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Introduction The term monster might have its roots in the Latin word monere (to warn), but it has since evolved to have various symbolic meanings, from a terrifying mythical creature to a person of extreme cruelty. No matter the flexibility in use, the term is mostly meant to be derogatory (Asma). As Gilmore puts it, monsters “embody all that is dangerous and horrible in the human imagination” (1). However, it may be argued that monsters sometimes perform the much-needed work of defining and policing our norms (Mittman and Hensel). Since their archetype is predisposed to transgressing boundaries of human integrity (Gilmore), they help establish deviation between human and in-human. Their cognition and action are considered ‘other’ (Kearney) and a means with which people can understand what is right and wrong, and what is divergent from appropriate ways of being. The term monster need not even refer to the werewolves, ogres, vampires, zombies and the like that strike fear in audiences through their ‘immoral, heinous or unjust’ appearance or behaviours. Rather, the term monster can be, and has been, readily applied as a metaphor to describe the unthinkable, unethical, and brutal actions of human beings (Beville 5). Inadvertently, “through their bodies, words, and deeds, monsters show us ourselves” (Mittman and Hensel 2), or what we consider monstrous about ourselves. Therefore, humans acting in ways that deviate from societal norms and standards can be viewed as monstrous. This is evident in the representations of public relations practitioners in media offerings. In the practice of public relations, ethical standards are advocated as the norm, and deviating from them considered unprofessional (Fawkes), and as we contend: monstrous. However, the practice has long suffered a negative stereotypical perception of being deceptive, and with public relations roles receiving less screen time than shows and films about lawyers, accountants, teachers and the like, these few derogatory depictions can distort how audiences view the occupation (Johnston). Depictions of professions (lawyers, cops, journalists, etc.) tend to be cliché, but our contention is that fewer depictions of public relations practitioners on screen further limit the possibility for diverse depictions. The media can have a socialising impact and can influence audiences to view the content they consume as a reflection of the real world around them (Chandler). Television, in particular, with its capacity to prompt heuristic processing in audiences (Shurm), has messages that can be easily decoded by people of various literacies as they become immersed in the viewing experiences (Gerbner and Gross). These messages gain potency because, despite being set in fictional worlds, they can be understood as reflective of the world and audiences’ experiences of it (Gerbner and Gross). Tsetsura, Bentley, and Newcomb add that popular stories recounted in the media have authoritative power and can offer patterns of meaning that shape individual perceptions. Admittedly, as Stuart Hall suggests, media offerings can be encoded with ideologies and representations that are considered appropriate according to the dominant elite, but these may not necessarily be decoded as preferred meanings. In other words, those exposed to stories of monstrous public relations practitioners can agree with such a position, oppose this viewpoint, or remain neutral, but this is dependent on individual experiences. Without other frames of reference, it could be that viewers of negative portrayals of public relations accept the encoded representation that inevitably does a disservice to the profession. When the representations of the field of public relations suggest, inaccurately, that the industry is dominated by men (Johnston), and women practitioners are shown as slick dressers who control and care little about ethics (Dennison), the distortions can adversely impact on the identities of public relations practitioners and on how they are collectively viewed (Tsetsura et al.). Public relations practitioners view this portrayal as the ‘other’ and tend to distance the ideal self from it, continuing to be stuck in the dichotomy of saints and sinners (Fawkes). Our observation of television offerings such as Scandal, Flack, Call My Agent!, Absolutely Fabulous, Sex and the City, You’re the Worst, and Emily in Paris reveals how television programmes continue to perpetuate the negative stereotypes about public relations practice, where practitioners are anything but ethical—therefore monstrous. The characters, mostly well-groomed women, are shown as debased, liars and cheaters who will subvert ethical standards for personal and professional gain. Portrayals of Public Relations Practitioners in Television and Media According to Miller, the eight archetypical traits identified in media representations of public relations practitioners are: ditzy, obsequious, cynical, manipulative, money-minded, isolated, accomplished, or unfulfilled. In later research, Yoon and Black found that television representations of public relations tended to suggest that people in these roles were heartless, manipulative bullies, while Lambert and White contend that the depiction of the profession has improved to be more positive, but nonetheless continues to do a disservice to the practice by presenting female workers, especially, as “shallow but loveable” (18). We too find that public relations practitioners continue to be portrayed as morally ambiguous characters who are willing to break ethical codes of conduct to suit the needs of their clients. We discuss three themes prevalent as popular tropes in television programmes that characterise public relations practitioners as monstrous. To Be or Not to Be a Slick and Skilful Liar? Most television programmes present public relations practitioners as slick and skilful liars, who are shown as well-groomed and authoritative, convinced that they are lying only to protect their clients. In fact, in most cases the characters are shown to not only believe but also advocate to their juniors that ‘a little bit of lying’ is almost necessary to maintain client relationships and ensure campaign success. For example, in the British drama Flack, the main character of Robyn (played by Anna Paquin) is heard advising her prodigy “just assume we are lying to everyone”. The programmes also feature characters who are in dilemma about the monstrous expectations from their roles, struggling to accept that that they engage in deception as part of their jobs. However, most of them are presented as somewhat of an ugly duckling or the modest character in the programme, who is not always rational or in an explicit position of power. For example, Emily from Emily in Paris (played by Lily Collins), while working as a social media manager, regularly questions the approaches taken by the firm she works for. Her boss Sylvie Grateux (played by Philippine Leroy-Beaulieu), who embodies the status quo, is constantly disapproving of Emily’s lack of sophisticated self-presentation, among other aspects. In the episode ‘Faux Amis’, Sylvie quips “it’s not you personally. It’s everything you stand for. You’re the enemy of luxury because luxury is defined by sophistication and taste, not emilyinparis”. Similarly, in the first episode of Call My Agent!, Samuel Kerr (played by Alain Rimoux), the head of a film publicity firm, solves the conundrum faced by his anxious junior Gabriel (played by Grégory Montel) by suggesting that he lie to his client about the real reason why she lost the film. When a modestly dressed Gabriel questions how he can lie to someone he cares for, Samuel, towering over him in an impeccable suit and a confident demeanour, advises “who said anything about lying? Don’t lie. Simply don’t tell her the truth”. However, the subtext here is that the lie is to protect the client from unnecessary hurt and in doing so nurtures the client relationship. So, it lets the audience decide the morality of lying here. It may be argued that moral ambiguity may not necessarily be monstrous. Such grey characters are often crafted because they allow audiences to relate more readily to themselves by encouraging what Hawkins refers to as mental play. Audiences are less interested in the black and white of morality and veer towards shows such as Call My Agent! where storylines hone in on the need to do bad for the greater good. In these ways, public relations practitioners still transgress moral standards but are less likely to be considered monstrous because the impact and effect on others is utilitarian in nature. It is also interesting to note that in these programmes physical appearance is made to play a crucial role in showcasing the power and prestige of the senior public relations practitioner. This focus on attire can tend to further perpetuate unfavourable stereotypes about public relations practitioners being high income earners (Grandien) who are styled with branded apparel but lacking in substance and morals (Fröhlich and Peters). Promiscuous Women The urge to attract audiences to a female character can also lead to developing and cementing unfavourable stereotypes of public relations practitioners as uninhibited women who live on blurred lines between personal and professional. These characters are not portrayed as inherently bad, but instead are found to indulge in lives of excess. In her definition of the monstrous, Arumugam suggests that excess and insatiable appetites direct the monster’s behaviour, and Kearney outlines that this uncontainable excess is what signals the difference between humans and others. Such excess is readily identifiable in the character of Patsy Stone (played by Joanna Lumley) in Absolutely Fabulous. She is an alcoholic, regularly uses recreational drugs, is highly promiscuous, and chain-smokes throughout the series. She is depicted as prone to acting deceptively to maintain her vices. In Flack, Robyn is shown as regularly snorting cocaine and having sex with her clients. Those reviewing the show highlight how it will attract those interested in “its dark, acidic sense of humour” (Greene) while others condemn it because it emphasises the “depraved publicist” trope (Knibbs) and call it “one of the worst TV shows ever made” even though it is trying to highlight concerns raised in the MeToo movement about how men need to respect women (McGurk). Female characters such as Robyn, with her willingness to question why a client has not tried to sleep with her, appear to undermine the empowerment of the movement rather than support it, and continue to maintain the archetypes that those working in the field of public relations abhor. Similarly, Samantha Jones (played by Kim Cattrell) of Sex and the City is portrayed as sexually liberated, and in one episode another character describes Samantha’s vagina as “the hottest spot in town: it’s always open”. In many ways Samantha’s sexual behaviour reflects a post-feminist narrative of empowerment, agency, and choice, but it could also be read as a product of being a public relations practitioner frequenting parties and bars as she rubs shoulders with clients, celebrities, and high-profile businesspeople. To this end, Patsy, Samantha, and Robyn glamourise public relations and paint it as simply an extension of their liberated and promiscuous selves, with little care for any expectation of professionalism or work ethic. This is also in stark contrast to the reality, where women often tend to occupy technical roles that see much of their time spent in doing the hard yards of publicity and promotion (Krugler). Making Others Err Public relations practitioners are not just shown as being morally ambiguous themselves, but often quite adept at making others do deceitful acts on their behalf, thus nonchalantly oppressing others to get their way. For example, although lauded for elevating an African-American woman to the lead role despite the show maintaining misrepresentations of race (Lambert), the main character of Olivia Pope (played by Kerry Washington) in the television programme Scandal regularly subverts the law for her clients despite considering herself one of the “good guys” and wearing a “white hat”. Over the course of seven seasons, Olivia Pope is found to rig elections, plant listening devices in political figures’ offices, bribe, threaten, and conduct an affair with the President. In some cases, she calls on the services of her colleague Huck to literally, and figuratively, get rid of the barriers in the way of protecting her clients. For example, in season one’s episode Crash and Burn she asks Huck to torture a suspect for information about a dead client. Her willingness to request such actions of her friend and colleague, regardless of perceived good motivations, reinforces Mittman’s categorisation that monsters are identified by their effect and impact on others. Here, the impact includes the torturing of a suspect and the revisiting of psychological trauma by Huck’s character. Huck struggles to overcome his past as a killer and spends much of the show trying to curb his monstrous tendencies which are often brought on by PR woman Olivia’s requests. Although she is sometimes striving for justice, Olivia’s desire for results can lead her to act monstrously, which inadvertently contributes to the racist and sexist ideologies that have long been associated with monsters and perceptions of the Other. Across time and space, certain ethnic groups, such as those of African descent, have been associated with the demonic (Cohen). Similarly, all that is feminine often needs to be discarded as the monster to conform to the patriarchal order of society (Creed). Therefore, Olivia Pope’s monstrous behaviour not only does a disservice to representations of public relations practitioners, but also inadvertently perpetuates negative and inaccurate stereotypes about women of African American descent. Striving to be Ethical The majority of public relations practitioners are encouraged, and in some cases expected, to conform to ethical guidelines to practice and gain respect, admiration, and in-group status. In New Zealand, those who opt to become members of the Public Relations Institute of New Zealand (PRINZ) are required to abide by the association’s code of ethics. The code stipulates that members are bound to act in ways that serve public interests by ensuring they are honest, disclose conflict of interests, follow the law, act with professionalism, ensure openness and privacy are maintained, and uphold values of loyalty, fairness, and independence (PRINZ). Similarly, the Global Alliance of Public Relations and Communication Management that binds practitioners together identifies nine guiding principles that are to be adhered to to be recognised as acting ethically. These include obeying laws, working in the public’s interest, ensuring freedom of speech and assembly, acting with integrity, and upholding privacy in sensitive matters (to name a few). These governing principles are designed to maintain ethical practice in the field. Of course, the trouble is that not all who claim to practice public relations become members of the local or global governing bodies. This implies that professional associations like PRINZ are not able to enforce ethics across the board. In New Zealand alone, public relations consultants have had to offer financial reparations for acting in defamatory ways online (Fisher), or have been alleged to have bribed an assault victim to prevent the person giving evidence in a court case (Hurley). Some academics have accused the industry of being engaged in organised lying (Peacock), but these are not common, nor are these moral transgressors accepted into ethical bodies that afford practitioners authenticity and legitimacy. In most cases, public relations practitioners view their role as acting as the moral conscience of the organisations they support (Schauster, Neill, Ferrucci, and Tandoc). Furthermore, they rated better than the average adult when it came to solving ethical dilemmas through moral reasoning (Schuaster et al.). Additionally, training of practitioners through guidance of mentors has continued to contribute to the improved ethical ratings of public relations. What these findings suggest is that the monsters of public relations portrayed on our television screens are exaggerations that are not reflective of most of the practice. Women of Substance, But Not Necessarily Power Exploring the role of women in public relations, Topic, Cunha, Reigstad, Jele-Sanchez, and Moreno found that female practitioners were subordinated to their male counterparts but were found to be more inclined to practice two-way communication, offer balanced perspectives, opt to negotiate, and build relationships through cooperation. The competitiveness, independence, and status identified in popular media portrayals were found to be exhibited more by male practitioners, despite there being more women in the public relations industry than men. As Fitch argues, popular culture continues to suggest that men dominate public relations, and their preferred characteristics end up being those elements that permeate the media messages, regardless of instances where the lead character is a woman or the fact that feminist values of “loyalty, ethics, morality, [and] fairness” are advocated by female practitioners in real life (Vardeman-Winter and Place 333). Additionally, even though public relations is a feminised field, female practitioners struggle to break the glass ceiling, with male practitioners dominating executive positions and out-earning women (Pompper). Interestingly, in public relations, power is not just limited due to gender but also area of practice. In her ethnographic study of the New Zealand practice, Sissons found that practitioners who worked in consultancies were relatively powerless vis-à-vis their clients, and often this asymmetry negatively affected the practitioner’s decision-making. This implies that in stark contrast to the immoral, glamourous, and authoritative depiction of public relations women in television programmes, in reality they are mired by the struggles of a gendered occupation. Accordingly, they are not in fact in a position to have monstrous power over and impact on others. Therefore, one of the only elements the shows seem to capture and emphasise is that public relations is an occupation that specialises in image management; but what these shows contribute to is an ideology that women are expected to look and carry themselves in particular ways, ultimately constructing aesthetic standards that can diminish women’s power and self-esteem. Conclusion Miller’s archetypes may be over twenty years old, but the trend towards obsequious, manipulative, and cynical television characters remains. Although there have been identifiable shifts to loveable, yet shallow, public relations practitioners, such as Alexis Rose on Schitt’s Creek, the appeal of monstrous public relations practitioners remains. As Cohen puts it, monsters reveal to audiences “what a member of that society can become when those same dictates are rejected, when the authority of leaders or customs disintegrates and the subordination of individual to hierarchy is lost” (68). In other words, audiences enjoy watching the stories of metaphorical monsters because they exhibit the behaviours that are expected to be repressed in human beings; they depict what happens when the social norms of society are disturbed (Levina and Bui). At the very least, these media representations can act, much as monster narratives do, as a cautionary tale on how not to think and act to remain accepted as part of the in-group rather than being perceived as the Other. As Mittman and Hensel argue, society can learn much from monsters because monsters exist within human beings. According to Cohen, they offer meaning about the world and can teach audiences so they can learn, in this case, how to be better. Although the representations of public relations in television can offer insights into roles that are usually most effective when they are invisible (Chorazy and Harrington), the continued negative stereotypes of public relations practitioners can adversely impact on the industry if people are unaware of the practices of the occupation, because lacking a reference point limits audiences’ opportunities to critically evaluate the media representations. This will certainly harm the occupation by perpetuating existing negative stereotypes of charming and immoral practitioners, and perhaps add to its struggles with gendered identity and professional legitimacy. References Absolutely Fabulous. Created by Jennifer Saunders and Dawn French. 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Dennison, Mikela. An Analysis of Public Relations Discourse and Its Representations in Popular Culture. Masters Thesis. Auckland: Auckland University of Technology, 2012. Emily in Paris. Created by Darren Starr. Darren Starr Productions, 2020-present. Fawkes, Johanna. “A Jungian Conscience: Self-Awareness for Public Relations Practice.” Public Relations Review 41.5 (2015): 726-33. Fisher, David. “’Hit’ Jobs Case: PR Consultant Apologises and Promises Cash to Settle Defamation Case That Came from Dirty Politics”. New Zealand Herald, 3 Mar. 2021. 7 July 2021 <https://www.nzherald.co.nz/nz/hit-jobs-case-pr-consultant-apologises-and-promises-cash-to-settle-defamation-case-that-came-from-dirty-politics/C4KN5H42UUOCSXD7OFXGZ6YCEA/>. Fiske, John. Television Culture. Routledge, 2010. Fitch, Kate. “Promoting the Vampire Rights Amendment: Public Relations, Postfeminism and True Blood”. Public Relations Review 41.5 (2015): 607-14. Flack. Created by Oliver Lansley. 