A Feminist Defense of The Path

This Controversial Game is Positively Radical

© Michaela Spangenburg

Nov 2, 2009
The Six Girls from The Path, Tale of Tales
Many reviews have accused The Path of being hostile toward women, but this game actually serves as a very insightful exploration of western society's destruction of girls

For a more general overview and review of this game, please surf this way.

The Path is a very unusual and nontraditional game, one that relies an open mind. At first glance, it contains a great deal of violence, all of it directed at girls, who make up the only real characters in the game, and almost all of it perpetrated by males. At the surface, from these facts alone, many feminists would understandably be wary of this game. However, just because a game contains male on female violence does not mean that it endorses such oppression. Instead, as seems true in this case, sometimes a game can act out a situation in order to raise questions, increase awareness or condemn such actions.

The Path, at its core, is a truly feminist game. It is unflinching in the cruelty that it inflicts on characters, but makes sure that the player is suitably entangled within the character (and therefore capable of relating to her suffering) before they enter into the more horrific elements of the game. There is no glorified gore, or gore at all - the violence is ambiguous, psychic and emotional.

How the Game Ensnares the Player

One of the most ingenious aspects of this game is the way that the player ends up relating to the characters regardless of their own gender or views. The player is in the position alternately of the victim and the victim’s friend and confidant. Each girl is portrayed whole, honest and real, resisting stereotypes and leading the player to question their own beliefs about women and womanhood. Because each character is unique and in control of herself and her actions, a person is likely to begin to see her as a real girl. In the forest, where there seems to be no other real, living, beings and everything is unnerving, it is natural to latch onto the closest living being available.

The point of view of the game allows the player to see the character in 360 degrees - to see her reactions, facial expressions and emotions all in great detail. The interface and AI is design so that when the player approaches an object and let go of the controls, the girl will do whatever comes naturally to her. She often also thinks or says something about the experience, giving one greater insight into her personality and more incentive to relate to, as these thoughts are the only language present in the game.

Relating to the Character’s Encounter Serves to Humanize Women

When she does meet the wolf, it is often an emotionally devastating, horrific experience because in some part of the player's mind, her trauma is real. Even the most harden anti-feminist would be challenged not to be overwrought by the experience. Once inside the house, the horror deepens, as does the emotional connection. The player has now become one with the girl, in a way a sort of defender personality that faces the horrors with her to shield her. When its over, there is a profound sense of loss, but also relief.

Symbolism and Allegory Deliver Deeper Meaning

The original story for Little Red Riding Hood, which provides the foundation for this game, was a cautionary tale directed at disobedient little girls. The Path turns that allegory on its head, making it into a criticism of how the modern western world punishes women who do not conform and destroys their wholeness and identity in the process. Rape is one example the game uses of the ways that society oppresses women. There are references to eating disorders, organized religion and men manipulating talented women, as well as society’s pressure for women to hide their true selves. There is even a message about unity between women of different ethnic backgrounds, a refreshing twist to some of the anti-feminist propaganda that has come out of groups like the Nation of Islam. Women of color, who are often much more oppressed than other women, receive a very special kind of focus from the game.

Why This Game is Important

Feminists who are willing to keep an open mind will find that The Path offers a very compelling viewpoint on modern society and the media that even most of mainstream traditional feminism doesn’t quite delve into. Women who have had personal trauma surrounding sexual assault might find that parts of this game reopen old wounds and are therefore advised to consider skipping this game, but everyone else should rush to purchase this game right away, and especially to gift it to those who aren’t as pro-woman as one might like. This game has the potential to open a person’s eyes.

For Those Who Want to Delve Deeper

To read more indepth analyses of this game, please check out Jungian Psychology and The Path.


The copyright of the article A Feminist Defense of The Path in Video & Online Games is owned by Michaela Spangenburg. Permission to republish A Feminist Defense of The Path in print or online must be granted by the author in writing.


The Six Girls from The Path, Tale of Tales
       


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