13 Video Games Parents Tried to Ban in the ’90s

The 1990s were a pivotal decade for video games, marked by rapid technological advances and growing popularity among kids and teens. However, not all games were welcomed by parents who often viewed them with suspicion or outright fear.

  • Tricia Quitales
  • 5 min read
13 Video Games Parents Tried to Ban in the ’90s
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Video games in the 1990s captured the imagination of youth but also triggered strong reactions from parents worried about their influence. Many titles featured intense violence, controversial themes, or provocative imagery that raised alarm. Parents often tried to ban these games, fearing negative effects on behavior and development. These conflicts sparked wider conversations about media impact and led to industry changes like rating systems.

1. Mortal Kombat

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Mortal Kombat shocked many parents with its graphic violence and “fatality” finishing moves. The game’s realistic blood and brutal fatalities were unlike anything seen before. Parents feared it promoted aggression and inappropriate behavior in kids. The controversy helped push for the creation of the ESRB rating system. Despite the backlash, Mortal Kombat became one of the most popular fighting games of the decade.

2. Doom

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Doom introduced players to intense first-person shooter action with gory demons and fast-paced violence. Its dark themes and immersive gameplay worried parents about desensitizing their children to violence. Doom was often blamed for encouraging aggressive behavior. Some schools and households banned it entirely. The game’s success, however, laid the groundwork for future shooter titles.

3. Night Trap

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Night Trap was controversial for its portrayal of teenage girls in peril and the requirement to use violence to save them. Parents and lawmakers viewed it as inappropriate and exploitative. The game became a central example in congressional hearings on video game content. Despite poor reviews, Night Trap gained notoriety for sparking censorship debates. It remains a landmark case in gaming regulation history.

4. Resident Evil

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Resident Evil introduced survival horror with graphic imagery and intense suspense. Parents found the zombies and gore disturbing and unsuitable for children. The game’s cinematic storytelling raised concerns about exposure to mature themes. Some retailers refused to stock it due to the backlash. Resident Evil’s success established a new genre but also intensified parental scrutiny.

5. Duke Nukem 3D

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Duke Nukem 3D combined action with crude humor and exaggerated violence. The protagonist’s sexist jokes and graphic scenes alarmed many parents. Critics argued it promoted disrespect and objectification. Attempts were made to keep it away from younger audiences. Despite controversy, the game gained a dedicated fan base for its over-the-top style.

6. Carmageddon

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Carmageddon allowed players to win races by running over pedestrians, sparking outrage from parents and advocacy groups. The game’s violent, reckless gameplay was seen as encouraging harmful behavior. Some countries banned or censored it. The controversy highlighted growing concerns over video game content and its societal effects. Carmageddon became infamous but also attracted a niche following.

7. Wolfenstein 3D

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Wolfenstein 3D was one of the earliest first-person shooters featuring Nazis as enemies. The depiction of violence and sensitive historical content alarmed parents. Its intense gameplay and themes were thought inappropriate for children. Some families refused to allow their kids to play it. Nevertheless, it set a foundation for future war-themed shooters.

8. Leisure Suit Larry

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Leisure Suit Larry was criticized for its sexual humor and adult themes. Parents worried about exposure to inappropriate content in a medium often considered child-friendly. The game’s suggestive jokes made it a target for bans and restrictions. It sparked debates about what was acceptable in video game content. Despite this, it developed a cult following among adults.

9. Blood

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Blood was a horror-themed shooter with dark humor and violent gameplay. Its graphic nature and occult themes concerned many parents. The game was sometimes removed from stores due to its mature content. It faced criticism for glorifying violence and the supernatural. Blood appealed mainly to adult gamers, limiting its audience in family settings.

10. Lemmings

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Though not violent, Lemmings frustrated parents for a different reason — its addictive gameplay. Kids could spend hours trying to save the tiny creatures, sometimes neglecting homework or chores. Parents feared the game’s compulsive nature was unhealthy. Some limited playing time or banned it at home. Despite concerns, Lemmings became a classic puzzle game loved worldwide.

11. Quake

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Quake raised the bar for first-person shooters with fast-paced action and multiplayer modes. Its intense violence and dark atmosphere alarmed many parents. The online element also introduced worries about exposure to inappropriate chat and behavior. Some schools and households banned the game. Quake’s influence on gaming culture remains significant.

12. Mortal Kombat II

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The sequel to Mortal Kombat intensified violence and graphic finishing moves, renewing parental fears. Mortal Kombat II pushed boundaries with more detailed gore and brutal fatalities. It sparked renewed calls for stricter content regulation. Many parents banned it outright. The sequel cemented the franchise’s role in video game censorship debates.

13. GoldenEye 007

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GoldenEye 007 was wildly popular but also controversial for its realistic shooting and multiplayer violence. Parents feared it promoted aggressive behavior and desensitization. Despite this, it became a landmark game for the Nintendo 64 platform. Some parents set strict limits or banned it completely. The game’s success demonstrated how mature themes were becoming mainstream in gaming.

Written by: Tricia Quitales

Tricia is a recent college graduate whose true passion lies in writing—a hobby she’s cherished for years. Now a Content Writer at Illumeably, Tricia combines her love for storytelling with her fascination for personal growth. She’s all about continuous learning, taking risks, and using her words to connect with and inspire others.

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