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The Netflix/BBC eight-part limited true crime series The Serpent (2021) provides a commentary on the impact of the tourist industry in South-East Asia in the 1970s. The series portrays the story of French serial killer Charles Sobhraj (played by Tahar Rahim)—a psychopathic international con artist of Vietnamese-Indian descent—who regularly targeted Western travellers, especially the long-term wanderers of the legendary “Hippie Trail” (or the “Overland”), running between eastern Europe and Asia. The series, which was filmed on location in Thailand—in Bangkok and the Thai town of Hua Hin—is set in a range of travel destinations along the route of the Hippie Trail, as the narrative follows the many crimes of Sobhraj. Cities such as Kathmandu, Goa, Varanasi, Hong Kong, and Kabul are featured on the show. The series is loosely based upon Australian writers Richard Neville and Julie Clarke’s true crime biography The Life and Crimes of Charles Sobhraj (1979). Another true crime text by Thomas Thompson called Serpentine: Charles Sobhraj’s Reign of Terror from Europe to South Asia (also published in 1979) is a second reference. The show portrays the disappearance and murders of many young victims at the hands of Sobhraj. Certainly, Sobhraj is represented as a monstrous figure, but what about the business of tourism itself? Arguably, in its reflective examination of twentieth-century travel, the series also poses the hedonism of tourism as monstrous. Here, attention is drawn to Western privilege and a neo-orientalist gaze that presented Asia as an exotic playground for its visitors. The television series focuses on Sobhraj, his French-Canadian girlfriend Marie-Andrée Leclerc (played by Jenna Coleman), and the glamourous life they lead in Bangkok. The fashionable couple’s operation presents Sobhraj as a legitimate gem dealer: outwardly, they seem to embody the epitome of fun and glamour, as well as the cross-cultural sophistication of the international jet set. In reality, they drug and then steal from tourists who believe their story. Sobhraj uses stolen passports and cash to travel internationally and acquire more gems. Then, with an accomplice called Ajay Chowdhury (played by Amesh Adireweera), Sobhraj murders his victims if he thinks they could expose his fraud. Often depicted as humourless and seething with anger, the Sobhraj of the series often wears dark aviator sunglasses, a detail that enhances the sense of his impenetrability. One of the first crimes featured in The Serpent is the double-murder of an innocent Dutch couple. The murders lead to an investigation by Dutch diplomat Herman Knippenberg (played by Billy Howle), wanting to provide closure for the families of the victims. Knippenberg enlists neighbours to go undercover at Sobhraj’s home to collect evidence. This exposes Sobhraj’s crimes, so he flees the country with Marie-Andrée and Ajay. While they were apprehended, Sobhraj would be later given pardon from a prison in India: he would only received a life sentence for murder when he is arrested in Nepal in 2003. His ability to evade punishment—and inability to admit to and atone for his crimes—become features of his monstrosity in the television series. Clearly, Sobhraj is represented as the “serpent” of this drama, a metaphor regularly reinforced both textually and visually across the length of the series. As an example, the opening credit sequence for the series coalesces shots of vintage film in Asia—including hitchhiking backpackers, VW Kombi vans, swimming pools, religious tourist sites, corrupt Asian police forces—against an animated map of central and South-East Asia and the Hippie Trail. The map is encased by the giant, slithering tail of some monstrous, reptilian creature. Situating the geographic context of the narrative, the serpentine monster appears to be rising out of continental Asia itself, figuratively stalking and then entrapping the tourists and travellers who move along its route. So, what of the other readings about the monstrosity of the tourism industry that appears on the show? The Hippie Trail was arguably a site—a serpentine cross-continental thoroughfare—of Western excess. The Hippie Trail emerged as the result of the ease of travel across continental Europe and Asia. It was an extension of a countercultural movement that first emerged in the United States in the mid 1960s. Agnieszka Sobocinska has suggested that the travellers of the Hippie Trail were motivated by “widespread dissatisfaction with the perceived conservatism of Western society and its conventions”, and that it was characterised by “youth, rebellion, self-expression and the performance of personal freedom” (par. 8). The Trail appealed to a particular subcultural group who wanted to differentiate themselves from other travellers. Culturally, the Hippie Trail has become a historical site of enduring fascination, written about in popular histories and Western travel narratives, such as A Season in Heaven: True Tales from the Road to Kathmandu (Tomory 1998), Magic Bus: On the Hippie Trail from Istanbul to India (MacLean 2007), The Hippie Trail: A History (Gemie and Ireland 2017), and The Hippie Trail: After Europe, Turn Left (Kreamer 2019). Despite these positive memoirs, the route also has a reputation for being destructive and even neo-imperialist: it irrevocably altered the politics of these Asian regions, especially as crowds of Western visitors would party at its cities along the way. In The Serpent, while the crimes take place on its route, on face value the Hippie Trail still appears to be romanticised and nostalgically re-imagined, especially as it represents a stark difference from our contemporary world with its heavily-policed international borders. Indeed, the travellers seem even freer from the perspective of 2021, given the show’s production phase and release in the midst of the COVID-19 pandemic, when international travel was halted for many. As Kylie Northover has written in a review for the series in the Sydney Morning Herald, the production design of the programme and the on-location shoot in Thailand is affectionately evocative and nostalgic. Northover suggests that it “successfully evokes a very specific era of travel—the Vietnam War has just ended, the Summer of Love is over and contact with family back home was usually only through the post restante” (13). On the show, there is certainly critique of the tourist industry. For example, one scene demonstrates the “dark side” of the Hippie Trail dream. Firstly, we see a psychedelic-coloured bus of travellers driving through Nepal. The outside of the bus is covered with its planned destinations: “Istanbul. Teheran. Kabul. Delhi”. The Western travellers are young and dressed in peasant clothing and smoking marijuana. Looking over at the Himalayas, one hippie calls the mountains a “Shangri-La”, the fictional utopia of an Eastern mountain paradise. Then, the screen contracts to show old footage of Kathmandu— using the small-screen dimensions of a Super-8 film—which highlights a “hashish centre” with young children working at the front. The child labour is ignored. As the foreign hippie travellers—American and English—move through Kathmandu, they seem self-absorbed and anti-social. Rather than meeting and learning from locals, they just gather at parties with other hippies. By night-time, the series depicts drugged up travellers on heroin or other opiates, disconnected from place and culture as they stare around aimlessly. The negative representation of hippies has been observed in some of the critical reviews about The Serpent. For example, writing about the series for The Guardian, Dorian Lynskey cites Joan Didion’s famous “serpentine” interpretation of the hippie culture in the United States, applying this to the search for meaning on the Hippie Trail: the subculture of expats and travellers in south-east Asia feels rather like Joan Didion’s 60s California, crisscrossed by lost young people trying to find themselves anew in religion, drugs, or simply unfamiliar places. In Slouching Towards Bethlehem, Didion writes of those who “drifted from city to torn city, sloughing off both the past and the future as snakes shed their skins”. (Lynskey) We could apply cultural theories about tourism to a critique of the industry in the series too. Many cultural researchers have critiqued tourists and the tourism industry, as well as the powers that tourists can wield over destination cultures. In Time and Commodity Culture, John Frow has suggested that the logic of tourism is “that of a relentless extension of commodity relations, and the consequent inequalities of power, between centre and periphery, First and Third World, developed and undeveloped regions, metropolis and countryside”, as well as one that has developed from the colonial era (151). Similarly, Derek Gregory’s sensitive analyses of cultural geographies of postcolonial space showed that Nineteenth-century Orientalism is a continuing process within globalised mass tourism (114). The problem of Orientalism as a Western travel ideology is made prominent in The Serpent through Sobhraj’s denouncement of Western tourists, even though there is much irony at play here, as the series itself arguably is presenting its own retro version of Orientalism to Western audiences. Even the choice of Netflix to produce this true crime story—with its two murderers of Asian descent—is arguably a way of reinforcing negative representations about Asian identity. Then, Western characters take on the role of hero and/or central protagonist, especially the character of Knippenberg. One could ask: where is the Netflix show that depicts a positive story about a central character of Vietnamese-Indian descent? Edward Said famously defined Orientalism as “a way of coming to terms with the Orient that is based on the Orient’s special place in European Western experience” (1). It became a way for Western cultures to interpret and understand the East, and for reducing and homogenising it into a more simplistic package. Orientalism explored discourses that grew to encompass India and the Far East in tandem with the expansion of Western imperialism in the eighteenth and nineteenth centuries. It examined a dualistic ideology: a way of looking that divided the globe into two limited types without any room for nuance and diversity. Inclusive and exclusive, Orientalism assumed and promoted an “us and them” binary, privileging a Western gaze as the normative cultural position, while the East was relegated to the ambiguous role of “other”. Orientalism is a field in which stereotypes of the East and West have power: as Said suggests, “the West is the actor, the Orient is a passive reactor… . The West is the spectator, the judge and jury, of every facet of Oriental behaviour” (109). Interestingly, despite the primacy in which Sobhraj is posited as the show’s central monster, he is also the character in the series most critical of the neo-colonial oppression caused by this counter-cultural tourism, which indicates ambiguity and complexity in the representation of monstrosity. Sobhraj appears to have read Said. As he looks scornfully at a stoner hippie woman who has befriended Ajay, he seems to perceive the hippies as drop-outs and drifters, but he also connects them more thoroughly as perpetrators of neo-imperialist processes. Indicating his contempt for the sightseers of the Hippie Trail as they seek enlightenment on their travels, he interrogates his companion Ajay: why do you think these white children deny the comfort and wealth of the life they were given to come to a place like this? Worship the same gods. Wear the same rags. Live in the same filth. Each experience is only then taken home to wear like a piece of fake tribal jewellery. They travel only to acquire. It’s another form of imperialism. And she has just colonised you! Sobhraj’s speech is political but it is also menacing, and he quickly sets upon Ajay and physically punishes him for his tryst with the hippie woman. Yet, ultimately, the main Western tourists of the Hippie Trail are presented positively in The Serpent, especially as many of them are depcited as naïve innocents within the story—hopeful, idealistic and excited to travel—and simply in the wrong place, at the wrong time. In this way, the series still draws upon the conventions of the true crime genre, which is to differentiate clearly between good/evil and right/wrong, and to create an emotional connection to the victims as symbols of virtue. As the crimes and deaths accumulate within the series, Sobhraj’s opinions are deceptive, designed to manipulate those around him (such as Ajay) rather than being drawn from genuine feelings of political angst about the neo-imperialist project of Western tourism. The uncertainty around Sobhraj’s motivation for his crimes remains one of the fascinating aspects of the series. It problematises the way that the monstrosity of this character is constructed within the narrative of the show. The character of Sobhraj frequently engages with these essentialising issues about Orientalism, but he appears to do so with the aim to remove the privilege that comes from a Western gaze. In the series, Sobhraj’s motivations for targeting Western travellers are often insinuated as being due to personal reasons, such as revenge for his treatment as a child in Europe, where he says he was disparaged for being of Asian heritage. For example, as he speaks to one of his drugged French-speaking victims, Sobhraj suggests that when he moved from Vietnam to France as a child, he was subject to violence and poor treatment from others: “a half-caste boy from Saigon. You can imagine how I was bullied”. In this instance, the suffering French man placed in Sobhraj’s power has been promoted as fitting into one of these “us and them” binaries, but in this set-up, there is also a reversal of power relations and Sobhraj has set himself as both the “actor” and the “spectator”. Here, he has reversed the “Orientalist” gaze onto a passive Western man, homogenising a “Western body”, and hence radically destabilising the construct of Orientalism as an ideological force. This is also deeply troubling: it goes on to sustain a problematic and essentialising binary that, no matter which way it faces, aims to denigrate and stereotype a cultural group. In this way, the character of Sobhraj demonstrates that while he is angry at the way that Orientalist ideologies have victimised him in the past, he will continue to perpetrate its basic ideological assumptions as a way of administering justice and seeking personal retribution. Ultimately, perhaps one of the more powerful readings of The Serpent is that it is difficult to move away from the ideological constructs of travel. We could also suggest that same thing for the tourists. In her real-life analysis of the Hippie Trail, Agnieszka Sobocinska has suggested that while it was presented and understood as something profoundly different from older travel tours and expeditions, it could not help but be bound up in the same ideological colonial and imperial impulses that constituted earlier forms of travel: Orientalist images and imperial behaviours were augmented to suit a new generation that liked to think of itself as radically breaking from the past. Ironically, this facilitated the view that ‘alternative’ travel was a statement in anti-colonial politics, even as it perpetuated some of the inequalities inherent to imperialism. This plays out in The Serpent. We see that this supposedly radically different new group – with a relaxed and open-minded identity—is bound within the same old ideological constructs. Part of the problem of the Hippie Trail traveller was a failure to recognise the fundamentally imperialist origins of their understanding of travel. This is the same kind of concern mapped out by Turner and Ash in their analysis of neo-imperial forms of travel called The Golden Hordes: International Tourism and the Pleasure Periphery (1976), written and published in the same era as the events of The Serpent. Presciently gauging the effect that mass tourism would have on developing nations, Turner and Ash used the metaphor of “hordes” of tourists taking over various poorer destinations to intend a complete reversal of the stereotype of a horde of barbaric and non-Western hosts. By inferring that tourists are the “hordes” reverses Orientalist conceptions of de-personalised non-Western cultures, and shows the problem that over-tourism and unsustainable visitation can pose to host locations, especially with the acceleration of mass travel in the late Twentieth century. Certainly, the concept of a touristic “horde” is one of the monstrous ideas in travel, and can signify the worst aspects contained within mass tourism. To conclude, it is useful to return to the consideration of what is presented as monstrous in The Serpent. Here, there is the obvious monster in the sinister, impassive figure of serial killer Charles Sobhraj. Julie Clarke, in a new epilogue for The Life and Crimes of Charles Sobhraj (2020), posits that Sobhraj’s actions are monstrous and unchangeable, demonstrating the need to understand impermeable cases of human evil as a part of human society: one of the lessons of this cautionary tale should be an awareness that such ‘inhuman humans’ do live amongst us. Many don’t end up in jail, but rather reach the highest level in the corporate and political spheres. (Neville and Clarke, 2020) Then, there is the exploitational spectre of mass tourism from the Hippie Trail that has had the ability to “invade” and ruin the authenticity and/or sustainability of a particular place or location as it is overrun by the “golden hordes”. Finally, we might consider the Orientalist, imperialist and globalised ideologies of mass tourism as one of the insidious and serpentine forces that entrap the central characters in this television series. This leads to a failure to understand what is really going on as the tourists are deluded by visions of an exotic paradise. References Frow, John. Time and Commodity Culture: Essays on Culture Theory and Postmodernity. Oxford UP, 1997. Gemie, Sharif, and Brian Ireland. The Hippie Trail: A History. Manchester UP, 2017. Gregory, Derek. “Scripting Egypt: Orientalism and the Cultures of Travel.” In Writes of Passage: Reading Travel Writing. Eds. Duncan James and Derek Gregor. Routledge, 1999. 114-150 . Kreamer, Robert. The Hippie Trail: After Europe, Turn Left. Fonthill Media, 2019. Lynskey, Dorian. “The Serpent: A Slow-Burn TV Success That’s More than a Killer Thriller.” The Guardian, 30 Jan. 2021. 1 Oct. 2021 <https://www.theguardian.com/tv-and-radio/2021/jan/29/the-serpent-more-than-a-killer-thriller-bbc-iplayer>. MacLean, Rory. Magic Bus: On the Hippie Trail from Istanbul to India. Penguin, 2006. Neville, Richard, and Julie Clarke. The Life and Crimes of Charles Sobhraj. Jonathan Cape, 1979. ———. On the Trail of the Serpent: The Life and Crimes of Charles Sobhraj. Revised ed. Vintage, 2020. Northover, Kylie. “The Ice-Cold Conman of the ‘Hippie Trail’.” Sydney Morning Herald, 27 Mar. 2021: 13. Price, Roberta. “Magic Bus: On the Hippie Trail from Istanbul to India.” The Sixties: A Journal of History, Politics and Culture 2.2 (2009): 273-276. Said, Edward. Orientalism: Western Conceptions of the Orient. Penguin, 1995. Sobocinska, Agnieszka. “Following the ‘Hippie Sahibs’: Colonial Cultures of Travel and the Hippie Trail.” Journal of Colonialism and Colonial History 15.2 (2014). DOI: 10.1353/cch.2014.0024. Thompson, Thomas. Serpentine: Charles Sobhraj’s Reign of Terror from Europe to South Asia. Doubleday, 1979. Tomory, David, ed. A Season in Heaven: True Tales from the Road to Kathmandu. Lonely Planet, 1998. Turner, Louis, and John Ash. The Golden Hordes: International Tourism and the Pleasure Periphery. St Martin’s Press, 1976.
The Resident Evil video game series is especially notable for engaging with uncanny nature and monstrous reproduction, often facilitated through viral contamination. These third-person games usually feature an outbreak of some kind, instigated by a shadowy organisation, and star a member of law enforcement or the military as the protagonist. However, the seventh and eighth games of the franchise were different. While they explored many of the same themes and conventions as their predecessors, the technologies by which they evoked fear and suspense had become further immersed in the survival horror genre and ecoGothic affect. Survival horror video games, which often exploit anxieties surrounding uncanny motherhood to produce feelings of dread, use the processes and spectacle of reproduction, gestation, and childbirth as the locus of player fear. The ecoGothic, that is the non-human ecology rendered uncanny, monstrous, and sublime, permeates survival horror spaces and has the potential to empower these malevolent matriarchs. In Resident Evil 7: Biohazard (Nakanishi) and Resident Evil VIII: Village (Sato), player-protagonist Ethan Winters is under constant attack from female antagonists. From unexpected onslaughts from his rapidly transforming wife Mia at the beginning of Resident Evil 7: Biohazard, to his heart being wrenched from his body by the overarching villain Mother Miranda in Resident Evil VIII: Village, Ethan’s life is under constant threat from women and girls infected by a parasitic fungus. These monstrous females, through their corporeal forms and means of control, blur the boundaries between the human and the non-human. Furthermore, they represent the perceived degradation of the human form and delegitimisation of man's dominion over nature. These women—who have merged with the non-human ecosystem—have become creatures that challenge our conception of what it is to be human. It is this intersection of ecophobia and the perceived transgression of gender roles that make up the anatomy of the female and non-cis-masculine presenting videoludic monster. Using Resident Evil 7: Biohazard and Resident Evil VIII: Village as my primary examples, in this article I unpack the implications of these fungus-infested women, and explore how family and trauma play a role in their narratives. EcoGothic Origins In defining the ecoGothic it is important to acknowledge its origins as a response to the idealised ecologies of the nature writing of the Romantic period (Smith and Hughes 2). Rather than sweeping through the green pastoral valleys of the Romantic novel, the ecoGothic lurks in the shadows of labyrinthine forests and stands awestruck before sublime wonders. The ecoGothic shatters the illusion of human control, confronting the audience with their fears and anxieties. The ecoGothic monsters of Resident Evil 7: Biohazard (referred to here as Resident Evil 7) and Resident Evil VIII: Village (referred to here as Village) represent deep-seated anxieties about the boundaries between the human and the non-human. Whilst Gothic narratives have traditionally expressed fears about the loss of control to nature, Estok notes that this loss of control is a real and present threat in the environmental crisis of the Anthropocene (Estok 29), lending these modern ecoGothic monsters additional relevance and potency. The ecoGothic challenges human corporeality through transformation, hybridity, and invasion, destabilising our ideas of the human as separate from, and superior to, the greater ecology. It is vital to interrogate assumptions associated with the false dichotomy between humans and nature to demonstrate the anxieties at play within these manifestations of female eco-monstrosity. As Tidwell notes, ecohorror narratives are “fundamentally predicated upon a relationship between humanity and nature that does not allow for their interconnectedness” (539). These games, through the compromised, infected form of the protagonist, problematise the dichotomy between the good of humanity and the evil of the non-human. However, they still weaponise anxieties about human specificity and depict hybridity as monstrous and unstable. The patriarchal fear of transgressive female power is similarly weaponised through the female antagonists. These monstrous female antagonists are used to police boundaries of acceptable womanhood and their fates demonstrate the dangers of transgressing those boundaries. Through an ecofeminist lens we can examine the interplay between anxieties surrounding gender and anxieties surrounding the wildness and unpredictability of the ecology. As the intersection between ecocriticism, which is interested in the interconnectedness of ecologies, and feminism, which is interested in the “social analysis” of power structures and systems of domination (Carr 160), ecofeminism allows us to analyse the subjugation, exploitation, and demonisation of the feminine and the broader ecology. Part of what makes a female monster so threatening is that she transgresses two societal modes of categorisation. She is a predator rather than prey, no longer fitting the submissive female archetype, and she has become a hybrid form closely associated with the animal. Krzywinska highlights the role of this altered power relationship as being a potent manifestation of the Gothic in video games (33). This common expression of transgressive and monstrous female power draws on the traditional role of the Gothic in facilitating the male experience of fear and vulnerability with impunity (Krzywinska 33). Resident Evil as a video game series has an inconsistent history of depicting women and female-presenting entities, both antagonists and protagonists alike. MacCallum-Stewart asserts that the series’ shift towards more problematic and monstrous female representation coincides with a move from action-adventure to survival horror (170). The series has long been preoccupied with monstrous inheritance and legacy, but Resident Evil 7 and Village represent a new move towards female villains, abandoning patriarchal dynasties like the Weskers. The female ecoGothic monsters of Resident Evil 7 and Village transgress gender and species norms, signifying a move further into the ecoGothic realm of the uncanny. The Technology of Ecohorror The Resident Evil series uses science fiction conventions to explain the mystery that lies at the centre of its horrific spectacles. Despite the distinctly ecoGothic affect of Resident Evil 7 and Village, the ’scientific’ explanation provided in-game for these supernatural occurrences is a mutated fungus with psychotropic and self-replicating properties. The Cadou (Romanian for “gift”) is a fictional fungus developed from a fungal root under the village, and altered to create bioweapons by a shadowy organisation, The Connections. Known as the megamycete in the English script (not used in the Japanese script), the fungus has various effects including controlling its host, retaining and replicating genetic information, and rapid growths capable of focussed movement. A second fungal root was established in Louisiana, under the Baker House of Resident Evil 7. As a locus of human anxiety, fungal bodies are inherently unstable and defy characterisation, thus queering ideas of the corporeal body (Bishop et al. 220). Bishop posits that in the human consciousness fungus is closely linked to the animal as they live on “dead or decomposing matter”. Some fungal species reproduce asexually “through the release of spores that produces new organisms that are genetically identical to the parent organism” (Bishop et al. 204). This asexual reproduction means that fictional fungal bodies are representative of a reproductive process that runs contrary to the human-sanctioned sexual reproduction and established gendered power dynamics. Reproduction through tiny spores allows the site of reproduction to go undetected, opening the possibility within the human imagination for the invasion and violation of the human form. Bishop also notes that fungal bodies “are hardly contained organisms; they form complex systems of