there was an aum shrinikyo video game

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Aum Shinrikyo Video Game Podcast Cult True Crime Gaming History

Eps 44: there was an aum shrinikyo video game

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In the podcast, the hosts discuss the bizarre and unsettling creation of a video game by Aum Shinrikyo, the doomsday cult responsible for the 1995 Tokyo subway sarin gas attack. The game, released in the early '90s, was part of the cult's broader efforts to spread their ideology and recruit members. It featured a mix of religious propaganda and video game elements, blending mundane tasks with cult doctrine. The podcast explores how the game's existence highlights the lengths to which Aum Shinrikyo went to indoctrinate and attract followers, utilizing media and technology to disseminate their apocalyptic views.

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Delores Steeves

Delores Steeves

Podcast Content
The story of Aum Shinrikyo, the Japanese doomsday cult led by Shoko Asahara that infamously orchestrated the 1995 Tokyo subway sarin gas attack, takes a bizarre twist when you discover the existence of an Aum Shinrikyo video game. In an episode that would seem more fitting for a dystopian novel, this game, entitled "Aum Mania," was developed and circulated by the cult in the 1990s as a means of recruitment and propaganda. The idea of blending video game entertainment with sinister indoctrination methods is as disturbing as it is fascinating. According to reports, the game was designed by Aum’s in-house team of programmers and aimed to spread the cult's apocalyptic teachings and enhance Asahara's twisted messianic image. Gameplay included a mix of mundane tasks and spiritual "quests," embedding the group's esoteric beliefs and dark doctrines into an accessible format for the tech-savvy youth of the '90s. Though it was never widely released and remains largely undiscovered by the public, "Aum Mania" symbolizes the extreme lengths to which Aum Shinrikyo went to expand their influence. This method of applying modern technology to achieve sinister goals reflects a frighteningly innovative approach to cult propaganda. It also underscores the importance of scrutinizing the content that bypasses conventional media pathways. Exploring the implications of such a game, one can see the early seeds of manipulative content creation that we witness in various forms today. In an era where digital content can quickly shift paradigms and alter perceptions, the case of the Aum Shinrikyo video game serves as a chilling reminder of the potentials and the perils embedded within technology's double-edged sword.