Monstrosity and monstrous creatures are elements that are not alien to the world of cultural and literary studies. The appearance of the monstrous calls into question the system of values that are transmitted through hegemonic discourse and allow the human condition to be analyzed through different perspectives. With this in mind, this paper aims to analyze how the monstrous element stands as one of the main agents of discourse creation in the video game The Witcher 3: Wild Hunt and its cultural, videoludic and literary implications. Likewise, the construction of humanity and monstrosity will both be addressed via the analysis of characters and/or situations and making use of a basic concept for our investigation: articulated monstrosity.
- 1 view