Greek Mythology in Video Games
with Alexander Vandewalle
Series 1 Episode 22
Alexander Vandewalle is a postdoctoral researcher at Ghent University (Belgium) who specializes in the reception of antiquity, history, and mythology in video games. He has previously published or presented on various aspects of classical reception in games (e.g., aesthetics, intertextuality, pedagogy, epigraphy, haptics), characterization, player experiences, game development, game analysis methodology, and wider pop-cultural franchises (e.g., Star Wars, the Marvel Cinematic Universe). He is also the founder of Paizomen, a work-in-progress database of games set in ancient Greece and Rome), and the author of Characters and Characterization in Mythological Video Games (2026, Bloomsbury Academic).
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Transcript:
We have such an exciting episode for you today with one of our guest experts. Can you please introduce yourself?
Yeah, hi everyone. I'm Alexander Vanderwalle, or Alex for short. I'm a post-doctoral researcher at Ghent University in Belgium, where I specialize in the reception of mythology, primarily Greek mythology in video games. This was also the topic of my PhD research, which I finished in 2024, but this is the first time I'm saying that and not saying last year, so I'm getting old. But so yeah, for my PhD was a collaboration between Ghent University and the University of Antwerp here in Belgium, where I looked at the topic of characterization specifically, so how characters are represented in a text through the lens of classical reception studies of Greek mythological characters in video games. So we're sort of combining different things together. Aside from that, I've also been working on other media, the types of media or genres of media. I've been working on superhero fiction in Marvel Cinematic Universe, for example. I've worked on Star Wars, things like that. I'm very fortunate to have been able to turn my geeky side things into my actual job and sort of combine the passions that I've had throughout my life in this sort of academic way.
Yeah, it's certainly more interesting than looking at pot sherds.
Some would argue, but yeah, I'm aware that I'm very fortunate that I can play games for work. Although it's not just playing games. Some people think that if I introduce myself, hey, I'm a video game scholar, I play games for my job, that that's all I'm doing, which is not the case. If anything, I would like to play more, but it's, yeah, it's finding a balance between actually playing and writing and reading and teaching and things like that.
So for any listeners unaware of this academic discipline, classical reception, and we are going to have a full episode on what is classical reception coming up, you might be glad to know. For now, let's summarise, classical reception is how the ancient world has been portrayed in subsequent years in art and in literature and movies and music, et cetera, and in video games, and how it's been depicted and how we've engaged with it through these depictions. Would I be right in saying that because video games are so popular now, that video games are one of the main ways now that people engage with ancient Greece and Rome, et cetera?
Yeah, I think for sure. I mean, I don't know if you have any data on that, but I think it's undeniable. So, I mean, the cliche opening of any video game paper, antiquity related or not, is by saying that video games are the largest entertainment media of today, they're bigger than film, bigger than TV, bigger than music even. I think all of those three combined even. So video games have this huge, huge audience and they reach a certain large part of the demographic. And in that sense, I think any successfully mythological or historical or ancient project is going to have a large following, a large audience. And we see that with many projects like Assassin's Creed Odyssey or the Hades games, Total War, things like that. But at the same time, I find it intriguing that even if they are this huge entertainment industry, there's a lot of people who've never touched the game in their lives or who don't know what the medium is. And that's different from things like film. I think most people grow up watching at least one film in their life or they read novels or they read a comic book, but they don't necessarily play a game. So even if there's this huge following for games in general, there's certain demographics who just never interact with it and that sort of limits the exposure that the medium can have, I think in a little bit.
So for people who may watch the ancient world in a movie, they might play a game, whereas people who watch the ancient world in games, they're definitely also watching movies, right?
The problem is that I think for like mythology, for example, like Greek mythology, there hasn't really been a big mythology film over the past 10 years, I mean, like one of the status of like Wolfgang Peterson, Troy, for example, like, I mean, of course the Odyssey Christopher Nolan's one is coming out this year. I don't think there's been that huge, I mean, Percy Jackson, I guess, is the one and not a TV show. Percy Jackson is oriented towards a younger demographic, I would say. I think that demographic would be faster to play games and play games like Fortnite, for example, which had a Greek mythology event in 2024, but for example, the audience of Christopher Nolan's The Odyssey might be older than the Percy Jackson audience, and they would watch that more quickly than they would play a game, I think. Video games are a huge following, but they don't hit all demographics, I think, to the same extent.
