Revenant: Critical and Creative Studies of the Supernatural
Games studies, media studies, werewolf, lycanthropy, becoming
Bridging a host of narrative and procedural genres, werewolves feature prominently in videogames as characters to control, enemies to kill, and allies to assist. Yet, despite the broad range of werewolf depictions found in games, there is a relative paucity of research examining how games depict werewolves and how these depictions relate to the mythos writ large. To address gamic werewolves specifically, this essay performs close readings of several games, notably The Legend of Zelda: Twilight Princess (2006) and The Sims 2: Pets (2006). The readings are guided by the works of media scholars, including Alexander Galloway, Ian Bogost, Souvik Mukherjee, Tom Tyler and others. In analysing werewolf avatar gameplay, this essay proposes that some gamic werewolves encourage players to acknowledge and value animal alterity, human animality, and human-animal relations. Additionally, these werewolves foster ‘becomings’ for players, allowing them to understand hybridity and liminality experientially.
Creative Commons License
This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.
Bianchi, M. (2016). Claws and Controllers: Werewolves and Lycanthropy in Digital Games. Revenant: Critical and Creative Studies of the Supernatural, 2, 127-145. Retrieved from https://nsuworks.nova.edu/hcas_dcma_facarticles/16