounds for rejection revolved around scenes that critics interpreted as depicting sexual acts involving a minor. Santa Ragione asserts that they addressed these concerns by modifying certain game content and clarifying the nature and intent of the narrative, which explores themes of societal repression and moral failure rather than aiming to titillate.

In their public commentary, Santa Ragione has condemned what they perceive as a trend of moralistic censorship in the gaming industry, arguing that such actions suppress artistic expression and discourage the development of more complex narratives in games. They characterize this censorship as a reflection of modern puritanism that stifles the creative processes of developers.

The banning of ‘Horses’ exemplifies a growing conversation within the gaming community about the boundaries of artistic expression versus corporate policies on content. Epic Games’ role as a distributor places them at the center of these debates, as they navigate public perception and legal implications relating to potentially controversial material.

As of now, despite the ban on the Epic Games Store, ‘Horses’ remains available for purchase on platforms like Humble, Itch.io, and GOG, although there have been fluctuations in availability due to ongoing evaluations by these retailers concerning the content of the game.

In light of this unfolding controversy, the fate of ‘Horses’ raises critical questions about the future of adult-themed content in gaming, as well as the responsibility of publishers to balance their policies with the creative intentions of developers. As industry norms continue to evolve, the discourse surrounding content moderation will undoubtedly remain a pivotal issue for both creators and consumers alike.

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