mycorrhizae, symbiotic underground relationships with other fungal and vegetal life” (Bishop et al. 204). It is this resistance to categorisation is an emergent theme as we define the parameters of these female eco-monsters. Whilst the fungal properties of the Cadou are behind the malevolent forces at work within Resident Evil 7 and Village, the mould and associated slime are a looming presence in the bulk of the gameplay. It clings to the walls in the Baker house and lurks in the shadows of the Village. It exists within the interior and exterior of the human body, threatening to control, corrupt, and engulf. The invasive presence of the mould in the Old House places the phenomenon firmly in the domestic sphere, in the space to which the matriarch of the family, Marguerite, is bound (McGreevy et al. 254). Hurley notes that slime “constitutes a threat to the integrity of the human subject” (35), due to its lack of fixed identity and form. Slime represents a challenge to the human understanding of the body as a closed system that is impenetrable and self-contained. Estok posits that slime’s resistance to categorisation and refusal to fit within male delineated boundaries creates an association with the feminine (33). Slime is unstable and resists control, making it a culturally pervasive expression of fears about the loss of established systems of power that reinforce sexism and misogyny (Estok 31). This theory of the gendered significance of slime brings new meaning to use of the mould and slime forms of the Cadou for the purposes of unnatural reproduction and the exercising of psychological control. The abhuman, or not-quite-human (Hurley 3), spectacles of Resident Evil’s Cadou infected antagonists are able to be at once tragic and disposable. While the player is required to kill vast hordes of amorphous “molded”, emaciated “thralls” and degenerated “lycans”, the humanoid bosses or key antagonists complicate human claims to exceptionalism and specificity. Tidwell notes that “this breakdown of the animacy hierarchy and of separations between human and nonhuman emphasizes materiality itself and de-emphasizes consciousness or sentience” (546). It is implied that we are to think of the zombie-like hordes of non-player combatants as non-sentient, as under the complete control of the non-human, therefore entirely expendable. This othering of non-player combatant is a staple of the survival horror genre as it offers monstrosity as both motive and mitigation. As Perron notes, the monsters of videoludic horror are constructed from “mundane” player anxieties, allowing the player to kill that which they fear (11). The Scientist and the ‘Broodmother’ The dangerous potential of the grieving mother is demonstrated in the actions of Mother Miranda, whose loss of her daughter Eva serves as the catalyst for the Cadou narrative arc of Resident Evil 7 and Village. Miranda, through her experimentation with the mould and her pathological determination to resurrect her child, becomes a monstrous maternal spectacle. Miranda forces both children and adults to become infantilised, deferential hosts to the Cadou, attempting to create a “vessel” to carry her daughter’s DNA and consciousness. As Paxton notes, such monstrous and destructive maternal behaviour is “pathologized as unnatural and identified as the seamy underside of woman’s nature” (170). This depiction of unnatural maternal behaviour is compounded by her means of reproduction and the multitudes of “children” she has produced. Stang notes that “the monster polices the borders of what is permissible” and Miranda’s status as the “Broodmother”, through her complex combination of asexual reproduction and infection, represents transgressions of those borders that circumvent patriarchal processes (235). Killing Miranda is the culmination of a two-game arc that requires the player-character to kill her “false children”. The similarities between the unnatural birth of Frankenstein’s creature and the unnatural birth of Miranda’s children are significant. Facilitated by science and societal transgression, they are constructed from death and ultimately result in parental rejection. Miranda cements her status as the monstrous mother by revealing that the player has been doing her bidding in killing her children: "you've fulfilled your purpose, Mr. Winters. You disposed of my false children and awakened the glorious Megamycete” (Sato). In creating these “children” and then casting them aside, Mother Miranda fashions a hierarchy of hybrid entities, desperate for her approval and under her thrall due to the controlling properties of the Cadou. The player-character’s mission to kill Miranda as the monstrous maternal figure expresses a “revulsion and fear towards female fecundity” and a “potent fear” of “female reproduction without male input” (Stang 238). The damage perpetuated by Miranda’s unnatural motherhood is far reaching, with one of her “failed vessels”, Eveline, becoming the source of the Louisiana Cadou infestation from Resident Evil 7. Eveline was originally created as a bioweapon (or B.O.W.) using the DNA of Miranda’s dead daughter and a sample of the Cadou mould. Manifesting as a ten-year old girl, Eveline has an insatiable drive to create a family which motivates her manipulation and infection of the Bakers, Mia, and the play-character Ethan. "I don't want to live at the lab anymore. I want a house. And I want you to be my mommy" says Eveline to Mia (Nakanishi). Eveline’s ability to reproduce and infect is even more monstrous and abject than that of her “Broodmother” as she is ostensibly a young girl. Her status as an uncanny, abhuman “mother” is not a means of empowerment and comes at a tremendous cost. As Stang writes the ecoGothic mother’s reproductive power “is often the result of infection, contamination, or mutation and causes abject transformations, madness, and, eventually, death at the hands of the protagonist” (238). Therefore, with each one of these abject mothers Ethan kills he is completing the patriarchal narrative of the dangers of unnatural reproduction and matriarchal power structures. The Abhuman Mother Resident Evil 7 antagonist Marguerite Baker is already a mother when the Cadou, brought into her home by Eveline, establishes fungal growths on her brain. She and Jack take in Eveline and Mia out of a genuine human concern and compassion which has completely disappeared by the time Ethan arrives in the home. Soon Eveline’s drive for a family kicks in and she begins to insidiously control the Bakers, worming her way into their psyche and infecting them with the mould. From this point on Marguerite begins to mutate into a maternal monster, referring to spiders and insects as her babies. Not only does her nurturing begin to transgress species, but she begins to feed her human family human flesh, creating grotesque parodies of the nurturing and nourishing mother: "I'll feed you to my babies and fertilize the garden with what was left" Marguerite to Ethan (Nakanishi). As Marguerite begins her homicidal pursuit of Ethan, the ecohorror of her monstrous body is revealed. She transforms becoming progressively less human. Her “monster” form, with its elongated limbs and mutated vulva, becomes more closely aligned with a female arthropod or arachnid. McGreevy et al notes that “Marguerite’s transformation mirrors the impact of mycoestrogens, such as zearalenone, which the body treats as a high dose of estrogen … . The infection thus amplifies feminine traits to a dangerous level, as the female body is abject: horrific and alluring” (261). The insects that are birthed from her genitals have an intrinsic association with death and decomposition, playing a key role in the process of disarticulating the human form (Shelomi 31). From this association we might infer that the fear and disgust the player feels at Marguerite’s association with insects and her mutated arachnid form goes beyond anxieties of ambiguity between the human and the non-human. The Eastern European castle and snow-capped peaks of Village offer a different type of female monstrosity to that found on the bayou in Louisiana. Whilst not a vampire through the traditional transmission mode of Dracula and his ilk, Alcina Dimitrescu’s vampirism is necessitated by an inherited blood condition and invites discussion of matriarchal lines of reproduction. The inhabitants of the Castle Dimitrescu play into the same ecoGothic conventions as that have been employed in female vampire narratives. These narratives play into anxieties about unnatural reproduction, in this case reproduction without the men or masculine forces. Paxton in their exploration of Le Fanu’s Carmilla draws connections between female vampirism and parasitic ichneumon wasps, resonating with the depiction of Cadou infestation in Resident Evil (170). Like fungus vampirism is depicted as parasitic and a disruption to the patriarchal lineage through its potential for asexual reproduction. Not unlike the structure of infection, psychic control, and reproduction that we see in vampire fiction, Mother Miranda operates as matriarchal head of an expansive hivemind that mimics a family like structure. Alcina Dimitrescu is a sexualised spectacle whose rejection and suspicion of men reinforces her role as a transgressive woman. Alcina and her daughters determine the fates of their victims by gender, with men being consumed and women being enslaved and drained of blood for the production of wine. She further transgresses normative expectations of the mother through the animalism associated with vampirism (Paxton 178) and her stature. She is an imposing nine feet tall with rapidly growing claws due to the effects of the Cadou, making her difficult to dominate through brute strength. Further compounding her threat to patriarchal power structures, she explicitly expresses hatred for men during her attacks. Her voice lines demonstrate a powerful drive to protect her daughters from patriarchal power and masculine violence: “You ungrateful, selfish wretch! You come into MY house—You lay your filthy man-hands on MY daughters”—Alcina Dimetrescu to Ethan (Sato). Depicted as a beautiful, elegant lady, the vampiric body of Alcina Dimitrescu, transforms into a grotesque dragon-like creature, providing visual confirmation of her underlying status as non-human. The abhuman as the covert and deceptive non-human monstrosity plays into her late-stage transformation reinforces her disconnect from the human, legitimising her death. Mother Miranda’s daughter Donna Beneviento poses a deeper psychological threat to the player, stepping further away from the action-adventure genre with which Resident Evil has previously been associated. Like Marguerite, her house manifests her psychological state, reflecting her trauma and implied mental illness. This trauma manifests externally, turning the Beneviento mansion into an extension of her psychic agency. She achieves this through the use of secreted fungal hallucinogens activated by pollen allowing her to manifest and prey on the anxieties of her victims. Donna Beneviento’s relationship to her Cadou infested and their uncanny animation echoes the unnatural reproduction of Mother Miranda. Throughout the Beneviento mansion motifs of parenthood and childbirth play out in increasingly grotesque forms, culminating in a giant foetus monster emerging from the shadows, wailing and giggling. Donna Beneviento is playing with Ethan expressing her status as child, despite the reality of her adulthood. Donna is infantilised, crafting dolls in an expression her loneliness and desire for family in a manner similar to Eveline’s misguided attempts to construct a family. The Sanctioned Mother and the Good Daughter The counterpoint to these spectacles of female monstrosity are female characters who manage to maintain the appearance of human specificity and adherence to societal norms. Marguerite’s daughter Zoe remains relatively unaffected by the Cadou and retains her humanity, aligning herself with the player-character. She is the good daughter, the sanctioned and acceptable human daughter. Ethan’s wife Mia is intermittently affected by the same fungal infestation as Marguerite, yet her initial monstrous manifestation and frenzied chainsaw attack on Ethan at the beginning of the game is all but forgotten through her subsequent ability to maintain the appearance of human specificity. By the beginning of Village Mia is depicted as an ideal picture of rehabilitated motherhood and femininity. Positioning herself as the “good” in the good/bad mother dichotomy, she is cooking, wearing soft fabrics and colours, and is nurturing her baby (Digioia 15-16). But this figure of the socially sanctioned mother has been replaced by the “bad” Mother Miranda. This raises further questions about the illusory and performative qualities of maternal affection in the Resident Evil series. After being kidnapped, Ethan’s baby Rose is dissected into four parts and given to four main antagonists of Village. It is only through her integration with the Cadou and the resurrection procedure of Mother Miranda that she is revived. Rose’s resurrection is an obscured and noncorporeal affair, unlike the resurrection of Alcina Dimatrescu’s daughters Bela, Daniela, and Cassandra, which is documented in scientific detail. As a discarded “Insect observation journal” notes, their corpses became covered in carnivorous insects that “vigorously consume meat”, morphing and mutating to recreate their resurrected human forms (Sato). The visceral descriptions of this process and their subsequent ability to control hordes of insects are reminiscent Marguerite’s monster form. Like Mia and Zoe, Rose’s acceptability and status as the good daughter is predicated on her ability to adhere to societal norms and patriarchal categorisations. Conclusion In depicting female antagonists as ecoGothic monstrosities, Resident Evil 7: Biohazard and Resident Evil VIII: Village position the player character in vain defence of human specificity and supremacy. It is telling that, as a figure who has been unknowingly infected with the Cadou, Ethan Winters has already lost the battle against the parasitic invasion of his own corporeal form. By tapping into ecophobic anxieties about fungus and slime that defy categorisation, Resident Evil is able to challenge the player’s human specificity and agency. This lack of specificity and agency is only accentuated by the monstrous and transgressive presence of the unnatural mother and the dangerous female. It is this loss of control and vulnerability that is common to both the ecoGothic and the survival horror genre. By contrasting examples of the monstrous feminine with sanctioned feminine figures like Mia, Rose, and Zoe, Resident Evil 7: BioHazard and Resident Evil VIII: Village establish policeable boundaries for female behaviour and a means of justifying the killing of abhuman bodies. While the powerful monstrous female antagonists of the games are able to exert a phenomenal amount of agency when compared to their monstrous peers, their construction still plays into destructive misogynist and ecophobic ideas of the female and the non-human world. References Bishop, Katherine E., David Higgins, and Jerry Määttä. Plants in Science Fiction: Speculative Vegetation. Cardiff: U of Wales P, 2020. Carr, Emily. “The Riddle Was the Angel in the House: Towards an American Ecofeminist Gothic.” Ecogothic. Eds. Andrew Smith and William Hughes. United Kingdom: Manchester UP, 2016. 160-176. DiGioia, Amanda. Childbirth and Parenting in Horror Texts : The Marginalized and the Monstrous. Bingley: Emerald, 2017. Estok, Simon C. “Corporeality, Hyper-Consciousness, and the Anthropocene ecoGothic: Slime and Ecophobia”. Neohelicon 1 (2020). 27 Aug. 2021 <https://link.springer.com/article/10.1007/s11059-020-00519-0>. Hurley, Kelly. The Gothic Body: Sexuality, Materialism, and Degeneration at the Fin de Siècle. Cambridge: Cambridge UP, 2004. Krzywinska, Tanya. “The Gamification of Gothic Coordinates”. Revenant: Critical and Creative Studies of the Supernatural 1 (2015). 26 Aug. 2021 <http://www.revenantjournal.com/contents/the-gamification-of-gothic-coordinates-in-videogames/>. McGreevy, Alan, Christina Fawcett, and Marc A. Ouellette. “The House and the Infected Body: The Metonomy of Resident Evil 7.” 2020. 28 Aug. 2021 <https://digitalcommons.odu.edu/english_fac_pubs/155/>. Paxton, Amanda. “Mothering by Other Means: Parasitism and J. Sheridan Le Fanu’s Carmilla”. ISLE: Interdisciplinary Studies in Literature and Environment 1 (2021). 2 Aug. 2021 <https://doi-org.ezproxy-f.deakin.edu.au/10.1093/isle/isz119>. Perron, Bernard. The World of Scary Video Games: A Study in Videoludic Horror. Bloomsbury Publishing, 2018. Resident Evil 7: Biohazard. Dev. Koshi Nakanishi. Capcom 2017. Resident Evil Village. Dev. Morimasa Sato. Capcom, 2021. Shelomi, Matan. “Entomoludology: Arthropods in Video Games”. American Entomologist 2 (2019). 28 Aug. 2021 <https://doi.org/10.1093/ae/tmz028>. Smith, Andrew, and William Hughes. Introduction. In EcoGothic. Manchester University Press, 2015. Stang, Sarah. “The Broodmother as Monstrous – Feminine – Abject Maternity in Video Games.” 42 (2019). 28 Aug. 2021 <https://doi.org/10.7557/13.5014>. Tidwell, Christy. “Monstrous Natures Within: Posthuman and New Materialist Ecohorror in Mira Grant’s ‘Parasite’.” ISLE: Interdisciplinary Studies in Literature and Environment 3 (2014). 27 Aug. 2021 <https://www.jstor.org/stable/26430361>.
Jeanette Winterson’s 2019 novel Frankissstein is a contemporary re-reading of Mary Shelley’s classic Gothic text Frankenstein that profoundly challenges ideas of what it means to be human in the present day, by drawing on posthuman ideas about the constitution of the self. In this novel, Winterson portrays various forms of ‘monsters’ such as AI, lifelike sex dolls and transgender embodiment. Drawing on both Frankenstein as a text and the infamous creation story of the novel, Winterson creates a deeply intertextual cast of characters that blurs the following: Ry (Mary Shelley), a transgender doctor, Ron Lord (Lord Byron), the creator of a line of sex bots, and Professor Stein (Frankenstein), a scientist interested in AI and cryopreservation. Framed by vignettes of Shelley’s composition of Frankenstein, these characters draw together a set of highly contemporary desires and anxieties about the relationship between the social and science, the ways in which matter is always articulated through both the discursive and the material, and how, to quote Karen Barad, “what often appears as separate entities (and separate sets of concerns) with sharp edges does not actually entail a relation of absolute exteriority at all” (“Posthumanist Performativity” 803). Winterson implicitly and explicitly explores ideas of the posthuman—for instance, in the novel Stein gives a lecture titled “The Future of Humans in a Post-Human World” (74)—and suggests that the future is one in which “binaries belong to our carbon-based past” (72), in ways both liberating and disturbing. While Stein talks about our posthuman future of overcoming even death with the zeal of an evangelist, Winterson undercuts this celebratory rhetoric by situating these emerging forms of self-making in a lineage of the monstrous—”Frankenstein was a vision of how life might be created—the first non-human intelligence” (27)—that suggests the posthuman itself to be a kind of monstrosity. For Winterson, the contemporary monster is one bound up in technologies of self-making, an ambivalent process of both promise and danger that entangles us with monstrosity: “Frankenstein in the monster ... the monster in Frankenstein” (130). Drawing on posthuman theory, I propose that we can read Winterson’s novel as suggesting that modern subjectivity in itself has become defined by hybridity, a mixing between human and non-human elements that problematises many of the boundaries of selfhood that Enlightenment humanism valourised for so long. As Donna Haraway famously said in her “Cyborg Manifesto”: late Twentieth-century machines have made thoroughly ambiguous the difference between natural and artificial, mind and body, self-developing and externally designed, and many other distinctions that used to apply to organisms and machines. Our machines are disturbingly lively, and we ourselves frighteningly inert. (11) Against this historical backdrop, Winterson suggests that new forms of being human—or becoming posthuman—are emerging, in which sex, gender and sexuality have become profoundly entangled with various forms of biological and informational technology. “We’re still biology but we’re better biology” says Stein (113), suggesting that the future holds new forms of modifications of the body, including smart implants and the uploading of consciousness to computing systems. In situating transgender treatments, AI and sex-bots in a lineage of the monstrous that begins with Frankenstein, Winterson (as much as posthuman theorists), is interested in the way that new forms of technologies mean that all subjectivity has become monstrous itself. But what might it mean to be posthuman? Feminist philosopher Rosi Braidotti has suggested that our post-Enlightenment, posthuman era is one in which the category of the human has become problematised. She says, “not all of us can say, with any degree of certainty, that we have always been human, or that we are only that” (1). For Braidotti, women, people of colour and LGBT people have never been accorded fully human status, and as such the rapid technological change that has challenged humanity as a category is to be embraced, if not precisely uncritically. She argues that posthuman subjectivity is notable for the way that it collapses the boundary between nature and culture, and for the interweaving between human and non-human elements in contemporary life. I want to suggest that one name for those subjects that Braidotti describes that ‘have never have been quite’ human is monster. The figure of the monster deployed by Winterson is one that haunts contemporary ideas of sex, gender, and sexuality. Nikita Mazurov has called the monster a “continuous, unstable project of both disassembly or ex-figuration and of unsanctioned coupling” (262), a posthuman praxis of “hybridity of form” that challenges state-sanctioned productions of the self. The monster challenges ideas of fixity, the metaphysics of presence and essence that created the humanist project. It is, in this sense, abject in the sense that Julia Kristeva famously described, as that which “disturbs identity, system, order [and] does not respect borders, positions, rules. The in-between, the ambiguous, the composite” (4). The composition of the monster collapses such foundational binaries as male/female, gay/straight, dead/alive, human/machine, human/animal, black/white, and inside/outside. “The monster is one who lives in transition”, as Paul Preciado says (“Can the Monster Speak” 20). Monsters have therefore historically done profound cultural work, for as Jack Halberstam has said, “monsters have to be everything the human is not and, in producing the negative of human, these novels make way for the invention of human as white, male, middle class, and heterosexual” (22). As Frankissstein suggests, monstrous others continue to haunt contemporary subjectivity. Winterson suggests the human to be an embattled category—and here we must remember that one of the ways in which humanisation emerges is the easy identification of binary gender, as Judith Butler noted long ago in Bodies That Matter (xiii). Haraway anticipated the mainstreaming of the monster in her metaphor of the cyborg, which was, after all, “monstrous and illegitimate” (15), a post-gender, post-Oedipal figure built from the interaction between flesh and machine, nature and culture. The invention of the human, therefore, has become ever more a precarious thing in a posthuman world. Given her interest in gender and sexuality, one of the chief lenses through which Winterson has been read through is queer theory (Moore; Haslett; McAvan). With its portrayal of new forms of gendered and sexual subjectivity, Frankissstein can be productively read against more recent queer and trans theory that take a more posthuman approach to embodiment, rather than that of the linguistically-constructed, Butler-inflected queer theory, which has largely formed the critical context for Winterson’s work on sex and gender. While queer and posthuman theory are not completely coterminous with one another, both arguably take as their starting point a deconstruction of an image of the human which has historically been normatively considered white, male, heterosexual, and cissexual. Taking queer and trans theory into a material turn, Preciado has notably talked about what he calls a “pharmacopornographic” (Testo Junkie, 33) regime, in which globalised post-industrial capitalism