Right, okay. So when we're seeing Greek mythology being portrayed in these video games, is it something that scholars and academics would recognize? Is it something that we can see that there's a lot of detail being put in, a lot of thought behind it?
Increasingly so. It's so it's this research field. I think at this point, we can say it's a field, like there's historical game studies, there's archaeogaming, antiquity game studies, classical reception. There's all these different titles. At this point, it's a research field, and I think it started around the late 2000s, Dunstan Lowe's book or co-edited volume, Antiquity in Mass Culture, Mass Popular Culture, has a chapter of his that is, I think, one of the first chapters or academic analyses of video games and classical reception, a great overview chapter that I think even now, 17 years later, is still very relevant and very appropriate. And then in the 2010s, I think it just started snowballing and there were these books on history and games coming out. By the end of the decade, near the 2020s, there was this huge explosion of interest, I think driven primarily by that game I mentioned, the South Street Odyssey. And then in the 2020s, basically every year, there's been a plethora of conferences of books, of articles, of publications, of podcasts, and video essays on YouTube and Twitch streams and Discord servers. They've started popping up and it's this huge thing now, up to the point where I don't think we can say that the reception of antiquity in video games is understudied anymore. I think it is pretty studied at this, not to the extent that there's nothing else to be done because there's so much to be done, but we can say that it's a new topic anymore, I think, at least for the people who are really doing this on a very consistent basis. In terms of like, because you use the word recognize, in terms of like legitimacy, I think that's still a struggle sometimes. I've had people react very, what's the diplomatic word, negatively, depreciatingly, is that a word in English? I don't know, I'm not a native speaker. With a certain degree of skepticism, to put it mildly, where people ask me, aren't we being a little bit, I think the words one person used was naughty if we're using like this serious frame of Greek antiquity and we're imposing it on these, you know, unserious entertainment products, like clearly made for, you know, to make a quick buck for commercializing purposes and to entertain without really going into all that much depth. And I just think that's just the case of people not knowing what the medium is or does that. Well, I think the way video games are represented in popular journalism, popular news media, it's always from a, usually from a bad angle, you know, like there's still that idea that video games make people violent and they're turning all of our kids into aggressive introverts, which is not the case. It's been disproven for decades, I think, at this point. But that reputation, that idea still exists.
And I think it's slowly changing, slowly turning. I think COVID actually had a positive influence on that because all of a sudden everything had to be online, everything had to be digital. And teachers were looking for, you know, alternative ways of doing pedagogy, of educating their classes. And video games were this medium that was ready at hand to be able to use, to be used for that kind of purpose and games like Assassin's Creed Odyssey, games like Hades that came out, I think immediately served that purpose of education. So I think at that point, popular perception started shifting a little bit, but we cannot say at this point that the road is done and we're there. And, you know, we're still fighting an uphill battle, I think.
Yeah, I think there are definitely some academics who think that video games are superficial in their content, but I've played some. And I can safely say that some of the details in these games, there's clearly a lot of research that's gone into the games themselves.
Yeah, absolutely. I mean, Hades 2, for example, like the protagonist of Hades 2 is this very, very obscure character called Melinoë, who I think we know from literally one ancient text, an obscure Orphic fragment. And then there's also some archeological evidence, I think, for her. But I think one of the differences between, for example, games and film or TV is that games take longer than a film, right? A film is two hours, three hours at most. A game can last you a hundred hours or more. And so to be able to serve that 50, 60, 80 or 100 hour experience, games present a lot of material, material that is increasingly sophisticated and I think intricate. Games can now draw on very obscure references or they collaborate with academics. That's been the case, for example, for a lot of projects where academics work either through freelance contracts or through consultancy projects, or even are just hired full-time to work on a game. And that is something that the public doesn't know yet, I think. At the same time, I also think that the work is not finished. We can still go beyond this and go further and deepen our engagement. I think more references doesn't necessarily equal a better game or more research doesn't necessarily make it a fun and entertaining game. But I think we're on the right track to sort of veer away or get rid of that reputation of video games are superficial, video games are stereotypical, and they only represent the most traditional or hegemonic type of experiences.
Sure. I've seen that there are lots and lots of games about the ancient world, but the fact that some of them incorporate myths specifically seems really interesting to me because everyone loves the idea of myths, right? They remain so eternally popular. What are some really interesting examples of myths in various games that you've studied?
That's a fun question. So basically you're asking my favorite games.
