This document summarizes and compares several female characters in horror games:
1) Ashley Graham from Resident Evil 4 is portrayed as a damsel in distress that Leon Kennedy must rescue, following him helplessly through dangerous areas.
2) Jill Valentine from Resident Evil 3 is a more proactive, skilled heroine who uses weapons and intelligence to fight monsters, though she is still designed for a male audience.
3) Alyssa Hamilton from Clock Tower 3 demonstrates both vulnerability as a target for monsters but also quick thinking and resourcefulness to survive dangerous situations without weapons.
1. REPRESENTATION IN HORROR GAMES - WOMEN
DAMSEL IN Ashley is the President’s daughter who our hero, Leon Kennedy has to save
from an evil religious cult. In terms of mise-en-scene Ashley is shown as
DISTRESS young, rich and sheltered due to her schoolgirl appearance – the sports casual
jumper over the shoulders and the fringed bob cut. In gameplay she is sub-
servient – following Leon everywhere and serves as a gameplay mechanic in
Ashley escort and protection style missions.
Graham - She is there to represent abject terror and represent vulnerability in what is
Resident otherwise an action-led game.
Evil 4 (2005)
ACTION HERO Jill is the second playable character in the original Resident Evil and is dif-
ferentiated to the male character in several ways – her ability to carry more
equipment, her ability to unlock doors, which is offset by being weaker and
unable to take as much damage as Chris. Several times during the game she
Jill Valentine is saved by Barry Burton but ends the game as the main hero. Jill is a strong
- Resident female representation defined not by physical strength, but by skill, intuition
Evil 3 and intellect.
(1999) Jill is different to the heroine as she is more proactive than reactive in combat
being equipped with an array of weaponry – shotgun, rocket launchers.
She is still designed for a male audience – ready for battle in a halter-neck and
short skirt.
HEROINE Similar in appearance to the Damsel in Distress Ashley Graham, however her
function in the game is significantly different. Her vulnerability is still used in
terms of gameplay as she cannot attack the monster in Clock Tower – only run
away or use scripted environmental attacks, demonstrating her quick wits and
Alyssa ability think her way out of situation. However she can become too scared and
Hamilton - unable to run at certain points. She is very similar to the Final Girl representa-
Clock tion seen in Horror films – innocent, vulnerable and there to present abject
Tower 3 terror as well as being resourceful and able to defeat the final monster.
(2003)
VILLAIN The main antagonist in Bioshock 2 – she can be seen as an omnipotent matri-
arch. A believer in collectivism she uses her skills as a psychiatrist to brainwash
the population of the underwater city of Rapture.
Rather than being a typical ‘evil queen’ her appearance is that of a strict parent,
perhaps a nod to the idea of the nanny-state controlling individuals lives. Her
Sofia Lamb power is manifested not through violence and brutality but through psycho-
BioShock 2 logical and emotional manipulation. This is similar to the monster in horror
(2010) films (Jennifer), who also uses feminine attributes (seduction, sexuality) for
evil means.