runs on the “biomolecular” and “semiotic-technical” (33) industries that produce gendered and sexual subjectivity. Preciado polemically argues that contemporary capitalism is notable for its pervasive regime of pharmaceuticals that modify the body, and pornography that stimulates sexual desire (and here we might add the semiotic regime of sexuality on smartphones, through chat, photos, and dating apps like Tinder and Grindr). Capital, in this regime, has become “sexual capital” (40). As a result, what is a commonsense cis-normative understanding of transgender subjectivity, which relies upon an economy of medicalised body modification, can be said in Preciado’s analysis to constitute the truth of all subjectivity in the present given the ubiquity of pharmaceutical interventions like the contraceptive pill, Viagra, Prozac, and Ritalin. He says, “you think that you’re cis-females, but you take the Pill; or you think that you’re cis-males, but you take Viagra ... . You, you as well, you are the monster that testosterone is waking up in me” (393). The figure of the monster has been a trope of transgender studies since at least Susan Stryker’s “My Words to Victor Frankenstein above the Village of Chamounix”, which explicitly draws upon Shelley’s Frankenstein as an antecedent for trans subjectivity, suggesting that we see trans bodies as profoundly unnatural, and that as a result, “like the monster, [trans people are] too often perceived as less than fully human due to the means of [their] embodiment” (245). Preciado suggests that the monstrosity popularly imagined to be the unique property of transgender bodies, their partiality and hybridity, is in fact more properly a universal condition of the biopolitical regimes that constitute contemporary life. Almost all of us take pills that modify our bodies and minds, almost all of us construct our sexualities through the semiotic—these non-human elements profoundly interweave with the human in new forms of universal monstrosity. It is perhaps therefore unsurprising that Winterson would also take up the figure of Frankenstein’s monster in her examination of contemporary forms of posthuman subjectivity. The character of Ry, a transgender doctor, is characterised in the novel as an exemplar of a broader cultural interest in self-making, stating that “it really is my body. I had it made for me” (122). This is a self-making that calls into question the construction of other selves, for as Ry says, “I am part of a small group of transgender medical professionals. Some of us are transhuman enthusiasts too. This isn’t surprising; we feel or have felt that we’re in the wrong body. We can understand the feeling that any-body is the wrong body” (114). As strongly as Preciado, the novel suggests that biomolecular and semiotic-technical regimes constitute all contemporary subjectivity, conditioning what is possible, materially and discursively. Far from being uniquely transgender, the desire to transform the body has become universal. Halberstam notes that “the monster always represents the disruption of categories, the destruction of boundaries, and the presence of impurities” (27). “I live with doubleness” says Ry (88), who is depicted as both a transgender man and non-binary. Winterson’s rendering of trans subjectivity suggests transgender to be a kind of both/and state, in between or troubling the sex/gender binary. This occurs in broad and occasionally problematic ways, as when Ry describes himself as “fully female [and] also partly male” (97), an idea that has not been universally appreciated by trans readers for whom misgendering has been a critical concern since at least Julia Serano’s Whipping Girl. Winterson’s take on trans identity as being fluid but grounded in assigned sex seems in many ways ill at ease with a contemporary trans politics grounded in a post-transition authenticity. But what is at stake in Winterson’s depiction of monstrosity is the impurity of the very category of human, the way that it has become interwoven with the bio-medical and semiotic forms of capitalism. It is not simply that Ry disrupts boundaries—though he does do that—, it is that by troubling the sex/gender binary he calls into questions the construction of identity of those around him, too (Stein dubiously says that he is “not gay” despite his desire for Ry). Where Stein’s posthuman rhetoric describes a future in which “we will be able to choose our bodies” (119), this customisation of the self is suggested to already be here for transgender people; “think of yourself as future-early” (119). Ry’s transness is described by Stein as “interven[ing] in your own evolution [being both] the here and now, and a harbinger of the future” (154). The monstrosity of trans corporeality is thus figured as indicative of a general societal movement, confirming Preciado’s ideas of a generalised bio-medical-semiotic posthumanity. We can see this in another way in Winterson’s depiction of sex bots, which render the landscape of contemporary sexuality in characteristically grotesque ways. The character Ron Lord creates a range of female sex bots from 60s hippy to a bra-less 70s feminist. “All of these girls come in different skin tones: black, brown or white. Plus, you can have a muff on the Vintage model if that’s what you want” (47). Lord suggests that sex bots entail a form of sexuality that is endlessly customisable, that allows people to have sex without baggage or complication: ”a lot of people will be happy to not have any more crap relationships with crap humans” (312). The commodification of sex and becoming-semiotic that Preciado has discussed becomes a way of overcoming the limitations—and indeed ethical responsibility—of human relationships. As Lord puts it, “what we offer is fantasy life, not real life” (46). That there is something monstrous about this sexuality is clear in the novel. We might think of Lord’s sex bots as monstrous in a number of ways—firstly, as problematising the boundaries between the sexes, secondly, the confluence between machinic and organic, and thirdly, the inability to distinguish between public and private. All of the bots are female, only made for a presumed heterosexual male audience. The bot’s proportions are exaggerated, with a “20-inch waist and 40-inch boobs” (91) while her legs are “slightly longer than they would be if she was human. This is fantasy, not nature, so you can have what you want” (37). Here it is normative heterosexual male desire, not queer or trans embodiment, that troubles the very boundaries of the human. The sex bot’s body exposes, in Judith Butler’s terms, the performativity of sex and gender disconnected from the limits of the corporeal, the intensification of normative expectations of heterosexual femininity in the sex industry beyond the boundaries of human possibility. “Will women be the first casualties of obsolescence in your brave new world?” asks one character (74), in a pointed critique of the very idea of “female” sex bots. As Preciado notes, in pornography, “sex is performance, which is to say that it is composed of public representations and processes of repetition that are socially and politically regulated” (268). And yet, there is something irreducibly virtual in this regime of “tele-techno-masturbation” (Preciado 266)—for how can a machine be any kind of sex, precisely? How can it have sex? The sex/gender of the “girls in action” is one fraught with the logic of the supplement (recall Derrida, after all, used the term to describe masturbation in Of Grammatology), an addition and replacement, in which the gender and sexuality of the bots is produced through their repetition of norms that are always exceeded and complicated by their performance by a non-human machine. This becomes apparent in a grotesque scene in which one of the sex bots malfunctions and starts saying things while folded up in a cloakroom like “OPEN MY LEGS, DADDY! WIDER!” (90), for which Lord apologises, and states that the bot is “sexually explicit when she is in Bedroom Mode” (91). Preciado has defined pornography as “sexuality transformed into public representation” (266), when the private becomes public. Lord’s sex bots mark the point in which sexuality has become semiotic, technologised, masturbatory. Preciado talks about “the capture of sex and sexuality by economy, the process by which sex becomes work” (274), a work primarily done by women. While Preciado celebrates this becoming-semiotic of sexuality in an accelerationist fashion, it is clear that Winterson has serious ambivalences about this posthuman turn of sexuality (indeed, her earlier book The Stone Gods (2007) is much more positive about the possibilities of cyborg sexuality). Though the posthuman offers possibilities for new forms of sexuality in Frankissstein just as it has for sex and gender, this brings with it the ever-present spectre of monstrosity, the abject disruption of humanist binaries. For Winterson, the power of new technologies that re-shape bodies, minds and desires is one that is profoundly fraught. While there is the pleasure of self-determination (as for Ry), and the potential to transcend human limits, there is also the possibility of new forms of de-humanisation. While Winterson’s early work like 1989’s Sexing the Cherry embraced the pleasures of monstrosity (McAvan), Frankissstein is ultimately more ambivalent about it, if resigned to its future. “I feel the like agony of mind of Victor Frankenstein; having created his monster, he cannot uncreate him. Time has no pity. Time cannot unhappen. What is done is done” (128). New forms of biological modification of the body, new forms of virtualised minds and sexuality, Winterson seems to suggest, are likely to proliferate whether we like it or not. “Nothing we do to the body is without consequences”, reflects Ry (310), suggesting that his body will always be at war with his mind. Just as Mary Shelley imagined Victor Frankenstein as a modern Prometheus, stealing fire from the gods, the posthuman attempts to overcome the limits of the human in a monstrous confluence of human and the bio-technical-semiotic. Though she stages this movement in interesting ways, Winterson is ultimately mostly pessimistic about the possible social consequences of the posthuman turn, if understanding of the desires that animate human attempts to reshape the self. But we need not conclude that posthuman monstrosity is entirely so problematic. Drawing on her work on quantum physics, Karen Barad has written that “matter is not the given, the unchangeable, the bare facts of nature. It is not inanimate, lifeless, eternal. Matter is an imaginative material exploration of non/being, creatively regenerative, an ongoing trans*/formation” (“TransMaterialities,” 411). Perhaps we might find new possibilities in the refiguration of matter, of hybrid forms, of unsanctioned coupling. Winterson has Mary Shelley ponder that “in childbirth there is no me/not me” (12)—a productive challenging of binaries that suggests monstrosity to be the very pre-condition of human life in itself. Perhaps what posthuman monsters expose is that the blurring of binaries happens on every level of matter, that the virtual and material are not as distinct from one another as we would like to think, and that the making and remaking of the self is an inherent part of being human. And that the monsters are not just the ones with bolts in their necks or sex bots or hormone injections in their veins—they are, now and always have been, all of us. References Barad, Karen. “Posthumanist Performativity: Toward an Understanding of How Matter Comes to Matter.” Signs: Journal of Women in Culture and Society 28.3 (2003): 801-831. Barad, Karen. “TransMaterialities: Trans*/Matter/Realities and Queer Political Imaginings.” GLQ 2.2–3 (2015): 387-421. Butler, Judith. Bodies That Matter: On the Discursive Limits of “Sex.” Routledge, 1993. Braidotti, Rosi. The Posthuman. Cambridge and Malden, Polity, 2013. Derrida, Jacques. Of Grammatology. Trans. Gayatri Chakravorty Spivak. Johns Hopkins Press, 1974. Halberstam, Judith (Jack). Skin Shows: Gothic Horror and the Technology of Monsters. Duke UP, 1995. Haraway, Donna. “The Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century.” Manifestly Haraway. Minneapolis: University of Minnesota Press, 2016. 5-90. Haslett, Jane. “Winterson’s Fabulous Bodies.” Jeanette Winterson: A Contemporary Critical Guide. Ed. Sonya Andermahr. Continuum, 2007. 41-54. Mazurov, Nikita. “Monster/The Unhuman.” Posthuman Glossary. Eds. Rosi Braidotti and Maria Hlavajora. Bloomsbury, 2018. 261-264. McAvan, Emily. Jeanette Winterson and Religion. Bloomsbury, 2020. Moore, Lisa. “Teledildonics: Virtual Lesbians in Fiction of Jeanette Winterson.” Sexy Bodies: The Strange Carnalities of Feminism. Eds. Elizabeth Grosz and Elspeth Probyn. Routledge, 1995. 104-127. Preciado, Beatriz (Paul). Testo Junkie: Sex, Drugs and Biopolitics in the Pharmacopornographic Era. Trans. Bruce Benderson. The Feminist Press at CUNY, 2013. Preciado, Paul. Can the Monster Speak? A Report to an Academy of Psychoanalysts. Trans. Frank Wynne. Fitzcarraldo Editions, 2021. Serano, Julia. Whipping Girl: A Transsexual Woman on Sexism and the Scapegoating of Femininity. Seal, 2007. Shelley, Mary. Frankenstein: Or, Modern Prometheus. Oxford UP, 1969. Stryker, Susan. “My Words to Victor Frankenstein above the Village of Chamounix: Performing Transgender Rage.” The Transgender Studies Reader. Eds. Susan Stryker and Stephen Whittle. Routledge, 2006. 244-256. Winterson, Jeanette. Sexing the Cherry. Grove, 1989. ———. The Stone Gods. Penguin, 2007. ———. Frankissstein. Jonathan Cape, 2019.
2021 is the fiftieth anniversary year for Japanese live-action superhero franchise Kamen Rider. For half a century, heroes bearing the name Kamen Rider have battled rubber suited monsters and defended the smiles of children. Unlike many superheroes, however, the Kamen Riders are grotesque heroes, usually drawing their powers from the same source as the villains they battle. Grotesque human-machine-animal hybrids, they differ from their opponents only in the kindness of their hearts and the strength of their spirits. Although the Kamen Rider franchise includes a variety of texts including manga, novels, movies, and stage musicals, the central text is the Sunday morning children’s television program. This article focusses exclusively on the television series. Each season of the television program is comprised of around fifty twenty-five-minute episodes, and each season features an entirely new cast, title, and premise. Kamen Rider was originally created at a time of economic downturn and social unrest, and the unease of the zeitgeist is reflected in the figure of the no longer human hero. A little over thirty years later Japan was again facing a variety of crises and intense debate over what, if any, role it should play in the wars in Afghanistan and Iraq. The 2002 television season, Kamen Rider Ryūki, tackles difficult questions about what justice, heroism, and monstrosity mean, through the medium of a children’s martial arts and live action special effects hero television program. This article explores the blurred boundaries between monster and hero in Kamen Rider, in the context of social attitudes toward children. The First Kamen Rider The inaugural Kamen Rider (protagonist of the 1971 television season), Hongo Takeshi, is a university student who gains superpowers after being abducted and experimented on by Shocker, a terrorist organisation founded by Nazis. Their medical experiments are part of a plan to produce an army capable of world domination. Takeshi’s body was modified with grasshopper DNA and cybernetic enhancements, but he was able to escape before the mind control portion of the operation. Although he appears human, Takeshi transforms via a special belt into Kamen (masked) Rider in order to fight. His face is obscured by an insectoid helmet with red compound eyes and antennae. The transformation scene is a highlight of every episode, and the transformation belt is the most important of the (many) tie-in toys. The primary audience of Kamen Rider is children between two and seven, and as a media-mix (Steinberg) franchise the sale of toys and branded products to the primary audience is vital. Anne Allison (105) identifies the transformation and blending or crossing of bodily borders it entails as the “money shot” children anticipate and enjoy. There is also a substantial tertiary audience, however, which includes older children and adults. During the early 1970s, when the first few seasons of Kamen Rider were broadcast, ‘employment trains’ were transporting Japanese teenagers (immediately following their graduation from middle school) from rural areas to the large cities, where they worked in factories and construction far from their families (Alt 54). Kamen Rider’s creator, Ishinomori Shōtarō, had debuted as a manga artist while still in school himself, and his works were particularly popular among this disenfranchised demographic. The figure of a young man taken and changed against his will and left to forge his own path in the aftermath may have been particularly resonant with these teenagers. Kamen Rider’s creator, Ishinomori Shōtarō, was a member of the yakeato (burnt ruins) generation, who were children during the Second World War and experienced the fire- and nuclear bombings of Japan and grew up amidst the burned-out ruins. Roman Rosenbaum (Redacting 97-98) argues that this generation (or perhaps more accurately, micro-generation), “later subconsciously released the bent-up trauma of their early childhood experiences throughout their adult lives in their body of work”. Ishinomori was not alone in this experience, of course; other members of the early Kamen Rider creative team were also motivated by childhood trauma. Hirayama Tōru, who helped Ishinomori bring the Rider concept to television as a producer, was sixteen when his hometown of Nagoya was firebombed. He and other schoolboys were dispatched to dispose of the bodies of civilians who had died while trying to escape the flames only to die in the river (Oda and Muraeda 41-2). Members of the yakeato generation were prominent in anti-war activism during the 1970s, opposing Japan’s entanglement in the Vietnam War (Rosenbaum Generation 284). Violence and the meaning of justice were urgent issues for this generation. This first season of Kamen Rider, along with many of the subsequent seasons, is classifiable as a horror text, with numerous Gothic elements (Staite). Many of the monsters Takeshi battles are “designed to elicit a specific reaction: that of abject horror” (Kim 28). While some of the prosthetic suits are quite silly-looking by contemporary standards, many remain compellingly disturbing in their fusion of animal-human-machine. Although he proceeds up the chain of command to eventually battle the leaders of Shocker, Takeshi is always aware when battling other victims of Shocker experimentation that the only difference between himself and them is that he was able to escape before losing his will. He, like them, is no longer entirely human, and has become as grotesque as the unfortunate monsters he must defeat. As Miura Shion (180) puts it (translation mine), “Kamen Rider was originally an entity created by evil. The reality is that the enemy in front of you and you are actually the same. The fate of Kamen Rider is to fight while struggling with this”. Noting that Kamen Rider was created during a time of social, economic, and political upheaval in Japan, Hirofumi Katsuno (37-38) links the rise of the ambiguous hero to the decline of the ‘grand narrative’ of modernity and the belief in the kind of absolute justice represented by more traditional superheroes. Kamen Rider instead inhabits “an ambiguous space between human and nonhuman, good and evil” (Katsuno 44). In the early years of the franchise the ambiguity remained largely centred on the figure of the hero. Members of the opposing Shocker organisation – who were responsible for the rise of the first two Kamen Riders – are unambiguously evil and unsympathetic. For ordinary people who have been subjected to mind control and experimentation there is compassion, but in terms of the central conflict there is no question that destroying Shocker is correct and moral. The villains battled by Kamen Riders remained predominantly fascists and cultists bent on world domination until the late 1980s, with the primary antagonist of 1987 season Kamen Rider Black the protagonist’s beloved brother. The following season, Kamen Rider Black RX, had environmental themes. The villains trying to take over the world in this season are doing so because their own planet has become too polluted to sustain life. They argue, somewhat persuasively, that since humans are on the path to global environmental destruction they are justified in taking over the planet before it is ruined. This gradual shift toward more sympathetic monsters became explicit in 2002 with Kamen Rider Ryūki’s ambivalent response to the Bush administration’s so-called War on Terror. Justice Is a Thing with Teeth and Claws Kamen Rider Ryūki (hereafter Ryūki) was in the planning stages when the 9/11 terrorist attacks occurred, destroying the twin towers. TV Asahi, the station that airs Kamen Rider, immediately sent a directive to producer Shirakura Shinichiro stating that “now more than ever we must teach children about justice” (Salas). Seemingly uncomfortable with the implications of this idea of “justice” in light of the Bush administration's subsequent actions, Shirakura says: in that mood I wondered if I could repeat the sort of hero story we had made so far, where the ‘good person’ beats the ‘bad person’ that appears one after another and finally hits the headquarters of evil. It is very dangerous to plant the mentality of the Cold War era in children at this time. ‘Ryuuki’ was created in the hope that children will have an eye for what justice means. (Cited in Uno 261-2, translation mine) Since its creation in the 1970s, Kamen Rider had been forging a new path for Japanese heroes in opposition to what Jonathan Abel identifies as an external attitude to justice in the hero programs of the 1950s and 1960s. In these programs, he argues, justice was represented as something imposed into Japan from outside (by alien superheroes, for example, or the Allied Occupation forces). American superheroes and their various approaches to questions of justice and vigilantism were also well known in Japan, as Timothy Peters has highlighted. In its depiction of a hero so closely resembling the monsters he battles, Kamen Rider rejected notions of an absolute distinction between the categories of hero and monster. As Katsuno (46) argues, “in this postmodern, liquid society, superheroes lack a unified, self-evident justice, but must navigate multiple conceptions of justice … . As embodiments of relativized justice, these grotesque heroes were the seeds for what have become enduring trends in Japanese popular culture”. 