Yeah!
I think, yeah, I keep coming back to it, but like the Hades games for me are one of my most favorite examples, I think. It's like this really interesting blend between deep mythological engagement, by which I mean like engagement with sources, Homeric texts, but also these Orphic myths and just like a lot of very cool niche references that other games or projects or films or books or TV shows don't make. But at the same time, it's also a fun gameplay product. Like it's just a very, so basically I should explain. So in the Hades games, Hades games are what are called rogue-like games. So literally a game like Rogue, which is a game from the 1980s, which sort of popularized the idea of an adventure where every level or every room that you go into is randomized and it's procedural. So you never know what's going to happen in the next room, for example. So you need to sort of be prepared for anything that might come your way. If you fail and if you die, you go back all the way to the beginning and for many titles historically that meant resetting all of your progress because you failed. So you need to start again and the entire story starts anew.
But the interesting thing about Hades, which came out in 2020, is that because it was set in the Greek underworld and you play as Zagreus is again, in the version that the game tells, so the son of Hades and Persephone, again, an obscure character, I think based on this fragment from that we think is a tragedy by Aeschylus, because it is set in that underworld, you know, the characters are already dead. So if, even if you die, like the story keeps progressing, like that becomes a part of the story. So it's integrated within the gameplay loop. It isn't necessarily imposed on the story. It actually is the story in a sense. It then offers you the opportunity to talk to and fight, of course, because it's a game, but many mythological characters like Sisyphus or Eurydice and Orpheus and Patroclus and Achilles, all these characters that are appropriate to that underworld setting, but it does so with an intense amount of detail and sophistication and emotional resonance, I think as well. These aren't just hastily written NPCs or non-playable characters in a game. They're actually well-formed, well-characterized, charmingly characterized entities, referencing a broad variety of popular discourses around them or other media tropes.
I think Sisyphus is a good example where many people have drawn the connections between Sisyphus in Hades and Albert Camus, the myth of Sisyphus, you know, the famous quote of, one must imagine Sisyphus happy, which I think the developer has said that they hadn't read or weren't aware of when they made the game, but so the fact that you're able to draw these connections means that there's something there, right, that the character is written in a certain way that is characterized to a certain extent and I think that's just really, really cool and it all feels very alive, it feels very deliberately designed, not that there's no issues with it because there are people who have criticized the game for various contexts, but I think for me, that's sort of my favorite, yeah, reception or representation of mythology. It combines the love that many people have for mythology with, you know, the entertaining fun of a video game and it does so with great depth and very sophisticated references, I think.
The Hades games specifically, they're all in the underworld, which is really, really interesting. You've mentioned that the two protagonists are minor characters from Greek myths, what about the characters that people are more familiar with in the Hades games? Do we spend a lot of time with them? What's their characterization like?
Yeah, I think all other characters in the Hades games are, or, you know, aside from like smaller enemies, are well-known characters like Achilles, like Odysseus, like Heracles, like Zeus, Poseidon, Hades, Persephone, and so on. And this is actually something that happens quite a lot in video games as a whole and is different from other media, I think, is that we don't play as Achilles or Odysseus or Heracles. In many games we play like here, like in the Hades games as Zagreus or as Melinoë or in Immortal Fenyx Rising, we're playing as a new character named Fenyx. In the Age of Mythology, we're playing as Arkantos, a fictional hero. In God of War, we're playing as Kratos, who has no relationship to the ancient character from tragedies called Kratos. So we're playing as this new act and that allows us to inhabit our own position because we're starting with a blank slate. If we were already playing as Achilles, we might have our own expectations of what that character would be.
And that means that when we're talking with these established characters is that we can enter that mythological fantasy through our own eyes and speak with them from a perspective that is still new in a sense. If we would have been playing as Odysseus and we're talking to Athena, then there's already that connection between the two in a certain extent, like because Athena and Odysseus converse in the Odyssey. Whereas we're doing this as Melinoë or as Zagreus, we don't know what that connection is. It's sort of the perspective that we're playing as mirrors our own subject position in the game itself as newcomers to the story that the game is telling. And then the cast of characters that we're talking with, the sort of celebrity cast of characters, you know, like the big names of Greek myth, we're approaching them as we would approach them ourselves through a kid's book, for example, or a film or an animated TV show that we watched while we were kids, like being able to talk to them in a certain way. So I think the characters that we see frequently offer the sort of engagement that we would like to have had through certain media, but couldn't because we can't interact with the film, we can't interact with the novel to the extent that we do with a video game. So they become this sort of celebrity conversationalists in a way that we can help or oppose and so on. That is a lot of fun, I think. And that is something that scholars have pointed out about game characters. They make for an important element of our engagement with the game. They can drive our fascination with it. We can select it to play a game because of the characters in them. They create a sort of the appeal for a game like this. So they serve to offer a foundation for the appeal of the game and to establish our engagement with it at the same time.
