TY - JOUR TI - Against living things DO - https://doi.org/doi:10.7282/T3Z03BX5 PY - 2017 AB - Resident Evil, the popular survival horror video game series, utilizes monstrous mutations of humans as the primary threat within its narratives. The nuances and patterns of these monsters are primarily defined by their genders. Though the series is typically known in digital, game, and film criticisms, I advocate we use methodologies from feminist rhetorics to discuss the monstrous creatures. Considerations of how such monsters, Bio Organic Weapons, alter or confirm to gender normativity can influence feminist rhetorical studies by diversifying the data sets the field explores and our understanding of gendered commentary for the rapidly growing population of women playing games. After a brief review of current feminist rhetorical scholarship and motivations, I’ll use domestic, temporal, motivational, and physical rhetorics to establish the pattern of gendered norms of ‘monsters’ in the franchise due to the commentary they offer on our culture and understanding of the world. Finally, I conclude with an overview of the growing community of women necessitating this study, adult women chased away from the violence of online discourses who turn to narrative based games like Resident Evil. KW - English KW - Feminism KW - Resident Evil (Game) KW - Video games LA - eng ER -