2002 season Ryūki takes the idea of relativised justice to its extreme, questioning the very existence of a ‘justice’ that exists independently from the people it impacts. It is impossible to summarise the plot of Ryūki both briefly and accurately; this attempt prioritises the former over the latter. Ryūki features thirteen Kamen Riders in a battle royale, competing for the granting of a single wish. The Riders gain their powers through forming a contract with a mirror monster, who they must feed by defeating other Riders or less powerful mirror monsters (who are themselves feeding on helpless humans). If a Rider is defeated and can no longer feed his contract monster, the creature will consume them. Mirror monsters are so called because they come from mirror world, a parallel dimension connected to ours by reflective surfaces including mirrors and, significantly, gleaming skyscrapers. The battle is controlled by antagonist Kanzaki Shiro, who is trying to save the life of his younger sister Yui. Protagonist Kido Shinji tries to stop the Riders from fighting one another, which delays Shiro’s plans and leads to Yui’s death. Shiro repeatedly loops time to restart the battle and save Yui, but Shinji disrupts each new timeline. There are multiple alternate endings to the story, including both televisual and print versions. Because the endings each involve uncovering the reason Shiro has created the battle as part of their resolution of the story, there are also multiple explanations for why and how the battle began. In some versions the origin of the mirror monsters lies in Shiro and Yui’s childhood experience of abuse at the hands of their parents, while in another Shinji inadvertently sets events in motion after breaking a childhood promise to Yui. Which origin, ending, or time-loop is ‘true’ is never resolved. Viewers were invited to vote on the ending of the television special by telephone; alternate endings had been prepared with the winning option inserted at the end of the broadcast (Uno 271). This moral ambiguity and confusion over what is ‘true’ is an intentional critique of simplistic ideas about justice. In Ryūki each of the Riders participates in the battle because they believe that their wish is important enough to justify the means employed to obtain it. The program problematises the idea that there is an objective division between good and evil by focusing on the subjective righteousness of the individual characters’ motivations, including the irony of Shinji’s battles for the sake of stopping the war. Although these feel like quite adult themes, Shirakura couches them firmly within his interpretation of teaching children about justice, explaining that children sometimes envision themselves as the heroes and think they might also be justice. There is also the idea that people often don’t accept themselves as being wrong, because in one’s mind ‘I am myself, so I’m not wrong’ is the prevailing thought process. These thoughts lead to selfish patterns because kids might not see themselves as themselves but as the heroes. (Salas) Uno Tsunehiro (263-4) argues that there is in fact no villain and no justice in Ryūki, simply competing desires. Ryūki does not make judgements about which desires are more or less worthy, he writes, but displays all of the Riders’ motivations equally, just like Google search results of products displayed on Amazon. Just like Capitalism, Uno (263-4) suggests, Ryūki treats every story (justice / evil) equally as a desire (as a product). The mirror monsters are quite frightening; using a combination of Godzilla-style rubber suits and CGI they are all based on animals including spiders, crabs, and cobras, combined with cyborg elements such as guns embedded in various body parts. However, their behaviour is straightforwardly animalistic. They are hungry; they kill to feed. The truly monstrous characters in Ryūki are clearly the Kamen Riders themselves, who use the mirror monsters to lend power to human motivations that are far more complex and twisted. Although many of the Riders have sympathetic motivations such as saving the life of a loved one, Kamen Rider Ōja simply enjoys violence. Uno points out that this character is essentially the same as The Joker in 2008’s The Dark Knight; like The Joker, Ōja tells a variety of stories explaining the origins of his psychopathy in past traumas only to mock the credulity of those so eager to believe these explanations (Uno 274). Crucially, Ōja is still a Kamen Rider, and appears alongside more sympathetic Kamen Riders in ensemble-cast films and games. The line between hero and monster has become blurred beyond comprehension. Monsters for Children, Children as Monsters Shirakura’s comment about the danger of children uncritically viewing their own actions as being just draws attention to an important shift taking place at the turn of the millennium. Monsters were no longer something to protect children from, but increasingly children themselves were becoming viewed as potentially monstrous. Five years before Ryūki’s release Japan had been rocked by the discovery that the murderer of two elementary school children was a fourteen-year-old child dubbed ‘Youth A’, who had described his behaviour as a game, taunting the police and media before his capture (Arai 370-1). Although violent crimes perpetrated by children are always shocking, what stands out from this particular incident is the response from other school children. Youth A had sent a manifesto to a local newspaper lambasting the education system that had created him. In a survey conducted by the Ministry of Education more than fifty percent of the students surveyed sympathised and identified with at Youth A (cited in Arai 371). Lindsay Nelson (4) notes the prevalence of child-monsters in Japanese horror films in the late 1990s and early 2000s, writing that “the many monstrous children of contemporary Japanese cinema stand at a crossroads of Japan’s past, present, and future, crying out for compassion even as they drag those around them into death” (Nelson 13). There is of course a world of difference between depictions of monstrous children in adult media, and depictions of monsters in children’s media. I do not mean to conflate or confuse the two. Both kinds of monsters are, however, influenced and in turn influence wider social discourses and anxieties. Kamen Rider is also a text characterised by dual address, a narrative mode which addresses both adults and children simultaneously (in contradistinction to double address, in which the adults talk over the heads of children in an exclusionary way (Wall). Although Kamen Rider Ryūki featured adult actors (teenagers began to appear in leading roles with increasing frequency from the mid-2000s), it foreshadows the shifting of social attitudes toward children through intertextual references to the film Battle Royale (2000), also distributed by Kamen Rider’s producer Toei. Battle Royale centres on a school class who have (without their prior knowledge) been selected by lottery to participate in a ‘survival game’ on an isolated island. They must kill one another until only one survives; they have all been fitted with explosive collars, and any child refusing to participate will have their collar remotely detonated, killing them. Director Fukasaku Kinji comments that he felt a connection to the thematic linking of violence and children in Battle Royale because of his own experiences as a member of the yakeato generation. He had worked in a munitions factory during the war that was frequently targeted by bombs, and he describes hiding under and later having to dispose of the bodies of his friends (Rose). The story is a biting commentary of the relationship between economic collapse, school-based violence, and failures of governance. In Andrea Arai’s (368) analysis, “the tropes of battle, survival, and the figure of the schoolchild, reflect and refract social anxieties about the Japanese future in an era of globalisation and neoliberal reform, and the enduring historical conundrums of Japan’s twentieth-century past”. The battle between Kamen Riders in Ryūki is also a battle royale; although the core audience of very young children would probably not have made the intertextual link to the film (or the 1999 novel the film was based on), the association would have been strengthened for older viewers by the use of "those who don't fight won't survive!" as a catchphrase for Kamen Rider Ryūki. Conclusion In the early 1970s, Kamen Rider stood out as a text rejecting externally imposed, objective ideas of justice enforced by unassailable virtue, in favour of a grotesque hero struggling to find a path to justice through a metaphorical forest of misadventure and victimisation. The first Kamen Rider was a grotesque, damaged hero who fought monsters to whom he was more alike than different. In the early 2000s this blurring of the heroic and monstrous was taken even further, questioning the very concepts of justice and monstrosity. Much as the original season of Kamen Rider responded to economic and social upheavals with its reassessment of the role and figure of the hero, Kamen Rider Ryūki draws attention to fears of and for its child audience in response to both domestic economic disaster and global events. In Kamen Rider Ryūki the trope of an unwitting victim being turned into a Kamen Rider through biomechanical enhancements is discarded entirely; anyone can become a Kamen Rider simply by entering into a contract with a mirror monster. No longer grotesque because of powers beyond their control, the new generation of Kamen Riders choose grotesquery and risk their lives to obtain their desire. Anyone can become a hero, Ryūki tells its viewers, and anyone can become a monster. And, perhaps, anyone can be both at the same time. References Abel, Jonathan E. "Masked Justice: Allegories of the Superhero in Cold War Japan." Japan Forum 26.2 (2014): 187–208. Allison, Anne. Millennial Monsters: Japanese Toys and the Global Imagination. Berkeley: U of California P, 2006. Alt, Matthew. Pure Invention: How Japan Conquered the World in Eight Fantasies. Brown Book Group, 2020. Arai, Andrea. "Killing Kids: Recession and Survival in Twenty-First-Century Japan." Postcolonial Studies 6.3 (2003): 367–79. Battle Royale. Dir. Kinji Fukasaku. Toei, 2000. Katsuno, Hirofumi. "The Grotesque Hero: Depictions of Justice in Tokusatsu Superhero Television Programs." Introducing Japanese Popular Culture. Eds. Alisa Freedman and Toby Slade. Routledge, 2018. 37–47. Kim, Se Young. "Kamen Rider vs. Spider-Man and Batman." Giant Creatures in Our World: Essays on Kaiju and American Popular Culture. Eds. Camille Mustachio and Jason Barr. McFarland, 2017. Nelson, Lindsay. "Ghosts of the Past, Ghosts of the Future: Monsters, Children, and Contemporary Japanese Horror Cinema." Cinemascope 13 (2009). Oda, Katsumi, and Kenichi Muraeda. The Men Who Made Kamen Rider: 1971-2011. Kodansha, 2011. Peters, Timothy. "'Holy Trans-Jurisdictional Representations of Justice, Batman!' Globalisation, Persona and Mask in Kuwata's Batmanga and Morrison's Batman, Incorporated." Law and Justice in Japanese Popular Culture: From Crime Fighting Robots to Duelling Pocket Monsters. Eds. Ashley Pearson, Thomas Giddens, and Kieran Tranter. Taylor & Francis, 2018. Kamen Rider. Toei, 1971. Kamen Rider Black RX. Toei, 1988. Kamen Rider Ryūki. Toei, 2002. Rose, Steve. “The Kid Killers.” The Guardian 2001. Rosenbaum, Roman. “The ‘Generation of the Burnt-out Ruins’.” Japanese Studies 27.3 (2007): 281–293. ———. “Redacting Japanese History: Ishinomori Shōtarō’s Graphic Narratives.” Rewriting History in Manga: Stories for the Nation. Eds. Nissim Otmazgin and Rebecca Suter. Palgrave Macmillan US, 2016. Salas, Jorge. "Kamen Rider’s Reaction to 9/11." Tokusatsu Network 2018. 1 Oct. 2021 <https://tokusatsunetwork.com/2018/08/kamen-riders-reaction-to-9-11/>. Shion, Miura. Momoiro Towairaito. Paperback Bunko: Shinchosha, 2010. Staite, Sophia. "Playing the Bloody Rose: Deconstructing Childhood with Kamen Rider Kiva." Aeternum: The Journal of Contemporary Gothic Studies 6.1 (2019): 34–48 Steinberg, Marc. Anime's Media Mix: Franchising Toys and Characters in Japan. U of Minnesota P, 2012. The Dark Knight. Dir. Christopher Nolan. Warner Bros, 2008. Uno, Tsunehiro. The Era of Little People. Gentosha, 2015. Wall, Barbara. The Narrator's Voice: The Dilemma of Children's Fiction. Macmillan, 1991.
Introduction Amidst ecological collapse and environmental catastrophe, humankind is surrounded by indications that our habitat is turning against us in monstrous ways. The very environments we live within now evoke existential terror, and this state of ecological monstrosity has permeated popular media, including video games. Such cultural manifestations of planetary catastrophe are particularly evident in video game monsters. These virtual figures continue monsters’ long-held role in reflecting the socio-cultural anxieties of their particular era. The horrific figures that monsters present play a culturally reflexive role, echoing the fears and anxieties of their social, political and cultural context. Media monsters closely reflect their surrounding cultural conditions (Cohen 47), representing “a symptom of or a metaphor for something bigger and more significant than the ostensible reality of the monster itself” (Hutchings 37). Society’s deepest anxieties culminate in these figures in forms that are “threatening and impure” (Carroll 28), “unnatural, transgressive, obscene, contradictory” (Kearney 4–5), and abject (Kristeva 4). In this article I ask how the appearance of the monstrous within contemporary video games reflects an era of climate change and ecological collapse, and how this could inform the engagement of players with discourse concerning climate change. Central to this inquiry is the literary practice of ecocriticism, which seeks to examine environmental rather than human representation in cultural artefacts, increasingly including accounts of contemporary ecological decay and disorder (Bulfin 144). I build on such perspectives to address play encounters that foreground figures of monstrosity borne of the escalating climate crisis, and summarise case studies of two recent video games undertaken as part of this project — The Legend of Zelda: Breath of the Wild (Nintendo EPD) and The Last of Us Part II (Naughty Dog). An ecocritical approach to the monsters that populate these case studies reveals the emergence of a ludic form of ecological monstrosity tied closely to our contemporary climatic conditions and taking two significant forms: one accentuating a visceral otherness and aberrance, and the other marked by the uncanny recognition of human authorship of climate change. Horrors from the Anthropocene A growing climate emergency surrounds us, enveloping us in the abject and aberrant conditions of what could be described as an ecological monstrosity. Monstrous threats to our environment and human survival are experienced on a planetary scale and research evidence plainly illustrates a compounding catastrophe. The United Nations Intergovernmental Panel on Climate Change (IPCC), a relatively cautious and conservative body (Parenti 5), reports that a human-made emergency has developed since the Industrial Revolution. The multitude of crises that confront us include: changes in the Earth’s atmosphere driving up global temperatures, ice sheets in retreat, sea levels rising, natural ecosystems and species in collapse, and an unprecedented frequency and magnitude of heatwaves, droughts, flooding, winter storms, hurricanes, and wildfires (United Nations Environment Programme). Further human activity, including a post-war addiction to the plastics that have now spread their way across our oceans like a “liquid smog” (Robles-Anderson and Liboiron 258), or short-sighted enthusiasm for pesticides, radiation energy, and industrial chemicals (Robles-Anderson and Liboiron 254), has ensured a damaging shift in the nature of the feedback loops that Earth’s ecosystems depend upon for stability (Parenti 6). Climatic equilibrium has been disrupted, and growing damage to the ecosystems that sustain human life suggests an inexorable, entropic path to decay. To understand Earth’s profound crisis requires thinking beyond just climate and to witness the interconnected “extraordinary burdens” placed on our planet by “toxic chemistry, mining, nuclear pollution, depletion of lakes and rivers under and above ground, ecosystem simplification, vast genocides of people” which will continue to lead to the recursive collapse of interlinked major systems (Haraway 100). To speak of climate change is really to speak of the ruin of ecologies, those “living systems composed of many moving parts” that make up the tapestry of organic life on Earth (Robles-Anderson and Liboiron 251). The emergency that presents itself, as Renata Tyszczuk observes, comprises a pervasiveness, uncertainty, and interdependency that together “affect every aspect of human lives, politics and culture” (47). The emergence of the term Anthropocene (or the Age of the Humans) to describe our current geological epoch (and to supersede the erstwhile and more stable Holocene) (Zalasiewicz et al. 1036–7; Chang 7) reflects a contemporary impossibility with talking about planet Earth without acknowledging the damaging impact of humankind on its ecosystems (Bulfin 142). This recognition of human complicity in the existential crisis engulfing our planet once again connects ecological monstrosity to the socio-cultural history of the monstrous. Monsters, Jeffrey Jerome Cohen points out, “are our children” and despite our repressive efforts, “always return” in order to “ask us why we have created them” (20). Ecological monstrosity declares to us that our relegation of greenhouse gases, rising sea levels, toxic waste, species extinction, and much more, to the discursive periphery has only been temporary. Monsters, when examined closely, start to look a lot like ourselves in terms of biological origins (Perron 357), as well as other abject cultural and social markers that signal these horrific figures as residing “too close to the borders of our [own] subjectivity for comfort” (Spittle 314). Isabel Pinedo sees this uncanny nature of the horror genre’s antagonists as a postmodern condition, a ghoulish reminder of the era’s breakdown of categories, blurring of boundaries, and collapse of master narratives that combine to ensure “mastery is lost … and the stable, unified, coherent self acquires the status of a fiction” (17–18). In standing in for anxiety, the other, and the aberrant, the figure of the monster deftly turns the mirror back on its human victims. Ecocritical Play The vast scale of ecological collapse has complicated effective public communication on the subject. The scope involved is unsettling, even paralysing, to its audiences: climate change might just be “too here, too there, too everywhere, too weird, too much, too big, too everything” to bring oneself to engage with (Tyszczuk 47). The detail involved has also been captured by scientific discourse, a detached communicative mode which too easily obviates the everyday human experience of the emergency (Bulfin 140; Abraham and Jayemanne 74–76). Considerable effort has been focussed upon producing higher-fidelity models of ecological catastrophe (Robles-Anderson and Liboiron 248), rather than addressing the more significant “trouble with representing largely intangible linkages” between micro-environmental actions and macro-environmental repercussions (Chang 86). Ecocriticism is, however, emerging as a cultural means by which the crisis, and restorative possibilities, may be rendered more legible to a wider audience. Representations of ecology and catastrophe not only sustain genres such as Eco-Disaster and Cli-Fi (Bulfin 140), but are also increasingly becoming a precondition for fiction centred upon human life (Tyszczuk 47). Media artefacts concerned with environment are able to illustrate the nature of the emergency alongside “a host of related environmental issues that the technocratic ‘facts and figures’ approach … is unlikely to touch” (Abraham and Jayemanne 76) and encourage in audiences a suprapersonal understanding of the environmental impact of individual actions (Chang 70). Popular culture offers a chance to foster ‘ecological thought’ wherein it becomes “frighteningly easy … to join the dots and see that everything is interconnected” (Morton, Ecological Thought 1) rather than founder before the inexplicability of the temporalities and spatialities involved in ecological collapse. An ecocritical approach is “one of the most crucial—yet under-researched—ways of looking into the possible cultural impact of the digital entertainment industry” upon public discourse relating to the environment crisis (Felczak 185). Video games demand this closer attention because, in a mirroring of the interconnectedness of Earth’s own ecosystems, “the world has also inevitably permeated into our technical artefacts, including games” (Chang 11), and recent scholarship has worked to investigate this very relationship. Benjamin Abraham has extended Morton’s arguments to outline a mode of ecological thought for games (What Is an Ecological Game?), Alenda Chang has closely examined how games model natural environments, and Benjamin Abraham and Darshana Jayemanne have outlined four modes in which games manifest players’ ecological relationships. Close analysis of texts and genres has addressed the capacity of game mechanics to persuade players about matters of sustainability (Kelly and Nardi); implicated Minecraft players in an ecological practice of writing upon landscapes (Bohunicky); argued that Final Fantasy VII’s plot fosters ecological responsibility (Milburn); and, identified in ARMA III’s ambient, visual backdrops of renewable power generation the potential to reimagine cultural futures (Abraham, Video Game Visions). Video games allow for a particular form of ecocriticism that has been overlooked in existing efforts to speak about ecological crisis: “a politics that includes what appears least political—laughter, the playful, even the silly” (Morton, Dark Ecology 113). Play is liminal, emergent, and necessarily incomplete, and this allows its various actors—players, developers, critics and texts themselves—to come together in non-authoritarian, imaginative and potentially radical ways. Through play, audiences are offered new and novel modes for envisioning ecological problems, solutions, and futures. To return, then, to encounters with ecological monstrosity, I next consider the visions of crisis that emerge through the video game monsters that draw upon the aberrant nature of ecological collapse, as well as those that foreground our own complicity as humans in the climate crisis, declaring that we players might ourselves be monstrous. The two case studies that follow are necessarily brief, but indicate the value of further research and textual analysis to more fully uncover the role of ecological monstrosity in contemporary video games. Breath of the Wild’s Corrupted Ecology The Legend of Zelda: Breath of the Wild (Nintendo EPD) is a fantasy action-adventure game in which players adopt the role of the games series’ long-running protagonist, Link, and explore the virtual landscapes of fictional Hyrule in unstructured and nonlinear ways. Landscape is immediately striking to players of Breath of the Wild, with the game using a distinctive, high-definition cel-shaded animation style to vividly render natural environments. Within the first ten minutes of play, lush green grass sways around the player’s avatar, densely treed forests interrupt rolling vistas, and finely detailed mountains tower over the player’s perspective. The player soon learns, however, that behind these inviting landscapes lies a catastrophic corruption of natural order, and that their virtual enemies will manifest a powerful monstrosity that seems to mirror Earth’s own ecological crises. The game’s backstory centres around the Zelda series’ persistent antagonist, Ganon, and his use of a primal form of evil to overwhelm a highly evolved and industrialised Hyrulian civilisation, in an event dubbed the Great Calamity. Hyrule’s dependency on mechanical technology in its defences is misjudged, and Ganon’s re-appearance causes widespread devastation. The parallel between Hyrule’s fate and humankind’s own unsustainable commitment to heavy industry and agriculture, and faith in technological approaches to mitigation in the face of looming catastrophe, are immediately recognisable. Visible, too, is the echo of the revenge of Earth’s climate in the organic and primal force of Ganon’s destructive power. Ganon leaves in his wake an array of impossible, aberrant creatures hostile to the player, including the deformed humanoid figure of the Bokoblin (bearing snouts, arrow-shaped tails, and a horn), the sand-swimming spike-covered whale known as a Molduga, and the Stone Talus, an anthropomorphic rock formation that bursts into life out of otherwise innocuous geological features. One particularly apposite monster, known simply as Malice, is a glowing black and purple substance that oozes its way through environments in Hyrule, spreading to cover and corrupt organic material. Malice is explained by in-game introductory text as “poisonous bogs formed by water that was sullied during the Great Calamity”—an environmental element thrown out of equilibrium by pollution. Monstrosity in Breath of the Wild is decidedly ecological, and its presentation of unstable biologies, poisoned waters, and a collapsed natural order offer a conspicuous display of our contemporary climate crisis. Breath of the Wild places players in a traditional position in relation to its virtual monsters: direct opposition (Taylor 31), with a clear mandate to eliminate the threat(s) and restore equilibrium (Krzywinska 12). The game communicates its collection of biological impossibilities and inexorable corruptions as clear aberrations of a once-balanced natural order, with Hyrule’s landscapes needing purification at the player’s hands. Video games are driven, according to Jaroslav Švelch, by a logic of informatic control when it comes to virtual monsters, where our previously “inscrutable and abject” antagonists can be analysed, defined and defeated as “the medium’s computational and procedural nature makes monstrosity fit into databases and algorithms” (194). In requiring Link, and players, to scrutinise and come to “know” monsters, the game suggests a particular ecocritical possibility. Ecological monstrosity becomes educative, placing the terrors of the climate crisis directly before players’ avatars, screens, and eyes and