Now I want to talk briefly, if you don't mind, about Assassin's Creed Odyssey, which I have actually played badly, but I've played it. Because the use of myth in that game, I thought was particularly interesting because it's all optional. Engaging with the mythological aspects is not part of the main story at all. And there will be an episode listeners can look out for an episode about Assassin's Creed, as in how it depicts the second Peloponnesian War. But we're talking about myth today. So I want to talk about that. How does Assassin's Creed Odyssey approach myth?
What does it do that's interesting compared to some of these other games where we do talk to characters a lot? Yeah, that's a great question. I think Odyssey is a, so maybe I should introduce the game a little bit for the audience. So Odyssey is a game from Ubisoft, I think it released in 2018. It's set in the Peloponnesian War. You play as a Spartan mercenary, either male or female, depending on your choice, and you sort of travel across Greece. You're looking for your family. You're basically doing an Odyssey because you're traveling, you know, DG and you're traveling Greece in search of your family and try to reunite them during this sort of heroic quest. But throughout the world, you find many mythological or mythologized characters or experiences like you can fight Medusa, you can fight the Minotaur, you can fight Cyclopes, for example, or there's these characters that sort of, because you're inhabiting this supernatural position where you're ultra powerful and you can have these divine abilities and these legendary weapons, that sort of think you are a mythological character and that, you know, approach you and say things like, oh, wow, you must have been sent by the gods to help me. Thank you so much for turning up. I will pray to Zeus and thank him for your appearance here. And that is, I think, really interesting engagement because you wouldn't necessarily expect to find that in the historical game, but sort of parallels the writings or thinking of several Greek thinkers who try to rationalize what all of these mythological fantasy. There were writers like Euhemerus or Polyphotus who are well known for their attempts to sort of make all that fantastical mythology make sense. For example, Euhemerus said that the Greek gods were initially, long, long time ago, they were kings who were later revered and come to be seen as gods or Polyphotus said that I think the minotaur, you know, the minotaur is an obvious biological impossibility, right? Like half man, half bull, like that's not possible. We know that to be true. So what is actually true then, there was this person named Taurus who lived in the palace of Minos on Crete and there was this big story around him. And then ultimately he was named the Minotaurus because he was named Taurus and lived near Minos. So he tried to do logically explain it. And that's what we see in Odyssey quite often is that you're doing these pseudo legendary things, but then characters approach you thinking that you are this mythological person. And then because this is a game and you get to choose how you reply, you can decide to go with it or not. Like when someone tells you, you must have been sent by the gods. You can choose as Alexios or Cassandra to say, yes, I am this divine hero and you're very welcome and I'm here to help you. Or you can be like, what? No, there are no gods. Like I was just here, you know, right place, right time to help you. So you can sort of choose yourself to rationalize those experiences or just to imbue them with all that mythological epic fantasy that, you know, many people attribute to the mythological stories.
So I think it's really interesting that because the game is set in a historical story world, unlike Hades or Immortals Fenyx Rising, that it then offers that kind of historical or historicizing mode of mythology where we know that what happens in these myths isn't true, isn't historical. So it offers you the tools to either do that yourself in the game or just create your own mythological power fantasy as you see fit.
Yeah, I think it's really interesting how Ubisoft have created their own mythology through all of the Assassin's Creed games and kind of chosen to graft Greek mythology onto their version of what came before humans and that's their explanation.
It's interesting, right, that Assassin's Creed has been around for, I think next year it will be 20 years, it's been around for a long time and ever increasingly they are deciding to embed mythological characters or quests or creatures in their games with fewer narrative restrictions, I think even in Assassin's Creed 2, you had characters like Juno or Jupiter or Minerva, but they were these sort of hologram entities, like there was this big technological explanation for it. And then in 2017 with Assassin's Creed Origins, they had characters like Sobek, like Egyptian gods or monsters like Apophis, but they were all in this hallucination sequences or dreams that you don't want. In Odyssey, there's none of that. You're in Greece and in Greece, there's the Cyclops and there's the Minotaur and there's Medusa, although they have explanations for it and so on, but they exist in the main story world. You don't need to have this sort of hallucinogenic drug to see them. They just exist there. So even for a series that has been historically so renowned for its level of historical detail and so on, Ancient Greece is too mythological or too fantastical to just avoid that. Apparently you almost, you cannot have Ancient Greece without mythological fantasy to a certain extent.
