How Nintendo Went from Censoring All Religious Imagery to Publishing a Game Rooted in Gnosticism and Religious Philosophy

It’s a little difficult to remember now—or maybe you were never aware at all, depending on your age—but Nintendo of America used to be known for quite a bit of censorship. Oh, you think you’re oppressed now because the skirts are a hair longer in the international version of a JRPG? Consider that the poor children of the ‘80s and ‘90s had to deal with Nintendo of America’s fear of anything religious. Religious imagery was just not something they would allow in the North American localizations of Japanese videogames, whether it took the form of overt messaging, symbolism, or even something as casual as saying the word “praying.”
Did you know that The Legend of Zelda: A Link to the Past is known as Triforce of the Gods in Japan? And that changes like this were common, even though the title wasn’t referring to capital-G God? It was a mostly blanket policy that even extended into the game’s locations and character identities. Agahnim, the initial villain of the game, was a priest in the Japanese version, but that identification was cut. The Sanctuary Link and Zelda escape to after the game’s opening sequence is the Church in Japan, and Cathedral in Germany—this really was just a North American policy, specifically.
Which is one reason why North America has never seen a release of one of Shigeru Miyamoto’s early console games: Devil World. Sure, the game was kind of like Pac-Man featuring Bibles, Satanic imagery, and the hooved one himself, so of course Nintendo of America was never going to localize and publish it in the ‘80s like Nintendo of Europe did in 1987 three years after its initial release. As Chris Kohler put it in his book, Power-Up: How Japanese Video Games Gave the World an Extra Life, the concern was that Devil World’s imagery would be considered “blasphemous” in the United States, as instead of ghosts, your “cute little dragon” character was chasing around “Satanic demons,” and “instead of picking up Power Pellets, the little dragon had to collect crucifixes and Holy Bibles to defend himself.” As Kohler noted, Devil World remains the lone Miyamoto game to never make its way to North America—Nintendo of America never bothered making the Famicom game an import title on any version of the Virtual Console like they did for previously Japan-only games such as Sin and Punishment or The Mysterious Murasame Castle. And all of this despite the fact that the titular devil is just that annoying assist trophy from Smash Bros. who moves the screen around.
As detailed at Escapist Magazine in 2015, Nintendo of America’s No Religion policy wasn’t just for their own published titles, but extended to third-party offerings as well. Konami had to remove crosses from Castlevania, even though vampires and Christianity are inexorably linked. Dragon Warrior III’s coffins holding fallen party members were removed in favor of ghosts, which then extended into the very influenced-by-Dragon-Quest EarthBound—which also had to remove red cross symbols from its hospitals. Despite the fact you are playing as a literal god in Quintet’s SNES classic ActRaiser—a god who lives in a palace in the sky, has worshippers building temples to you, and can slay demons from on high or after your essence transfers to an avatar on earth—the text had to be changed so that the player character was referred to as “the master” instead. NoA wouldn’t even let Squaresoft refer to praying in the North American release of Final Fantasy IV: those were all changed to “wishing” and “wish.” At least that policy relaxed a bit for EarthBound, where Paula’s “Pray” skill remained intact, but if EarthBound had actually released back when it was originally supposed to before it hit development snags, that might not have been the case.
Nintendo of America was afraid of being labeled blasphemous, and we can sit back and make fun of them all we want about it, but the era of the NES was also the era of Satanic Panic. Heavy metal bands like Judas Priest were accused of hiding secret messages inside of their songs to get kids to worship Satan and self-harm, while Bothered About Dungeons and Dragons, or BADD, formed in 1983 because they felt the rise of the game coincided with a rise in teenage suicides for a reason. That reason being that D&D was supposedly stuffed with the same kind of pro-occult messages that Rob Halford’s lyrics were. So, a little bit of caution was understandable, if that’s all Nintendo of America was exercising, but it all went on just a little too long until it was standard procedure for the company, and something as innocuous as praying in Final Fantasy had suddenly become verboten.
Things have changed for Nintendo in the decades since. For one, HAL Laboratory legend Satoru Iwata became president of Nintendo in 2002, and shortly after, a working relationship between Nintendo and Monolith Soft began. Nothing actually came out of the initial overtures—discussions for a possible EarthBound title on the GameCube between Iwata and the art director from Xenogears, Yasuyuki Honne—but it was the start of something. Monolith was a Namco subsidiary at the time, working on Xenosaga for the Playstation 2, but permission was granted to work with Nintendo to develop Baten Kaitos: Eternal Wings and the Lost Ocean for the GameCube, with Nintendo even publishing its prequel, Baten Kaitos Origins, three years later; Honne was the director of the former and a designer on the latter. According to an exhaustive (and excellent) history of Monolith published at Kotaku in 2020, during the development of another game for a Nintendo system, Disaster: Day of Crisis for the Wii, Monolith was given “the choice to change hands,” and decided they’d rather be Nintendo’s subsidiary than that of the by-then merged Namco Bandai.
Nintendo now had themselves something they had never really had before: an in-house developer for role-playing games. Intelligent Systems had Fire Emblem and Paper Mario, of course, but the former was a series of tactical RPGs, and the latter, as enjoyable as they are, weren’t exactly sweeping, ambitious epics. The Mother/EarthBound series was more cult classic than mainstay, and most affiliations of Nintendo and JRPGs had to do with their console being the home of some of the best third-party ones out there… until those companies all started developing those games for Sony’s platforms, instead. Nintendo went out of their way to get Monolith to develop JRPGs for the GameCube to help fill that void, and now Monolith had become a subsidiary whose focus would always be on Nintendo systems.