connecting, in visceral ways, mastery over these threats with pleasure and achievement. The monsters of Breath of the Wild offer the possibility of affectively preparing players for versions of the future by mediating such engagements with disaster and catastrophe. Recognising the Monstrosity Within Set in the aftermath of the outbreak of a mutant strain of the Cordyceps fungus (through exposure to which humans transform into aggressive, zombified ‘Infected’), The Last of Us Part II (Naughty Dog) is a post-apocalyptic action-adventure game. Players alternate between two playable human characters, Ellie and Abby, whose travels through the infection-ravaged states of Wyoming, Washington, and California overlap and intertwine. At first glance, The Last of Us Part II appears to construct similar forms of ecology and monstrosity as Breath of the Wild. Players are thrust into an experience of the sublime in the game’s presentation of natural environments that are vastly capacious and highly fidelitous in their detailing. Players begin the game scrambling across snowbound ranges and fleeing through thick forests, and later encounter lush grass, rushing rivers, and wild animals reclaiming once-urban environments. And, as in Breath of the Wild, monstrosity in this gameworld appears to embody impurity and corruption, whether through the horrific deformations of various types of zombie bodies, or the fungal masses that carpet many of the game’s abandoned buildings in a reclamation of human environments by nature. Closer analysis, however, demonstrates that the monstrosity that defines the play experience of The Last of Us Part II uncannily reflects the more uncomfortable truths of the Anthropocentric era. A key reason why zombies are traditionally frightening is because they are us. The semblance of human faces and bodies that remain etched into these monsters’ decaying forms act as portents for our own fates when faced with staggering hordes and overwhelmingly poor odds of survival. Impure biologies are presented to players in these zombies, but rather than represent a distant ‘other’ they stand as more-than-likely futures for the game’s avatars, just as Earth’s climate crisis is intimately bound up in human origins and inexorable futures. The Last of Us Part II further pursues its line of anthropocentric critique, as both Ellie and Abby interact during the game with different groupings of human survivors, including hubristic militia and violent religious cultists. The player comes to understand through these encounters that it is the distrust, dogmatism, and depravity of their fellow humans that pose immediate threats to avatarial survival, rather than the scrutable, reliable, and predictable horrors of the mindless zombies. In keeping with the appearance of monsters in both interactive and cinematic texts, monsters’ most important lessons emerge when the boundaries between reality and fiction, human and nonhuman, and normality and abnormality become blurred. The Last of Us Part II utilises this underlying ambiguity in monstrosity to suggest a confronting ecological claim: that monstrous culpability belongs to us—the inhabitants of Earth. For video game users in particular, this is a doubly pointed accusation. As Thomas Apperley and Darshana Jayemanne observe of digital games, “however much their digital virtuality is celebrated they are enacted and produced in strikingly visceral—ontologically virtual—ways”, and such a materialist consideration “demands that they are also understood as objects in the world” (15). The ecological consequences of the production of such digital objects are too often taken for granted, despite critical work examining the damaging impact of resource extraction, electronic waste, energy transfer, telecommunications transfer, and the logics of obsolescence involved (Dyer-Witheford and de Peuter; Newman; Chang 152). By foregrounding humanity’s own monstrosity, The Last of Us Part II illustrates what Timothy Morton describes as the “weirdly weird” consequences of human actions during the Anthropocene; those uncanny, unexpected, and planetarily destructive outcomes of the post-industrial myth of progress (Morton, Dark Ecology 7). The ecocritical work of video games could remind players that so many of our worst contemporary nightmares result from human hubris (Weinstock 286), a realisation played out in first-person perspective by Morton: “I am the criminal. And I discover this via scientific forensics … I’m the detective and the criminal!” (Dark Ecology 9). Playing with Ecological Monstrosity The Legend of Zelda: Breath of the Wild and The Last of Us Part II confront players with an ecological form of monstrosity, which is deeply recursive in its nature. Players encounter monsters that stand in for socio-political anxieties about ecological disaster as well as those that reflect humanity’s own monstrously destructive hubris. Attention is further drawn to the player’s own, lived role as a contributor to climate crisis, a consequence of not only the material characteristics of digital games, but also their broader participation in the unsustainable economics of the post-industrial age. To begin to make the connections between these recursive monsters and analogies is to engage in the type of ecological thought that lets us see the very interconnectedness that defines the ecosystems we have damaged so fatally. In understanding that video games are the “point of convergence for a whole array of technical, cultural, and promotional dynamics of which [players] are, at best, only partially aware” (Kline, Dyer-Witheford, and de Peuter 19), we see that the nested layering of anxieties, fears, fictions, and realities is fundamental to the very fabric of digital games. Recursion, Donna Haraway observes in relation to the interlinked failure of ecosystems, “can be a drag” (100), but I want to suggest that playing with ecological monstrosity instead turns recursion into opportunity. An ecocritical approach to the examination of contemporary videogame monsters demonstrates that these horrific figures, through their primordial aesthetic and affective impacts, are adept at foregrounding the ecosystemic nature of the relationship between games and our own world. Videogames play a role in representing both desirable and objectionable versions of the world, and such “utopian and dystopian projections of the future can shape our acts in the present” (Fordyce 295). By confronting players with viscerally accessible encounters with the horror of an aberrant and abjected near future (so near that it is, in fact, already the present), games such as Breath of the Wild and The Last of Us Part II can critically position players in relation to discourse and wider public debate about ecological issues and climate change (and further research could more closely examine players’ engagements with ecological monstrosity). Drawing attention to the symmetry between monstrosity and ecological catastrophe is a crucial way that contemporary games might encourage players to untangle the recursive environmental consequences of our anthropocentric era. Morton argues that beneath the abjectness that has come to define our human co-existence with other ecological actors there lies a perverse form of pleasure, a “delicious guilt, delicious shame, delicious melancholy, delicious horror [and] delicious sadness” (Dark Ecology 129). This bitter form of “pleasure” aptly describes an ecocritical encounter with ecological monstrosity: the pleasure of battling and defeating virtual monsters, complemented by desolate (and possibly motivating) reflections of the ongoing ruination of our planet provided through the development of ecological thought on the part of players. References Abraham, Benjamin. “Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion.” Games and Culture 13.1 (2018): 71–91. Abraham, Benjamin. “What Is an Ecological Game? Examining Gaming’s Ecological Dynamics and Metaphors through the Survival-Crafting Genre.” TRACE: A Journal of Writing Media and Ecology 2 (2018). 1 Oct. 2021 <http://tracejournal.net/trace-issues/issue2/01-Abraham.html>. Abraham, Benjamin, and Darshana Jayemanne. “Where Are All the Climate Change Games? Locating Digital Games’ Response to Climate Change.” Transformations 30 (2017): 74–94. Apperley, Thomas H., and Darshana Jayemane. “Game Studies’ Material Turn.” Westminster Papers in Communication and Culture 9.1 (2012). 1 Oct. 2021 <http://www.westminsterpapers.org/article/10.16997/wpcc.145/>. Bohunicky, Kyle Matthew. “Ecocomposition: Writing Ecologies in Digital Games.” Green Letters 18.3 (2014): 221–235. Bulfin, Ailise. “Popular Culture and the ‘New Human Condition’: Catastrophe Narratives and Climate Change.” Global and Planetary Change 156 (2017): 140–146. Carroll, Noël. The Philosophy of Horror, or, Paradoxes of the Heart. New York: Routledge, 1990. Chang, Alenda Y. Playing Nature: Ecology in Video Games. Minneapolis: U of Minnesota P, 2019. Cohen, Jeffrey Jerome. “Monster Culture (Seven Theses)”. Monster Theory: Reading Culture. Ed. Jeffrey Jerome Cohen. Minneapolis: U of Minnesota P, 1996. 3–25. Dyer-Witheford, Nick, and Greig de Peuter. Games of Empire: Global Capitalism and Video Games. Minneapolis: U of Minnesota P, 2009. Felczak, Mateusz. “Ludic Guilt, Paidian Joy: Killing and Ecocriticism in the TheHunter Series.” Journal of Gaming & Virtual Worlds 12.2 (2020): 183–200. Fordyce, Robbie. “Play, History and Politics: Conceiving Futures beyond Empire.” Games and Culture 16.3 (2021): 294–304. Haraway, Donna J. Staying with the Trouble: Making Kin in the Chthulucene. Durham: Duke UP, 2016. Hutchings, Peter. The Horror Film. Harlow: Pearson Longman, 2002. Kearney, Richard. Strangers, Gods and Monsters: Interpreting Otherness. London: Routledge, 2002. Kelly, Shawna, and Bonnie Nardi. “Playing with Sustainability: Using Video Games to Simulate Futures of Scarcity.” First Monday 19.5 (2014). 1 Oct. 2021 <https://firstmonday.org/ojs/index.php/fm/article/view/5259>. Kline, Stephen, Nick Dyer-Witheford, and Greig de Peuter. Digital Play: The Interaction of Technology, Culture, and Marketing. Montreal: McGill-Queen’s UP, 2003. Kristeva, Julia. Powers of Horror: An Essay on Abjection. New York: Columbia UP, 1982. Krzywinska, Tanya. “Hands-on Horror.” Spectator 22.2 (2003): 12–23. Milburn, Colin. “’There Ain’t No Gettin’ offa This Train’: Final Fantasy VII and the Pwning of Environmental Crisis.” Sustainable Media. Ed. Nicole Starosielski and Janet Walker. New York: Routledge, 2016. 77–93. Morton, Timothy. Dark Ecology: For a Logic of Future Coexistence. New York: Columbia UP, 2016. Morton, Timothy. The Ecological Thought. Cambridge: Harvard UP, 2010. Newman, James. Best Before: Videogames, Supersession and Obsolescence. New York: Routledge, 2012. Nintendo EPD. The Legend of Zelda: Breath of the Wild. Kyoto, Japan: Nintendo, 2017. Parenti, Christian. Tropic of Chaos: Climate Change and the New Geography of Violence. New York: Nation Books, 2011. Perron, Bernard. The World of Scary Video Games: A Study in Videoludic Horror. London: Bloomsbury Academic, 2018. Pinedo, Isabel. “Recreational Terror: Postmodern Elements of the Contemporary Horror Film.” Journal of Film and Video 48.1 (1996): 17–31. Robles-Anderson, Erica, and Max Liboiron. “Coupling Complexity: Ecological Cybernetics as a Resource for Nonrepresentational Moves to Action.” Sustainable Media. Ed. Nicole Starosielski and Janet Walker. New York: Routledge, 2016. 248–263. Spittle, Steve. “‘Did This Game Scare You? Because It Sure as Hell Scared Me!’ F.E.A.R., the Abject and the Uncanny.” Games and Culture 6.4 (2011): 312–326. Švelch, Jaroslav. “Monsters by the Numbers: Controlling Monstrosity in Video Games.” Monster Culture in the 21st Century: A Reader. Eds. Marina Levina and Diem-My T. Bui. New York: Bloomsbury Academic, 2013. 193–208. Taylor, Laurie N. “Not of Woman Born: Monstrous Interfaces and Monstrosity in Video Games.” PhD Thesis. University of Florida, 2006. 1 Oct. 2021 <http://ufdcimages.uflib.ufl.edu/uf/00/08/11/73/00001/taylor_l.pdf>. The Last of Us Part II. Naughty Dog. San Mateo, California: Sony Interactive Entertainment, 2020. Tyszczuk, Renata. “Cautionary Tales: The Sky Is Falling! The World Is Ending!” Culture and Climate Change: Narratives. Eds. Joe Smith, Renata Tyszczuk, and Robert Butler. Cambridge: Shed, 2014. 45–57. United Nations Environment Programme. “Facts about the Climate Emergency.” UNEP – UN Environment Programme. 1 Oct. 2021 <http://www.unep.org/explore-topics/climate-change/facts-about-climate-emergency>. Weinstock, Jeffrey Andrew. “Invisible Monsters: Vision, Horror, and Contemporary Culture.” The Ashgate Research Companion to Monsters and the Monstrous. Eds. Asa Simon Mittman and Peter J. Dendle. Abingdon: Routledge, 2013. 275–289. Zalasiewicz, Jan, et al. “Stratigraphy of the Anthropocene.” Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences 369.1938 (2011): 1036–1055.
Over the past century, many books for general readers have styled sharks as “monsters of the deep” (Steele). In recent decades, however, at least some writers have also turned to representing how sharks are seriously threatened by human activities. At a time when media coverage of shark sightings seems ever increasing in Australia, scholarship has begun to consider people’s attitudes to sharks and how these are formed, investigating the representation of sharks (Peschak; Ostrovski et al.) in films (Le Busque and Litchfield; Neff; Schwanebeck), newspaper reports (Muter et al.), and social media (Le Busque et al., “An Analysis”). My own research into representations of surfing and sharks in Australian writing (Brien) has, however, revealed that, although reporting of shark sightings and human-shark interactions are prominent in the news, and sharks function as vivid and commanding images and metaphors in art and writing (Ellis; Westbrook et al.), little scholarship has investigated their representation in Australian books published for a general readership. While recognising representations of sharks in other book-length narrative forms in Australia, including Australian fiction, poetry, and film (Ryan and Ellison), this enquiry is focussed on non-fiction books for general readers, to provide an initial review. Sampling holdings of non-fiction books in the National Library of Australia, crosschecked with Google Books, in early 2021, this investigation identified 50 Australian books for general readers that are principally about sharks, or that feature attitudes to them, published from 1911 to 2021. Although not seeking to capture all Australian non-fiction books for general readers that feature sharks, the sampling attempted to locate a wide range of representations and genres across the time frame from the earliest identified text until the time of the survey. The books located include works of natural and popular history, travel writing, memoir, biography, humour, and other long-form non-fiction for adult and younger readers, including hybrid works. A thematic analysis (Guest et al.) of the representation of sharks in these texts identified five themes that moved from understanding sharks as fishes to seeing them as monsters, then prey, and finally to endangered species needing conservation. Many books contained more than one theme, and not all examples identified have been quoted in the discussion of the themes below. Sharks as Part of the Natural Environment Drawing on oral histories passed through generations, two memoirs (Bradley et al.; Fossa) narrate Indigenous stories in which sharks play a central role. These reveal that sharks are part of both the world and a wider cosmology for Aboriginal and Torres Strait Islander people (Clua and Guiart). In these representations, sharks are integrated with, and integral to, Indigenous life, with one writer suggesting they are “creator beings, ancestors, totems. Their lifecycles reflect the seasons, the landscape and sea country. They are seen in the movement of the stars” (Allam). A series of natural history narratives focus on zoological studies of Australian sharks, describing shark species and their anatomy and physiology, as well as discussing shark genetics, behaviour, habitats, and distribution. A foundational and relatively early Australian example is Gilbert P. Whitley’s The Fishes of Australia: The Sharks, Rays, Devil-fish, and Other Primitive Fishes of Australia and New Zealand, published in 1940. Ichthyologist at the Australian Museum in Sydney from the early 1920s to 1964, Whitley authored several books which furthered scientific thought on sharks. Four editions of his Australian Sharks were published between 1983 and 1991 in English, and the book is still held in many libraries and other collections worldwide. In this text, Whitley described a wide variety of sharks, noting shared as well as individual features. Beautiful drawings contribute information on shape, colouring, markings, and other recognisable features to assist with correct identification. Although a scientist and a Fellow and then President of the Royal Zoological Society of New South Wales, Whitley recognised it was important to communicate with general readers and his books are accessible, the prose crisp and clear. Books published after this text (Aiken; Ayling; Last and Stevens; Tricas and Carwardine) share Whitley’s regard for the diversity of sharks as well as his desire to educate a general readership. By 2002, the CSIRO’s Field Guide to Australian Sharks & Rays (Daley et al.) also featured numerous striking photographs of these creatures. Titles such as Australia’s Amazing Sharks (Australian Geographic) emphasise sharks’ unique qualities, including their agility and speed in the water, sensitive sight and smell, and ability to detect changes in water pressure around them, heal rapidly, and replace their teeth. These books also emphasise the central role that sharks play in the marine ecosystem. There are also such field guides to sharks in specific parts of Australia (Allen). This attention to disseminating accurate zoological information about sharks is also evident in books written for younger readers including very young children (Berkes; Kear; Parker and Parker). In these and other similar books, sharks are imaged as a central and vital component of the ocean environment, and the narratives focus on their features and qualities as wondrous rather than monstrous. Sharks as Predatory Monsters A number of books for general readers do, however, image sharks as monsters. In 1911, in his travel narrative Peeps at Many Lands: Australia, Frank Fox describes sharks as “the most dangerous foes of man in Australia” (23) and many books have reinforced this view over the following century. This can be seen in titles that refer to sharks as dangerous predatory killers (Fox and Ruhen; Goadby; Reid; Riley; Sharpe; Taylor and Taylor). The covers of a large proportion of such books feature sharks emerging from the water, jaws wide open in explicit homage to the imaging of the monster shark in the film Jaws (Spielberg). Shark!: Killer Tales from the Dangerous Depths (Reid) is characteristic of books that portray encounters with sharks as terrifying and dramatic, using emotive language and stories that describe sharks as “the world’s most feared sea creature” (47) because they are such “highly efficient killing machines” (iv, see also 127, 129). This representation of sharks is also common in several books for younger readers (Moriarty; Rohr). Although the risk of being injured by an unprovoked shark is extremely low (Chapman; Fletcher et al.), fear of sharks is prevalent and real (Le Busque et al., “People’s Fear”) and described in a number of these texts. Several of the memoirs located describe surfers’ fear of sharks (Muirhead; Orgias), as do those of swimmers, divers, and other frequent users of the sea (Denness; de Gelder; McAloon), even if the author has never encountered a shark in the wild. In these texts, this fear of sharks is often traced to viewing Jaws, and especially to how the film’s huge, bloodthirsty great white shark persistently and determinedly attacks its human hunters. Pioneer Australian shark expert Valerie Taylor describes such great white sharks as “very big, powerful … and amazingly beautiful” but accurately notes that “revenge is not part of their thought process” (Kindle version). Two books explicitly seek to map and explain Australians’ fear of sharks. In Sharks: A History of Fear in Australia, Callum Denness charts this fear across time, beginning with his own “shark story”: a panicked, terror-filled evacuation from the sea, following the sighting of a shadow which turned out not to be a shark. Blake Chapman’s Shark Attacks: Myths, Misunderstandings and Human Fears explains commonly held fearful perceptions of sharks. Acknowledging that sharks are a “highly emotive topic”, the author of this text does not deny “the terror [that] they invoke in our psyche” but makes a case that this is “only a minor characteristic of what makes them such intriguing animals” (ix). In Death by Coconut: 50 Things More Dangerous than a Shark and Why You Shouldn’t Be Afraid of the Ocean, Ruby Ashby Orr utilises humour to educate younger readers about the real risk humans face from sharks and, as per the book’s title, why they should not be feared, listing champagne corks and falling coconuts among the many everyday activities more likely to lead to injury and death in Australia than encountering a shark. Taylor goes further in her memoir – not only describing her wonder at swimming with these creatures, but also her calm acceptance of the possibility of being injured by a shark: "if we are to be bitten, then we are to be bitten … . One must choose a life of adventure, and of mystery and discovery, but with that choice, one must also choose the attendant risks" (2019: Kindle version). Such an attitude is very rare in the books located, with even some of the most positive about these sea creatures still quite sensibly fearful of potentially dangerous encounters with them. Sharks as Prey There is a long history of sharks being fished in Australia (Clark). The killing of sharks for sport is detailed in An American Angler in Australia, which describes popular adventure writer Zane Grey’s visit to Australia and New Zealand in the 1930s to fish ‘big game’. This text includes many bloody accounts of killing sharks, which are justified with explanations about how sharks are dangerous. It is also illustrated with gruesome pictures of dead sharks. Australian fisher Alf Dean’s biography describes him as the “World’s Greatest Shark Hunter” (Thiele), this text similarly illustrated with photographs of some of the gigantic sharks he caught and killed in the second half of the twentieth century. Apart from being killed during pleasure and sport fishing, sharks are also hunted by spearfishers. Valerie Taylor and her late husband, Ron Taylor, are well known in Australia and internationally as shark experts, but they began their careers as spearfishers and shark hunters (Taylor, Ron Taylor’s), with the documentary Shark Hunters gruesomely detailing their killing of many sharks. The couple have produced several books that recount their close encounters with sharks (Taylor; Taylor, Taylor and Goadby; Taylor and Taylor), charting their movement from killers to conservationists as they learned more about the ocean and its inhabitants. Now a passionate campaigner against the past butchery she participated in, Taylor’s memoir describes her shift to a more respectful relationship with sharks, driven by her desire to understand and protect them. In Australia, the culling of sharks is supposedly carried out to ensure human safety in the ocean, although this practice has long been questioned. In 1983, for instance, Whitley noted the “indiscriminate” killing of grey nurse sharks, despite this species largely being very docile and of little threat to people (Australian Sharks, 10). This is repeated by Tony Ayling twenty-five years later who adds the information that the generally harmless grey nurse sharks have been killed to the point of extinction, as it was wrongly believed they preyed on surfers and swimmers. Shark researcher and conservationist Riley Elliott, author of Shark Man: One Kiwi Man’s Mission to Save Our Most Feared and Misunderstood Predator (2014), includes an extremely critical chapter on Western Australian shark ‘management’ through culling, summing up the problems associated with this approach: it seems to me that this cull involved no science or logic, just waste and politics. It’s sickening that the people behind this cull were the Fisheries department, which prior to this was the very department responsible for setting up the world’s best acoustic tagging system for sharks. (Kindle version, Chapter 7) Describing sharks as “misunderstood creatures”, Orr is also clear in her opposition