That's interesting. Do you think the decision was made because as far as most Ancient Greeks were concerned, all of these mythical, fantastical creatures were absolutely historical and real?
I can only guess what the decision was. I think I would like for there to be this sort of ancient reasoning behind it. I don't think there is. I think it all has to do with this element that people in the game studies are writing about called authenticity. In order for a game to be successful for many players, it will need to be sort of authentic. It will need to respond to their preset ideas of what the particular historical period is like or a particular character is like. And you can of course do new things, which Odyssey did with its Greek temples, for example, like they're all painted and there's statues that are painted and they're not all just marble white. But then you can see players on like Reddit forums or Steam posts, like, wait, why is this statue painted? Why is this temple pink, you know, like red or blue? Like that is not historically accurate, but it is, we know that there was polychromy in the ancient world, but that's not how people decode it necessarily. So I think I've looked at sort of the design documents that Ubisoft has made available for Assassin's Creed Odyssey, and I think what they just wanted to do was have the player embark on this sort of epic journey throughout ancient Greece. And that just is hard to do without that level of mythological fantasy. I think they thought they wanted this to be this sort of mythological element from the outset. Even the world is designed to support that mythological ambience. I think like, I think from any point in the game, no matter if you're in Crete or in Gethallonia or Santorini, you can always see Olympus, I think. I think that's like the highest point that you can, I mean, you always see it, you can't reach it. So you're always like sort of surrounded by this divine atmosphere and then there's these huge statues of like Zeus and Artemis and I think Prometheus or Atlas even. I don't think Atlas, but definitely Prometheus, which are the pinnacle of historical inaccuracy, I guess, in the game, because they're just ridiculously big. And then like the first thing you see too, right? Like the game starts, I mean, after the prologue, like the statue of Zeus in Kephallonia and it sort of wants you to think that it is real, but it sort of supports this mythological ambience from the get-go and it wants you to carry that with you throughout its 60, 80 hour play time.
So you've mentioned the myths in this particular episode of the Assassin's Creed franchise are more in your face than they have been previously.
Definitely.
I think it's fair to say, would you agree that not everyone that was a fan of the franchise was pleased at the myths being put into the game?
Absolutely. Yeah, that's something that I think people really talked about and equally so with subsequent games, like after Odyssey came Assassin's Creed Valhalla set in Viking England, then it had this Ragnarok Asgard storyline again through hallucinogenic means, then this sort of DLC Dawn of Ragnarok. I rewatched a trailer recently for, or an IGN review, I think for Dawn of Ragnarok and I think the top comment on that video is something, imagine going back in time in 2007 when the first AC game came out and showing them this trailer, like this is what the franchise had to come in a sort of derogatory way. And I think it's sort of this impossible question. So they rebooted their franchise in 2017. They shifted from these sort of stealth based action games to more open world role playing games with large country size game maps, basically, and more customization possibilities. And I think by doing that, they refreshed their franchise, but they also split their fan base in two. I think there's now the fan base that keeps asking for them to return to what they did previously. And there's a fan base that asks them to keep doing what they've been doing since then. The more casual games that don't fail you if you get spotted or, you know, that allow you to do what you want to do a little bit more. So I also, at the same time, I sort of disagree with those comments in that it's a game and you can play however you like, you know, like just because the game offers you the possibility to do something doesn't mean that you should object to being given the possibility to do that. There's these various player groups and more work needs to be done exactly identifying who those player groups are that keep coming back to this idea that Assassin's Creed needs to be historically 100% accurate, which is impossible and ridiculous to ask. And then anything that deviates from that sort of historical expectation, like these mythological traditions should be omitted or deleted from the game. And that's not going to happen, I think, anytime soon. I think the next Assassin's Creed is going to have a lot of fantastical elements. I think it's going to be set around the witch hunts in medieval Europe. They're going to keep progressing in that direction, I think, but it's interesting to see what they're doing for that audience. And I don't think Ubisoft necessarily wants to appeal to that hardcore, let's go back to the ancient ways of Assassin's Creed fan base anymore. I think they know their audience is increasingly casual gamers who want to spend a lot of time on a certain game who aren't necessarily interested in high stakes combat and just want to experience a story on the game world. And I think that's the direction they want to go. And I think it will be smarter for them to pick one audience and stick with it instead of trying to please everyone, because that's never a good idea. Because in the end, you'll end up pleasing no one.
