Paranoia — like oil — is an inexhaustible resource in Western foreign policy. And few episodes illustrate this better than the time the PlayStation 2 was accused of aiding Saddam Hussein’s missile program. It sounds like science fiction written on Red Bull during a post–Cold War panic attack, but the story is not fiction. It happened.
The year was 2000. While the world celebrated a new millennium, Iraq — bombed, sanctioned, isolated, and recovering from a brutal war against Iran — was accused by U.S. media of mass-importing Sony PS2 consoles to convert them into ballistic guidance systems. Yes, PlayStation 2… as a weapon of mass destruction.
According to Washington rumors — amplified by WorldNetDaily and echoed by Congressman Curt Weldon — the PS2’s 128-bit Emotion Engine chip could allegedly be linked in parallel to simulate the computing power of a military supercomputer. “Iraq doesn’t need thousands of consoles for gaming. They are collecting them for other purposes,” Weldon declared on Capitol Hill.
Entertainment Tech or Weapon of Mass Destruction?
The hysteria landed on fertile ground. The 1990s had been a decade where almost anything could be labeled “dual-use technology” — from fertilizer to photo-editing software. So why not a video game console? Evidence was optional; credibility required only an AP headline.
For a brief moment, the PS2 became a Frankenstein creature of military imagination. Gamers saw a cutting-edge machine. Intelligence officials saw a potential missile-guidance brain wrapped in sleek black plastic.
Sony denied everything. Of course.
But the symbolic damage was done: a home console was now viewed as a potential battlefield asset.
All this unfolded three years before the 2003 invasion of Iraq, an invasion justified by “weapons of mass destruction” that never materialized. No chemical stockpiles. No secret missiles. No PS2-powered war machines in underground labs.
Just the same old formula: fear as foreign policy.
The PlayStation as a Symptom of Its Time
Today, the idea seems absurd — almost comedic. But in hindsight, it reveals something important:
High-tech weapons require advanced chips, and Japan’s consumer electronics were starting to leap ahead of Western hardware.
What did it say about the geopolitical mood that a Japanese game console could be suspected of military use in the Middle East?
Everything.
The PS2 scare reflected anxieties about:
- the rise of Asian chip dominance,
- the decline of Western computing supremacy,
- the specter of the “technological enemy,”
- and the fear that civilian technology could outperform military equipment.
Even the best-selling console in history — over 155 million units — was not safe from this paranoia. If a phone can spy, the logic went, then a PlayStation could aim missiles.
This was the basis for an era in which video games became geopolitical hazards and joysticks could trigger alarms in military briefings.
And if — hypothetically — it had been true?
Then history would carry a monumental irony:
Saddam Hussein didn’t buy Russian missiles or Chinese software…
He bought Sony consoles on eBay.
Technological terror packaged with Metal Gear Solid and Winning Eleven.
The weapons revolution wouldn’t have been televised.
It would have been played.
Reality, as Always, Outdid Fiction
Thankfully, things unfolded differently. Hussein was executed. The PS2 became a museum relic of gaming history. And the United States remained entangled in a war justified by excuses rather than evidence.
Removing a brutal dictator like Hussein didn’t stabilize the region — it empowered the Iranian ayatollahs. Who was better? Who was worse? Neither. That’s the Middle East: cradle of civilization, arena of endless hostility.
In the end, entertainment proved more honest than politics — and the PlayStation 2, unintentionally, became a mirror reflecting the fears of an anxious empire.