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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.

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9928078 representation games

  • 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.