Yeah, I think that's accurate to say. I played Valhalla. I don't think it was as good as Origins and Odyssey. I haven't even had a chance to get into the most recent games. I'm excited for Hex.
Yeah, I think Hex is going to be interesting. What I like is that after Valhalla came Mirage, sort of Islamic golden age in Baghdad, that was a much shorter game. And I think that's sort of the direction they should be going in, like these 20, 30 hour experiences that cost less money, that don't cost you 80 euros or pounds or dollars, you know, you can actually complete in a reason about a time and that you can put more detail in that you don't have to replicate all of the game, because after a while, like in Odyssey, Cephalonia has this sort of distinct feel. Athens has this distinct feel. Delphi has that distinct feel. But once you started going to like Messenia or Macedonia, I think it sort of loses that distinctiveness in a sense, because you keep seeing the same temples. You keep seeing the same houses. Also, like since Origins, I don't think they've actually changed the way they visualized crates or tents or boxes. Like they're always the exact same. And after 80 hours, it sort of becomes the same. So I think reducing the size and reducing the complexity of that would work in their favor and sort of tell a more, what's the word? Concise and directed story instead of, you know, just this big, big, big thing where no one, except maybe the one or two percent can finish it all. Yeah, I'm not one of those one percent that can finish it all. I like having options, easy options. I like being able to cheese things.
We mentioned Assassin's Creed Odyssey and we mentioned that they put in a little bit of myth, not too much, a lot for them, but compared to other games based in the ancient world, not a lot. And then Ubisoft decided to launch a completely different game to Assassin's Creed Odyssey, but at the same time has a lot in common. Can you talk a little bit about Fenyx?
Yeah, Immortals Fenyx Rising. I enjoyed the game. I know not everyone enjoyed it. It also got like very, not very, but relatively mediocre-ish reviews. I think it wasn't reviewed as, as highly as Odyssey was. It came out in 2020. You play as a shield bearer, storyteller, farmer character called Fenyx from Argos, who is shipwrecked on the Isle of the Gods, I think the Golden Isle. And the Gods need her help to thwart the threat of Typhon who has come back after his imprisonment, as we know it from Big Myth. And so you go around the island, you help the Gods return to their formal power and abilities and become more powerful. Ultimately, you can defeat Typhon. What I like about Fenyx is that it's, it's a funny game, right? It's completely different in tone. All the Gods have been metamorphosized or transformed into this sort of non-threatening shape. The best one is Ares who's turned into a chicken and you have to sort of restore him to this God of War like power again. And then again, so I've, I've written an article on this with Ajay Paprotsky in 2024 on how that reception of mythology is actually not that far off from ancient Greek comedies like Athenian comedy or humorous treatments of the Gods in authors like Lucian in his Isles of the Gods, like these sort of family snapshots, like almost like an anthology series or like a sitcom basically where the Gods enter the scene and they complain. I think there's one dialogue by Lucian where Hermes complains that he's so sleek to prides and he has all these things to do and he just wants a little bit of rest. And that's basically what happens in Immortals Fenyx Rising. It's like completely subverting this sort of epic idea or grandiose idea of the Gods and just viewing them with these very human traits. I think one of the screenwriters for the game naturally said, like, we didn't want the Gods to be these all powerful figures. We wanted them to be human, to be true to the sort of emotional humanized state and they succeeded very well in that. And I think that's, I think my favorite part of it. I know there's some criticism about the world and how the world feels a bit empty to me compared to Odyssey. Like there's no one to really talk to except for the handful of Gods that you meet and the puzzles get a bit, not stale after a while, but repetitive, I think, but it's, it's lushly designed. There's also a lot of, and a lot of references to obscure myths and also not so obscure ones, but I really liked what it did and I hoped it would have gotten better reviews because they apparently have plans for a sequel that wouldn't have focused on Greek myth, but on Polynesian mythology. And it would have been a gameplay mix of Legend of Zelda, Wind Waker and Elden Ring. I don't know how, but so what, what it would have asked you to do is like navigate the ocean, the Pacific ocean and navigate based on the direction of the stars, for example, like that would have been your mode of traversal and that would have been so cool, I think, because it would have to be completely different from the Ubisoft approach of like, okay, welcome in this new place. Here's 200 question marks and chests for you to spend 20 hours doing that. But then they only that was canceled and I will forever miss that game. But yeah, I loved it and I hope more people would try to play it.