to killing sharks to ‘protect’ swimmers noting that “each year only around 10 people are killed in shark attacks worldwide, while around 73 million sharks are killed by humans”. She adds the question and answer, “sounds unfair? Of course it is, but when an attack is all over the news and the people are baying for shark blood, it’s easy to lose perspective. But culling them? Seriously?” (back cover). The condemnation of culling is also evident in David Brooks’s recent essay on the topic in his collection of essays about animal welfare, conservation and the relationship between humans and other species, Animal Dreams. This disapproval is also evident in narratives by those who have been injured by sharks. Navy diver Paul de Gelder and surfer Glen Orgias were both bitten by sharks in Sydney in 2009 and both their memoirs detail their fear of sharks and the pain they suffered from these interactions and their lengthy recoveries. However, despite their undoubted suffering – both men lost limbs due to these encounters – they also attest to their ongoing respect for these creatures and specify a shared desire not to see them culled. Orgias, instead, charts the life story of the shark who bit him alongside his own story in his memoir, musing at the end of the book, not about himself or his injury, but about the fate of the shark he had encountered: great whites are portrayed … as pathological creatures, and as malevolent. That’s rubbish … they are graceful, mighty beasts. I respect them, and fear them … [but] the thought of them fighting, dying, in a net upsets me. I hope this great white shark doesn’t end up like that. (271–271) Several of the more recent books identified in this study acknowledge that, despite growing understanding of sharks, the popular press and many policy makers continue to advocate for shark culls, these calls especially vocal after a shark-related human death or injury (Peppin-Neff). The damage to shark species involved caused by their killing – either directly by fishing, spearing, finning, or otherwise hunting them, or inadvertently as they become caught in nets or affected by human pollution of the ocean – is discussed in many of the more recent books identified in this study. Sharks as Endangered Alongside fishing, finning, and hunting, human actions and their effects such as beach netting, pollution and habitat change are killing many sharks, to the point where many shark species are threatened. Several recent books follow Orr in noting that an estimated 100 million sharks are now killed annually across the globe and that this, as well as changes to their habitats, are driving many shark species to the status of vulnerable, threatened or towards extinction (Dulvy et al.). This is detailed in texts about biodiversity and climate change in Australia (Steffen et al.) as well as in many of the zoologically focussed books discussed above under the theme of “Sharks as part of the natural environment”. The CSIRO’s Field Guide to Australian Sharks & Rays (Daley et al.), for example, emphasises not only that several shark species are under threat (and protected) (8–9) but also that sharks are, as individuals, themselves very fragile creatures. Their skeletons are made from flexible, soft cartilage rather than bone, meaning that although they are “often thought of as being incredibly tough; in reality, they need to be handled carefully to maximise their chance of survival following capture” (9). Material on this theme is included in books for younger readers on Australia’s endangered animals (Bourke; Roc and Hawke). Shark Conservation By 1991, shark conservation in Australia and overseas was a topic of serious discussion in Sydney, with an international workshop on the subject held at Taronga Zoo and the proceedings published (Pepperell et al.). Since then, the movement to protect sharks has grown, with marine scientists, high-profile figures and other writers promoting shark conservation, especially through attempts to educate the general public about sharks. De Gelder’s memoir, for instance, describes how he now champions sharks, promoting shark conservation in his work as a public speaker. Peter Benchley, who (with Carl Gottlieb) recast his novel Jaws for the film’s screenplay, later attested to regretting his portrayal of sharks as aggressive and became a prominent spokesperson for shark conservation. In explaining his change of heart, he stated that when he wrote the novel, he was reflecting the general belief that sharks would both seek out human prey and attack boats, but he later discovered this to be untrue (Benchley, “Without Malice”). Many recent books about sharks for younger readers convey a conservation message, underscoring how, instead of fearing or killing sharks, or doing nothing, humans need to actively assist these vulnerable creatures to survive. In the children’s book series featuring Bindi Irwin and her “wildlife adventures”, there is a volume where Bindi and a friend are on a diving holiday when they find a dead shark whose fin has been removed. The book not only describes how shark finning is illegal, but also how Bindi and friend are “determined to bring the culprits to justice” (Browne). This narrative, like the other books in this series, has a dual focus; highlighting the beauty of wildlife and its value, but also how the creatures described need protection and assistance. Concluding Discussion This study was prompted by the understanding that the Earth is currently in the epoch known as the Anthropocene, a time in which humans have significantly altered, and continue to alter, the Earth by our activities (Myers), resulting in numerous species becoming threatened, endangered, or extinct. It acknowledges the pressing need for not only natural science research on these actions and their effects, but also for such scientists to publish their findings in more accessible ways (see, Paulin and Green). It specifically responds to demands for scholarship outside the relevant areas of science and conservation to encourage widespread thinking and action (Mascia et al.; Bennett et al.). As understanding public perceptions and overcoming widely held fear of sharks can facilitate their conservation (Panoch and Pearson), the way sharks are imaged is integral to their survival. The five themes identified in this study reveal vastly different ways of viewing and writing about sharks. These range from seeing sharks as nothing more than large fishes to be killed for pleasure, to viewing them as terrifying monsters, to finally understanding that they are amazing creatures who play an important role in the world’s environment and are in urgent need of conservation. This range of representation is important, for if sharks are understood as demon monsters which hunt humans, then it is much more ‘reasonable’ to not care about their future than if they are understood to be fascinating and fragile creatures suffering from their interactions with humans and our effect on the environment. Further research could conduct a textual analysis of these books. In this context, it is interesting to note that, although in 1949 C. Bede Maxwell suggested describing human deaths and injuries from sharks as “accidents” (182) and in 2013 Christopher Neff and Robert Hueter proposed using “sightings, encounters, bites, and the rare cases of fatal bites” (70) to accurately represent “the true risk posed by sharks” to humans (70), the majority of the books in this study, like mass media reports, continue to use the ubiquitous and more dramatic terminology of “shark attack”. The books identified in this analysis could also be compared with international texts to reveal and investigate global similarities and differences. While the focus of this discussion has been on non-fiction texts, a companion analysis of representation of sharks in Australian fiction, poetry, films, and other narratives could also be undertaken, in the hope that such investigations contribute to more nuanced understandings of these majestic sea creatures. 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In 1999, the TV movie Shark Attack depicted an attack by mutant great white sharks on the population of Cape Town. By the time the third entry in the series, Shark Attack 3, aired in 2002, mutant great whites had lost their lustre and were replaced as antagonists with the megalodon: a giant shark originating not in any laboratory, but history, having lived from approximately 23 to 3.6 million years ago. The megalodon was resurrected again in May 2021 through a trifecta of events. A video of a basking shark encounter in the Atlantic went viral on the social media platform TikTok, due to users misidentifying it as a megalodon caught on tape. At the same time a boy received publicity for finding a megalodon tooth on a beach in South Carolina on his fifth birthday (Scott). And finally, the video game Stranded Deep, in which a megalodon is featured as a major enemy, was released as one of the monthly free games on the PlayStation Plus gaming service. These examples form part of a larger trend of alleged megalodon sightings in recent years, emerging as a component of the modern resurgence of cryptozoology. In the words of Bernard Heuvelmans, the Belgian zoologist who both popularised the term and was a leading figure of the field, cryptozoology is the “science of hidden animals”, which he further explained were more generally referred to as ‘unknowns’, even though they are typically known to local populations—at least sufficiently so that we often indirectly know of their existence, and certain aspects of their appearance and behaviour. It would be better to call them animals ‘undescribed by science,’ at least according to prescribed zoological rules. (1-2) In other words, a large aspect of cryptozoology as a field is taking the legendary creatures of non-Western mythology and finding materialist explanations for them compatible with Western biology. In many ways, this is a relic of the era of European imperialism, when many creatures of Africa and the Americas were “hidden animals” to European eyes (Dendle 200-01; Flores 557; Guimont). A major example of this is Bigfoot beliefs, a large subset of which took Native American legends about hairy wild men and attempted to prove that they were actually sightings of relict Gigantopithecus. These “hidden animals”—Bigfoot, Nessie, the chupacabra, the glawackus—are referred to as ‘cryptids’ by cryptozoologists (Regal 22, 81-104). Almost unique in cryptozoology, the megalodon is a cryptid based entirely on Western scientific development, and even the notion that it survives comes from standard scientific analysis (albeit analysis which was later superseded). Much like living mammoths and Bigfoot, what might be called the ‘megalodon as cryptid hypothesis’ serves to reinforce a fairy tale of its own. It reflects the desire to believe that there are still areas of the Earth untouched enough by human destruction to sustain massive animal life (Dendle 199-200). Indeed, megalodon’s continued existence would help absolve humanity for the oceanic aspect of the Sixth Extinction, by its role as an alternative apex predator; cryptozoologist Michael Goss even proposed that whales and giant squids are rare not from human causes, but precisely because megalodons are feeding on them (40). Horror scholar Michael Fuchs has pointed out that shark media, particularly the 1975 film Jaws and its 2006 video game adaptation Jaws Unleashed, are imbued with eco-politics (Fuchs 172-83). These connections, as well as the modern megalodon’s surge in popularity, make it notable that none of Syfy’s climate change-focused Sharknado films featured a megalodon. Despite the lack of a Megalodonado, the popular appeal of the megalodon serves as an important case study. Given its scientific origin and dynamic relationship with popular culture, I argue that the ‘megalodon as cryptid hypothesis’ illustrates how the boundaries between ‘hard’ science and mythology, fiction and reality, as well as ‘monster’ and ‘animal’, are not as firm as advocates of the Western science tradition might believe. As this essay highlights, science can be a mythology of its own, and monsters can serve as its gods of the gaps—or, in the case of megalodon, the god of the depths. Megalodon Fossils: A Short History Ancient peoples of various cultures likely viewed fossilised teeth of megalodons in the area of modern-day Syria (Mayor, First Fossil Hunters 257). Over the past 2500 years, Native American cultures in North America used megalodon teeth both as curios and cutting tools, due to their large size and serrated edges. A substantial trade in megalodon teeth fossils existed between the cultures inhabiting the areas of the Chesapeake Bay and Ohio River Valley (Lowery et al. 93-108). A 1961 study found megalodon teeth present as offerings in pre-Columbian temples across Central America, including in the Mayan city of Palenque in Mexico and Sitio Conte in Panama (de Borhegyi 273-96). But these cases led to no mythologies incorporating megalodons, in contrast to examples such as the Unktehi, a Sioux water monster of myth likely inspired by a combination of mammoth and mosasaur fossils (Mayor, First Americans 221-38). In early modern Europe, megalodon teeth were initially referred to as ‘tongue stones’, due to their similarity in size and shape to human tongues—just one of many ways modern cryptozoology comes from European religious and mystical thought (Dendle 190-216). In 1605, English scholar Richard Verstegan published his book A Restitution of Decayed Intelligence in Antiquities, which included an engraving of a tongue stone, making megalodon teeth potentially the subject of the first known illustration of any fossil (Davidson 333). In Malta, from the sixteenth through eighteenth centuries, megalodon teeth, known as ‘St. Paul’s tongue’, were used as charms to ward off the evil eye, dipped into drinks suspected of being poisoned, and even ground into powder and consumed as medicine (Zammit-Maempel, “Evil Eye” plate III; Zammit-Maempel, “Handbills” 220; Freller 31-32). While megalodon teeth were valued in and of themselves, they were not incorporated into myths, or led to a belief in megalodons still being extant. Indeed, save for their size, megalodon teeth were hard to distinguish from those of living sharks, like great whites. Instead, both the identification of megalodons as a species, and the idea that they might still be alive, were notions which originated from extrapolations of the results of nineteenth and twentieth century European scientific studies. In particular, the major culprit was the famous British 1872-76 HMS Challenger expedition, which led to the establishment of oceanography as a branch of science. In 1873, Challenger recovered fossilised megalodon teeth from the South Pacific, the first recovered in the open ocean (Shuker 48; Goss 35; Roesch). In 1959, the zoologist Wladimir Tschernezky of Queen Mary College analysed the teeth recovered by the Challenger and argued (erroneously, as later seen) that the accumulation of manganese dioxide on its surface indicated that one had to have been deposited within the last 11,000 years, while another was given an age of 24,000 years (1331-32). However, these views have more recently been debunked, with megalodon extinction occurring over two million years ago at the absolute latest (Pimiento and Clements 1-5; Coleman and Huyghe 138; Roesch). Tschernezky’s 1959 claim that megalodons still existed as of 9000 BCE was followed by the 1963 book Sharks and Rays of Australian Seas, a posthumous publication by ichthyologist David George Stead. Stead recounted a story told to him in 1918 by fishermen in Port Stephens, New South Wales, of an encounter with a fully white shark in the 115-300 foot range, which Stead argued was a living megalodon. That this account came from Stead was notable as he held a PhD in biology, had founded the Wildlife Preservation Society of Australia, and had debunked an earlier supposed sea monster sighting in Sydney Harbor in 1907 (45-46). The Stead account formed the backbone of cryptozoological claims for the continued existence of the megalodon, and after the book’s publication, multiple reports of giant shark sightings in the Pacific from the 1920s and 1930s were retroactively associated with relict megalodons (Shuker 43, 49; Coleman and Huyghe 139-40; Goss 40-41; Roesch). A Monster of Science and Culture As I have outlined above, the ‘megalodon as cryptid hypothesis’ had as its origin story not in Native American or African myth, but Western science: the Challenger Expedition, a London zoologist, and an Australian ichthyologist. Nor was the idea of a living megalodon necessarily outlandish; in the decades after the Challenger Expedition, a number of supposedly extinct fish species had been discovered to be anything but. In the late 1800s, the goblin shark and frilled shark, both considered ‘living fossils’, had been found in the Pacific (Goss 34-35). In 1938, the coelacanth, also believed by Western naturalists to have been extinct for millions of years, was rediscovered (at least by Europeans) in South Africa, samples having occasionally been caught by local fishermen for centuries. The coelacanth in particular helped give scientific legitimacy to the idea, prevalent for decades by that point, that living dinosaurs—associated with a legendary creature called the mokele-mbembe—might still exist in the heart of Central Africa (Guimont). In 1976, a US Navy ship off Hawaii recovered a megamouth shark, a deep-water species completely unknown prior. All of these oceanic discoveries gave credence to the idea that the megalodon might also still survive (Coleman and Clark 66-68, 156-57; Shuker 41; Goss 35; Roesch). Indeed, Goss has noted that prior to 1938, respectable ichthyologists were more likely to believe in the continued existence of the megalodon than the coelacanth (39-40). Of course, the major reason why speculation over megalodon survival had such public resonance was completely unscientific: the already-entrenched fascination with the fact that it had been a locomotive-sized killer. This had most clearly been driven home by a 1909 display at the American Museum of Natural History in New York City. There, Bashford Dean, an ichthyologist at the museum, reconstructed an immense megalodon jaw, complete with actual fossil teeth. However, due to the fact that Dean assumed that all megalodon teeth were approximately the same size as the largest examples medially in the jaws, Dean’s jaw was at least one third larger than the likely upper limit of megalodon size. Nevertheless, the public perception of the megalodon remained at the 80-foot length that Dean extrapolated, rather than the more realistic 55-foot length that was the likely approximate upper size (Randall 170; Shuker 47; Goss 36-39). In particular, this inaccurate size estimate became entrenched in public thought due to a famous photograph of Dean and other museum officials posing inside his reconstructed jaw—a photograph which appeared in perhaps the most famous piece of shark fiction of all time, Steven Spielberg’s 1975 film Jaws. As it would turn out, the megalodon connection was itself a relic from the movie’s evolutionary ancestor, Peter Benchley’s novel, Jaws, from the year before. In the novel, the Woods Hole ichthyologist Matt Hooper (played by Richard Dreyfuss in the film) proposes that megalodons not only still exist, but they are the same species as great white sharks, with the smaller size of traditional great whites being due to the fact that they are simply on the small end of the megalodon size range (257-59). Benchley was reflecting on what was then the contemporary idea that megalodons likely resembled scaled-up great white sharks; something which is no longer as accepted. This was particularly notable as a number of claimed sightings stated that the alleged megalodons were larger great whites (Shuker 48-49), perhaps circuitously due to the Jaws influence. However, Goss was apparently unaware of Benchley’s linkage when he noted in 1987 (incidentally the year of the fourth and final Jaws movie) that to a megalodon, “the great white shark of Jaws would have been a stripling and perhaps a between-meals snack” (36). The publication of the Jaws novel led to an increased interest in the megalodon amongst cryptozoologists (Coleman and Clark 154; Mullis, “Cryptofiction” 246). But even so, it attracted rather less attention than other cryptids. From 1982-98, Heuvelmans served as president of the International Society of Cryptozoology, whose official journal was simply titled Cryptozoology. The notion of megalodon survival was addressed only once in its pages, and that as a brief mention in a letter to the editor (Raynal 112). This was in stark contrast to the oft-discussed potential for dinosaurs, mammoths, and Neanderthals to remain alive in the present day. In 1991, prominent British cryptozoologist Karl Shuker published an article endorsing the idea of extant megalodons (46-49). But this was followed by a 1998 article by Ben S. Roesch in The Cryptozoology Review severely criticising the methodology of Shuker and others who believed in the megalodon’s existence (Roesch). Writing in 1999, Loren Coleman and Jerome Clark, arguably the most prominent post-Heuvelmans cryptozoologists, were agnostic on the megalodon’s survival (155). The British palaeozoologist Darren Naish, a critic of cryptozoology, has pointed out that even if Shuker and others are correct and the megalodon continues to live in deep sea crevasses, it would be distinct enough from the historical surface-dwelling megalodon to be a separate species, to which he gave the hypothetical classification Carcharocles modernicus (Naish). And even the public fascination with the megalodon has its limits: at a 24 June 2004 auction in New York City, a set of megalodon jaws went on sale for $400,000, but were left unpurchased (Couzin 174). New Mythologies The ‘megalodon as cryptid hypothesis’ is effectively a fairy tale born of the blending of science, mythology, and most importantly, fiction. Beyond Jaws or Shark Attack 3—and potentially having inspired the latter (Weinberg)—perhaps the key patient zero of megalodon fiction is Steve Alten’s 1997 novel Meg: A Novel of Deep Terror, which went through a tortuous development adaptation process to become the 2018 film The Meg (Mullis, “Journey” 291-95). In the novel, the USS Nautilus, the US Navy’s first nuclear submarine and now a museum ship in Connecticut, is relaunched in order to hunt down the megalodon, only to be chomped in half by the shark. This is a clear allusion to Jules Verne’s 20,000 Leagues under the Sea (1870), where his Nautilus (namesake of the real submarine) is less successfully attacked by a giant cuttlefish (Alten, Meg 198; Verne 309-17). Meanwhile, in Alten’s 1999 sequel The Trench, an industrialist’s attempts to study the megalodon are revealed as an excuse to mine helium-3 from the seafloor to build fusion reactors, a plot financed by none other than a pre-9/11 Osama bin Laden in order to allow the Saudis to take over the global economy, in the process linking the megalodon with a monster of an entirely different type (Alten, Trench 261-62). In most adaptations of Verne’s novel, the cuttlefish that attacks the Nautilus is replaced by a giant squid, traditionally seen as the basis for the kraken of Norse myth (Thone 191). The kraken/giant squid dichotomy is present in the video game Stranded Deep. In it, the player’s unnamed avatar is a businessman whose plane crashes into a tropical sea, and must survive by scavenging resources, crafting shelters, and fighting predators across various islands. Which sea in particular does the player crash into? It is hard to say, as the only indication of specific location comes from the three ‘boss’ creatures the player must fight. One of them is Abaia, a creature from Melanesian mythology; another is Lusca, a creature from Caribbean mythology; the third is a megalodon. Lusca and Abaia, despite being creatures of mythology, are depicted as a giant squid and a giant moray eel, respectively. But the megalodon is portrayed as itself. Stranded Deep serves as a perfect distillation of the megalodon mythos: the shark is its own mythological basis, and its own cryptid equivalent. References Alten, Steven. Meg: A Novel of Deep Terror. New York: Doubleday, 1997. Alten, Steven. The Trench. New York: Pinnacle Books, 1999. Atherton, Darren. Jaws Unleashed. Videogame. Hungary: Appaloosa Interactive, 2006. Benchley, Peter. Jaws: A Novel. New York: Doubleday, 1974. Coleman, Loren, and Jerome Clark. Cryptozoology A to Z: The Encyclopedia of Loch Monsters, Sasquatch, Chupacabras, and Other Authentic Mysteries of Nature. New York: Simon & Schuster, 1999. Coleman, Loren, and Patrick Huyghe. The Field Guide to Lake Monsters, Sea Serpents, and Other Mystery Denizens of the Deep. Los Angeles: TarcherPerigee, 2003. Couzin, Jennifer. “Random Samples.” Science 305.5681 (2004): 174. Davidson, Jane P. “Fish Tales: Attributing the First Illustration of a Fossil Shark’s Tooth to Richard Verstegan (1605) and Nicolas Steno (1667).” Proceedings of the Academy of Natural Sciences of Philadelphia 150 (2000): 329–44. De Borhegyi, Stephan F. “Shark Teeth, Stingray Spines, and Shark Fishing in Ancient Mexico and Central America.” Southwestern Journal of Anthropology 17.3 (1961): 273–96. Dendle, Peter. “Cryptozoology in the Medieval and Modern Worlds.” Folklore 117.2 (2006): 190–206. Flores, Jorge, “Distant Wonders: The Strange and the Marvelous between Mughal India and Habsburg Iberia in the Early Seventeenth Century.” Comparative Studies in Society and History 49.3 (2007): 553–81. Freller, Thomas. “The Pauline Cult in Malta and the Movement of the Counter-Reformation: The Development of Its International Reputation.” The Catholic Historical Review 85.1 (1999): 15–34. Fuchs, Michael. “Becoming-Shark? Jaws Unleashed, the Animal Avatar, and Popular Culture’s Eco-Politics.” Beasts of the Deep: Sea Creatures and Popular Culture. Jon Hackett and Seán Harrington. Bloomington: Indiana UP, 2018. 