Paranormal Pajama Party

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Episode 18: Monster girls of video games

Lady Dimitrescu

Resident Evil Village

Last week, we opened Pandora’s box and all the sexism of ancient Greek mythology came pouring out. Female monsters in these myths embodied society’s fears and prejudices against women. They were warnings about the dangers of granting women too much power or stepping outside societal norms. The monstrous women in these stories – Scylla, Charybdis, the Gorgons, and others – served as cautionary tales, reinforcing patriarchal control.

Tonight, we turn our attention to the monster girls of video games. Like the monster girls of mythology, these female-coded creatures combine elements of human and monster, and are designed to be both alluring and terrifying. This duality plays on male fears and anxieties about female sexuality, power, and autonomy.

Despite the changing demographics of gamers, the industry still predominantly caters to the stereotypical straight, white, young male gamer.

The industry hasn’t done much to change the way female monsters are portrayed either. They often fall into one of three archetypes: maiden, mother, or crone. The maiden is sexual and seductive, the mother is associated with childbirth, and the crone represents the fear of aging and the loss of sexual attractiveness. These archetypes reinforce traditional, patriarchal views of women’s roles and worth.

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Mother, maiden, crone

Many of the monster girls of video games have origins in early tabletop and role-playing games, like Dungeons & Dragons. In these games, male monsters are typically scary because of their size and strength, while female monsters’ horrifying characteristics are rooted in their sexuality. This formula perpetuates harmful stereotypes and reduces women to their sexual status and potential for motherhood.

The legacy of GamerGate

The video game industry has faced criticism for its toxicity, especially towards women and minorities. The GamerGate harassment campaign of 2014-15 – called terrorism by some experts – highlighted the severe issues of sexism and misogyny within the gaming community. Women in the industry, including critics and developers, faced intense harassment, rape threats, and death threats.

Some of the loudest voices in the movement went on to become leaders in the alt-right, and GamerGate acted as a gateway for other acts of sexism, racism, and violence.

The video game industry is changing for the better

The only good thing to come from this dark chapter is more recognition of the need to support victims of cyber-harassment. Slow progress is being made globally to beef up the legislation protecting victims and ensuring appropriate consequences for perpetrators.

And the really good news is that GamerGate ultimately failed – progressive games with more complex and nuanced characters are finding fans among the quickly diversifying demographics of gamers.

To truly transform the video game development industry, it needs more diverse voices. Drawing inspiration from global folklore and mythology can create rich, varied characters that go beyond the tired maiden, mother, or crone clichés. It’s time to move away from the old formula of “sexy plus gross equals creepy” and embrace more innovative and inclusive storytelling.

Celebrating monster girls

Other forms of media are beginning to show a more complex version of the monster girl, too. Take Marceline the Vampire Queen from Adventure Time, for example. Her friends love and celebrate her no matter what hideous creature she’s transformed into.

They’re also a fascinating response to the final girl trope in horror movies. I’d rather watch Carrie have her bloody revenge than watch some one-dimensional camp counsellor make it to the end of a movie thanks only to her virginity.

Monster girls are a powerful response to the frustrations and fears of being a girl in a patriarchal society. They remind us that it’s okay to be angry, push back, and demand more from our narratives.

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