# **The Neglected Orwellian Game: Delving into the Cancelled *Big Brother* Video Game**
## **Introduction**
George Orwell’s *1984* stands as one of the most pivotal dystopian novels ever penned, portraying a society rife with totalitarian oversight, constant surveillance, and manipulation of thought. While many readers finish the book reflecting on its somber themes, few anticipated it would spawn a late-90s first-person puzzle-adventure video game. Yet, in 1998, publisher MediaX sought to develop *Big Brother*, an officially sanctioned sequel to *1984*—a game that ultimately never made it to full release.
Recently, a demo for this lost title has resurfaced, offering a peek into what might have been. This article examines the background of *Big Brother*, its gameplay, and the reasons it never came to fruition.
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## **The Genesis of *Big Brother***
In May 1998, MediaX unveiled *Big Brother* as its inaugural video game endeavor. Previously known for multimedia CD-ROMs, the company promised an immersive journey within Orwell’s dystopian realm. However, instead of following *1984*’s main character, Winston Smith, the game presented a new protagonist: Eric Blair (a nod to Orwell’s actual name). Eric sets off on a quest to locate his missing fiancée, Emma, in a landscape dominated by the Thought Police.
Despite its grand ambitions, the game struggled to gain momentum. It was showcased as a demo at E3 1998 and garnered limited media attention, but the project ultimately collapsed before it could be completed.
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## **The Unearthed Demo: A Peek into a Forgotten Game**
Thanks to the dedication of gaming preservationists, a playable demo of *Big Brother* has been retrieved and made available on the Internet Archive. This demo offers a glimpse into the game’s mechanics, which bear resemblance to classic first-person puzzle-adventure games like *Riven*.
### **Gameplay Mechanics**
The game promised an interactive experience where players could:
– Disable and destroy telescreens and surveillance cameras.
– Navigate through 10 square blocks of Orwell’s retro-futuristic metropolis.
– Solve puzzles to evade capture by the Thought Police.
Nevertheless, the demo itself reveals a considerably simpler interface. Players engage in basic puzzle-solving—flipping switches, utilizing tools to open grates, and exploring environments from a first-person viewpoint.
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## **The Notorious “Zero Gravity Training Sphere”**
One of the most peculiar aspects of *Big Brother* is the inclusion of a “zero gravity training sphere.” According to a walkthrough discovered on the demo disc, players must wear a “zero-g suit” and place a bomb inside this sphere, which is monitored by robots. This segment feels entirely disconnected from Orwell’s text, prompting inquiries about the rationale behind the game’s *1984* branding.
While nods to its source material exist—such as “WAR IS PEACE” propaganda banners and the ever-watchful Big Brother—the overall experience veers far from Orwell’s foundational themes.
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## **Why *Big Brother* Remained Unreleased**
Numerous factors likely played a role in the game’s cancellation:
1. **Insufficient Funding:** MediaX was an inexperienced entrant in game development, and financial strains may have impeded progress.
2. **Lack of Cohesive Narrative:** The game’s storyline diverged markedly from *1984*, possibly alienating both gamers and literary aficionados.
3. **Technical Constraints:** The demo’s rudimentary gameplay implies that the developers faced challenges in delivering on their lofty promises.
In the end, *Big Brother* never reached fruition, leaving only a demo and a handful of promotional materials behind.
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## **An Odd Addition to the Gallery of Questionable Game Adaptations**
The resurfaced *Big Brother* demo adds to the list of dubious video game adaptations of literary works, such as:
– *Fahrenheit 451* (1984) – A text-based adventure inspired by Ray Bradbury’s novel.
– *The Godfather: The Action Game* (1992) – A poorly received action game based on *The Godfather*.
Though *Big Brother* never evolved into a full-fledged game, its existence serves as an intriguing footnote in the narrative of video game adaptations.
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## **Conclusion**
The concept of a *1984*-themed video game is captivating, yet *Big Brother* failed to encapsulate the essence of Orwell’s dystopia. Instead, it turned into an odd blend of puzzle-solving, resistance missions, and perplexing zero-gravity sequences.
With the demo now accessible online, gaming historians and fans of Orwell can finally engage with this lost project. Whether it was a missed chance or a flawed adaptation, *Big Brother* endures as an odd artifact in gaming history.