172–83. Goss, Michael. “Do Giant Prehistoric Sharks Survive?” Fate 40.11 (1987): 32–41. Guimont, Edward. “Hunting Dinosaurs in Central Africa.” Contingent Magazine, 18 Mar. 2019. 26 May 2021 <http://contingentmagazine.org/2019/03/18/hunting-dinosaurs-africa/>. Heuvelmans, Bernard. “What is Cryptozoology?” Trans. Ron Westrum. Cryptozoology 1 (1982): 1–12. Jaws. Dir. Steven Spielberg. Universal Pictures, 1975. Lowery, Darrin, Stephen J. Godfrey, and Ralph Eshelman. “Integrated Geology, Paleontology, and Archaeology: Native American Use of Fossil Shark Teeth in the Chesapeake Bay Region.” Archaeology of Eastern North America 39 (2011): 93–108. Mayor, Adrienne. The First Fossil Hunters: Dinosaurs, Mammoths, and Myth in Greek and Roman Times. Princeton: Princeton UP, 2000. Mayor, Adrienne. Fossil Legends of the First Americans. Princeton: Princeton UP, 2005. Meg, The. Dir. Jon Turteltaub. Warner Brothers, 2018. Mullis, Justin. “Cryptofiction! Science Fiction and the Rise of Cryptozoology.” The Paranormal and Popular Culture: A Postmodern Religious Landscape. Eds. Darryl Caterine and John W. Morehead. London: Routledge, 2019. 240–52. Mullis, Justin. “The Meg’s Long Journey to the Big Screen.” Jaws Unmade: The Lost Sequels, Prequels, Remakes, and Rip-Offs. John LeMay. Roswell: Bicep Books, 2020. 291–95. Naish, Darren. “Tales from the Cryptozoologicon: Megalodon!” Scientific American, 5 Aug. 2013. 27 May 2021 <https://blogs.scientificamerican.com/tetrapod-zoology/cryptozoologicon-megalodon-teaser/>. Pimiento, Catalina, and Christopher F. Clements. “When Did Carcharocles Megalodon Become Extinct? A New Analysis of the Fossil Record.” PLoS One 9.10 (2014): 1–5. Randall, John E. “Size of the Great White Shark (Carcharodon).” Science 181.4095 (1973): 169–70. Raynal, Michel. “The Linnaeus of the Zoology of Tomorrow.” Cryptozoology 6 (1987): 110–15. Regal, Brian. Searching for Sasquatch: Crackpots, Eggheads, and Cryptozoology. New York: Palgrave Macmillan, 2011. 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Bones are one of the oldest materials used to create musical instruments. Currently, the world’s oldest known instruments are flutes made out of bones (Turk, Turk, and Otte 11). In fact, bones have been used to create or enhance musical instruments in a variety of settings throughout history and in modern day instrument making. Bone bull roarers, jaw bone percussion, clappers, trumpets, drum shells, lyres, or construction parts, such as frets, plectrums, pipes and pipe fittings, embouchure adjustments, or percussive strikes are just a few of the more common uses of bones in musical instrument construction. One man even made a guitar out of the skeleton of his dead uncle to memorialise the person who influenced his musical tastes and career (Bienstock). Bones can therefore be taken as a somewhat common material for making musical instruments. All of these instruments share a common trait, and not just the obvious one that they are all made out of or incorporate bones. None of these instruments are intended to represent something monstrous. Instead, they represent the ephemeral nature of humanity (Cupchik 33), a celebration of lineage or religious beliefs (Davis), or simply are the materials available or suitable to create a sound-making device (Regan). It is not possible to know the full intentions of a maker, in many cases, but a link to monstrosity and a representation of the ‘horrific’ or ‘freakish’ seems missing for the most. There are instruments, however, that do house this sentiment and some that utilise bones in the construction with the purpose of making this connection between the remains and something beast-like. In this article, I argue that the Bone Guitar Thing (BGT) built and played by raxil4 is one of those instruments. Introducing the 'Thing' Raxil4 is the stage name of sonic artist Andrew Page. He has been playing his Bone Guitar Thing for almost twenty years in a variety of settings (Page, email interview, 25 June 2021). The instrument has undergone slight changes during that time, but primarily it has retained its specific visual, timbral, and underlying associative features. The BGT is complex, more so than it may seem at first. By investigating the materials used, the performance techniques employed, and raxil4’s intentions as a musician, instrument maker, and community member within his circles of activity, the monstrous nature of the BGT comes to light. The resultant series of entanglements exhibits and supports a definition of what is a 'monster' that, like several definitions in monster theory discourse (Levina and Bui 6; Cohen 7; Mittman 51), includes challenging that which may be seen as ‘normal’ and thereby may nurture levels of unease or fear. However, in the case of the BGT, that which is monstrous is simultaneously being taken as something positive alongside its beast-like characteristics, and rather than evolving into something that needs to be repressed or eliminated, the ’monster’ here becomes a hero or champion, colleague, or even a friend. The Bone Guitar Thing is not really a guitar. It is a zither with a piece of driftwood for a base, (currently) five strings, and an electric pick-up (see Fig. 1). The bridge for the instrument is two bones, and the pitch and timbre of the strings is sometimes changed with bones used for Cage-like preparation (Cage 7-8; Bunger). Bones are also used to play the instrument, sometimes like a plectrum, others like a hammered dulcimer, or occasionally, simply pounding the string or the soundboard with great force to make a combination of percussive and string sounds. Glissandos are created by using the plectrum bones as a slide, and Page also uses jaw bones to introduce ratchet sounds, string scraping, and precise pitch bending (with the sharper edged part of the bones) (raxil4, “Livestream”). The instrument is electric, so the bones are enhanced with guitar pedals (typically reverb, distortion, and octave-splitter; Page, email interview, 25 June 2021), but the tonal qualities retain a semblance of the bone usage. Fig. 1: raxil4's Bone Guitar Thing. Photograph: Andrew Page. Page often uses the BGT as part of his sonic arsenal to perform dark ambient music, noisescapes, improv music, or live film soundtracks both in live concerts and recording situations. He plays solo as much as with ensembles, and more often improvises his music or parts, but occasionally works with predetermined organisation or scores of some description (although he admits to typically abandoning predetermined passages or scores during live performances; Page, email interview, 14 July 2021). Currently in London, raxil4 presents concerts in a variety of settings, typically well-suited for his brand of sonic art, such as Ryan Jordan’s long-running concert series Noise=Noise (raxil4 feat. King Sara), experimental music shows at the Barbican (raxil4 + King Sara + P23), and dark ambient showcases promoted and arranged by one of his record labels, Sombre Soniks (Wright). Sounds beyond Words: Monstrous Music One series of performances in which raxil4 used the BGT took the form of an immersive theatre show produced by Dread Falls Theatre called Father Dagon, based on the works of horror author H. P. Lovecraft. The performance incorporated a breaking of the ’fourth wall’ in which the audience wanders freely through the performance space, with actor- and sometimes audience-interactive musical performances of partially improvised, partially composed passages by musicians located throughout the set. Director and writer Victoria Snaith considered the use of live, semi-mobile, experimental music dispersed through the audience (mixed with an overall backing soundtrack) as heightening the intensity of the experience by introducing unfamiliar aspects to the setting. She discusses having made this decision based on Lovecraft’s own approach to story-telling that highlights a sense of unfamiliarity and therefore sense of “fear of the unknown”. The usefulness of creating unfamiliarity in this context can serve to support the parts of the narrative that contains supernatural and monstrous aspects. Given that the elements of the supernatural and horrible monsters in Lovecraftian tales are primarily indescribable (both because Lovecraft would recount beasts and fantastic magical happenings in his works as being such, and because in a practical theatrical situation, these things would be impossible to describe, especially without text or specific props or costumes, which the show purposefully uses sparingly, also as a conscious choice to embrace the unknown). Sounds created on instruments that are unique, or generated through unusual performance techniques would lend themselves to being more difficult to describe, and therefore fitting to support a desire to present something regarded as also difficult to describe, that being supernatural happenings or horrific creatures. (Connor 77) Page’s use of the BGT in these performances added directly to this notion both sonically and visually. The homemade nature of his instrument increased the potential that audience members would be less familiar with the source of his sounds, even if they were watching him perform, and the resultant soundscape he provided introduced harsh timbres, undulating pads, and aggressive punctuation of movement. Page sees the BGT as an instrument “reclaimed from the watery depths” (matching the theme of the show’s narrative), therefore as one fitting into the Lovecraft show “quite nicely” (Page, email interview, 25 June 2021). He likens the sounds created by the BGT as presenting “otherworldly melodies” akin to those played by Erich Zann (a character in another Lovecraft story who conjures a gateway to an alternate dimension full of indescribable creatures and nightmares via performing unusual music on his viola de gamba), which Page also sees as fitting (ibid.). His instrument in this setting as a producer and provider of unfamiliarity is supportive of constructing and maintaining a definition of “monstrous” or “terrifying” (Levina and Bui 6). Fig. 2: raxil4 performing in Dread Falls Theatre's Father Dagon, London 2012. Photograph: Pierre Ketteridge. Finding Community in the 'Freakish' Raxil4 also notes that the Bone Guitar Thing is appropriate for creative input within improv music circles (Page, email interview, 25 June 2021). Generally speaking, contemporary improv music (meaning the broad genre) is improvised performance focussing on sonic exploration over melodic, harmonic, or rhythmic content (even though all will be present in most cases; Toop 132-137). In my experience working with improv musicians since 1981, I find that these performers typically attempt to create sounds that are unusual or unexpected. Players often embrace extended techniques, repurposing non-musical items to be sound-making devices, and employ self-built instruments. Improv musicians seek to break free from the constraints of what may be seen as Western standard musical practices (ibid.), but they simultaneously strive to uphold some parallel aspects of artisanship and virtuosity, perhaps as a means to validate their departure from Classical/mainstream music norms. The instruments and approaches can be seen as factors that separate the experimental artists from the conservatory-based performers, yet still affords them the clout of being hard-working, innovative, expressive, and professional. As the name implies, improv music emphasises improvisation. André Hodier (23-36) in his classic book The Worlds of Jazz likens improvising jazz musicians to an alien race who battle each other on a daily basis (via jazz battles) in order to see who resides at the top of the improvisation chain. Improv musicians (some of whom come from a jazz background) tend to engage in this sort of hierarchical status ranking system using a much more ’polite’ and co-supportive mentality (at least in the scenes in which I have been privileged to participate). Improv musicians can occasionally embrace a friendly attitude that one should surpass the experimental nature of other performers, and may do so by presenting a new sound, technique, or instrument. The BGT can serve this function. It can stand out among other improv musicians’ gear, even if a majority of the instruments are self-built, through its use of bones and its intentional evocation of something horrific. Improvised music is sometimes looked down upon by musical communities who value conservatory training, popular music, or more traditional Western classical approaches to music. Referring to avant-garde jazz in the 60s and 70s, Valerie Wilmer (6) recounts that critics and Classical music enthusiasts perceived experimental and improv music as “‘freakish’ and only worthy of passing interest”. The dynamic is different today, but the overall attitude remains, at least in part. The improv music scene is creatively valid, but in comparison to conservative or more mainstream music, incorporates more experimental practices, therefore sometimes musical form, interactions, and preparation is less obvious to audience members outside the experimental music circles. The Bone Guitar Thing also plays into this construction. It is artistically valid, yet perhaps simultaneously challenging to the less-experienced listener. The BGT in this setting is multifunctional. Page (email interview, 25 June 2021) sees the BGT as a means to cut through or rise above other improv musicians, partly by being more recognisable as a “freakish” instrument at performances where the music is already considered freakish by some outsiders. Additionally, the fact that Page has taken the time to make this instrument, and uses notably practiced techniques to create the sounds he introduces, may position him as an innovative professional, rather than a non-trained imposter. The BGT can (at least for raxil4, but for others as well) become a monster among monsters that allows Page to validate his brand of creativity (Ibid). Musical ’freakishness’ appears in other settings as well. An example of this is a performance in which raxil4 took part where an ensemble provided experimental music for a live tattooing event (raxil4, “Listening”). Here, the congruency with being monstrous or freakish is perhaps more overt. Similar to the soundscape being performed, Fenske (6) points out that tattoos may still be seen as unfit or unexpected for certain classes, genders, or education levels, and may even still be associated with illustrated circus performers of the past. Furthermore, Kinzey (32) suggests that avant-garde and counter-culture communities (such as ones where tattooing and live music converge in a single event) often value uniqueness that serves to “erase boundaries between everyday life and art”. The combined performativity of live music and tattoo inking (both the artistic activity and the art itself) associates raxil4 and the BGT with this non-mainstream circle (to some degree), potentially conjuring an identity of something freakish or monstrous to people with different values. Engaging with Expressive Objects The conception and evolution of the Bone Guitar Thing has its roots in personal experience, art experimentation, and material culture related to Page’s life and the musical communities in which he played and plays. In the past, Page endeavored to make small sculptures to be given as Christmas and birthday gifts from materials he found on the shore of the River Thames, many including bones. Page then began to create new musical instruments with what he had available. Page’s brother is a doctor specialising in gunshot wounds and knife trauma, and his apartment was filled with remnants of his brother’s occupation, including a number of crutches. From these, Page crafted his first instruments in this period: crutch harps that utilised the leftover medical devices to build stringed sound generators. He claims the instruments at first were not overly successful, so he began to experiment with his bone sculptures to create more serviceable instruments. An early attempt was a percussion instrument made from various found bones, which Page deemed the “Xylobone” (see Fig. 4). This instrument and advanced crutch harps (6-string tenor (see Fig. 3.) and 2-string bass) became his first arsenal of sound makers, but Page felt the instruments ultimately failed to meet expectations and opted to rethink his approaches and designs. Fig. 3: One of Page's 6-stringed crutch harps. Photograph: Andrew Page. Fig. 4: The Xylobone - raxil4's bone xylophone percussion instrument. Photograph: Andrew Page. The BGT was intended to be more “playable”, “expressive”, and audible to battle louder co-performers. As mentioned, the driftwood base and bones for the instrument originated from the River Thames. The electronics come from a destroyed guitar that was the result of performing in a previous project in which Page was the singer, where the guitarist “had a habit of smashing his guitars on stage, in a sort of expensive tribute to [grunge guitarist] Kurt Cobain" (Page, email interview, 25 June 2021). The BGT started off as a 6-string zither that used guitar-gauge steel strings, but according to Page, given the harsh performance technique of beating or scraping the strings with bones, he was encouraged to switch to using wound, bass-gauge strings, affording him a lower pitch and greater resistance to energetic performance practices. One tuning peg, however, snapped off quite early in its life (as it was in a thinner, more weathered part of the driftwood), leaving the instrument one string shorter. Page says he likes to think that the instrument decided itself that it would be a “5-stringed beast” (ibid.). Conclusion The Bone Guitar Thing is, in fact, beast-like, at least in the settings, sonic attributes, and mindsets of the player and the communities in which the instrument is played, but it may not be the case that this beast-like nature is equal to being monstrous. Cohen (3-25) in his discussion of seven potential monster theories outlines several different notions of what can be considered “monstrous” and relates the monster in each theoretical situation to those fearing the monstrous construct. Most closely related to the situation in which the BGT is observed is a parallel theory based on the concept of “Us versus Them”, meaning “Us” as those who are dealing with the monster in question, and “Them” as being those on the side of the monster or the monster itself (Cohen 19-20). However, with the BGT, the monster is not unanimous with “them”, but rather with “us”. In all the situations outlined here, the instrument takes on the role of a beast, but not a negative role for Page (email interview, 14 July 2021) or fans of raxil4 (Wright). Instead, the beast is more like part of the team of noise makers actively engaged in the community’s activities of creation, entertainment, identity, and validation of values upheld thereof. Each of the performance settings can be argued to exhibit a sense of welcoming outsiders or praising diversity, rather than ostracising it. The Lovecraft performance and story were constructed on the premise of questioning what is a monster and who determines that definition. The Bone Guitar Thing supports and interacts precisely within this parameter to enhance the artistic commentary presented. Within the improv music setting, the instrument assists Page to achieve uniqueness among that which is already unique and highlights the values of community including a show of innovation, exploration, and personal performance technique development. For the live tattooing, the instrument stands out as a unifying sonic flag, connecting other (perhaps less-monstrous) artists into a stronger group of alternative creatives. Effectively, the BGT is a 'freak among freaks', serving to simultaneously fit in and rise above, all while maintaining a sense of “us” within respective circles. The beast-like nature is not entirely an outward force. Page (email interviews, 25 June 2021 and 14 July 2021) is aware that he has received no formal education in music. He admits he is less familiar with music theory, and more familiar with the science and technology behind the music. Page considers himself to be experimental in his approach to sound creation, which he sees as being more unique due to ignoring the “rulebooks” (ibid.). As a result, he feels (at least a slight) pressure of feeling “unprofessional” or “correct” in the eyes of Western conservatory-trained musicians and composers or those with a similar mentality (Page, email interview, 25 June 2021). The BGT was also, to a degree, built to battle being told what was “right”. For Page, his instrument is akin to a beast that helped him break free of the constraints of Western tonal and virtuosic constraints. “I made my own [instrument] so that nobody could tell me I was playing it the wrong way” (ibid.). His “beast” helped him break down barriers and asserted himself as an innovative musician and creative professional. So, then, the Bone Guitar Thing is a monster; sonically, visually, and physically. It represents a monster, it is called “the beast”, and it takes on the role of a terrifying creature raging through (sometimes, extremely quietly – raxil4; raxil 4 feat. King Sara; raxil4 + King Sara + P23) soundscapes, settings, and performances, rallying the like-minded and routing the unsuspecting or “others”. That is an overdramatic take on the situation, perhaps, but the instrument does uphold a series of values and creative aesthetics that fosters positive relationships between the artist, the community, and the sonic and physical qualities of the zither. Rather than being a device that places a horrific barrier to be overcome in an “us versus them” scenario, the monster takes on an alternate role and becomes a source of empowerment for “outsiders” or marginalised groups or people (Mittman 51). Thus the Bone Guitar Thing allows Page to demolish barriers and amalgamate fellow community members into a larger version of “us” to create a space in which the beast is no longer a monster. References Bienstock, Richard. “Man Builds Guitar Out of His Dead Uncle’s Skeleton.” Guitar World 11 Feb. 2021. Web. 13 June 2021 <https://www.guitarworld.com/news/man-builds-guitar-out-of-his-dead-uncles-skeleton-uses-it-to-play-black-metal>. Bunger, Richard. The Well-Prepared Piano. Colorado Springs: Colorado College Music P, 1973. Cage, John. Empty Words: Writings ’73-’78. Middletown, CT: Wesleyan University P, 1981. Cohen, Jeffrey Jerome. “Monster Culture (Seven Theses).” Monster Theory: Reading Culture. Minneapolis: U of Minnesota P, 1996. 3–25. Connor, Will. “Performing the Sounds of Darkness: An Exploratory Discussion of Musical Instruments and the Gothic Aesthetic.” The Dark Arts Journal: Reimaging the Gothic 2.I2 (Autumn 2016). 26 June 2021 <https://thedarkartsjournal.files.wordpress.com/2017/04/the-dark-arts-journal-2-21.pdf>. Cupchik, Jeffrey. “Buddhism as Performing Art: Visualizing Music in the Tibetan Sacred Ritual Music Liturgies.” Yale Journal of Music & Religion 1.1 (2015): 31–62. Davis, Josh. “Some Bronze Age Britons Turned the Bones of Dead Relatives into Musical Instruments.” Natural History Museum. 1 Sep. 2020. 23 June 2021 <https://www.nhm.ac.uk/discover/news/2020/september/bronze-age-britons-turned-the-bones-of-dead-relatives-into-musical-instruments.html>. Fenske, Mindy. Tattoos in American Visual Culture. New York: Palgrave, 2007. Hodier, André. The Worlds of Jazz. New York: Grove P, 1972. Kinzey, Jake. The Sacred and the Profane: An Investigation of Hipsters. Winchester, U.K.: Zero Books, 2012. 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