I mean, it's pure myth, right? There's no historical aspects to it at all. Pure myth, but you're right. There are fewer people to talk to. What I really did enjoy about it is that, because my daughter, she's little, but she can play it and just the volume of stories that she now knows because she's encountered them in this game. It's astonishing how many myths they've managed to cram into quite a small map.
Absolutely.
As well as the boss fights that you've got, I think they've got all of the Cyclops, haven't they?
Yeah, they've got a lot of obscure ones too, I think. They even name some of the hekatonkheires, I think. Like they're all named and then the Cyclops's are all named and there's some names for the Harpies, I think as well, like one of them is named Aello, I think. I mean, I've also written about this about how games basically constitute this sort of modern mythographies for popular audiences. Like we have ancient texts like Apollodorus or Hyginus, which are these catalogs of mythological stories and sort of trying to make sense of it all, how the cosmology works, how the family relationships work, who is related to whom and so on. Now we have modern mythographies by people like Stephen Fry or Edith Hamilton or Liv Albert, for example, but I think games do that too. Many games, I don't think Fenyx Rising has that, or at least not in the game, it does have a physical book that came with it a couple of years after. But many games have these sort of myth codexes that allow you to read up on all of the characters. And that's basically what, you know, the sort of mythographical collection is, right? It collects and it combines and it presents you all of the mythological stories that you could also find in books, but this time it's in a game and it's entertaining and it's fun to play around with. And the world map is the same but on a spatial dimension, I think. Like the entire world is a sort of environmental mythography of what Greek mythology is and you journey around it, you find these characters, you complete their puzzles, you help them in their quest and that helps you understand who these characters are, or at least partly who they are. And that I think is great and it helps them, it helps audiences, I think young and not young, to sort of grasp interrelationships or the dynamics of this mythic story world. So purely out of interest, we've talked about how these myths are portrayed and how they would have been portrayed in the ancient world as well.
You mentioned that the various writers compiling lists of myths, you've mentioned that there were writers who were making gods into sitcom characters. If you sat an ancient Greek in front of an Xbox and gave them a joystick and got them to play any of these games, do you think that they would be able to recognize a lot of what they see or would it be too 21st century for them to understand?
That's a great question. Short answer is I don't know. A long answer is I'm going to try. I think it depends on the game and on particular dimensions of it. There's some games that are more modernized than others, and I don't mean that in a sort of hierarchical way. I don't think that it's necessarily better for a game to go back to the sources or worse. If it deviates from it, I think every game it should be studied in its own right. But for example, there's a game like Apotheon, which is from 2015. It was created by the small studio in, I think, in Canada. And it's stylized completely as this sort of Greek vase painting. So you play as this black figure on his vase like background and you're working with Hera to topple the reign of Zeus and you're killing most of the Greek gods and acquiring their powers. And I think something like that could work well for this sort of tragic, prejudic frame of storytelling. You're trying to fight the gods because you've been wronged by them and so on. The ending is different because, you know, in the end, in a video game, you often succeed in killing the gods and toppling them. Whereas in antiquity, that is not something that we know happened particularly different from Egyptian or Norse myth, where we know some gods did die. But in Greek myth, that is hinted at, but it's never really actualized, I think. Then there's other titles like one from 2024, Mythwrecked, Ambrosia Island by a studio from Dundee, I think, where the gods are basically all stand-ins for highly contemporary issues like Poseidon is an avatar to talk about the climate change. Ares stands in for man's mental health. Hephaestus is a metaphor for always being stuck in your work and for burnout and things like that. In those cases, that would be more obscure or more difficult to understand for an ancient Greek person without the highly contemporary context. But yeah, I guess let's find out. Let's build a time machine and get an ancient Greek person to play some of these games.
Yeah, as long as I'm not the one with the screwdriver, I'm down. So I want to talk about a game that is kind of a mishmash of genres because I grew up as a theatre kid. Have you played Stray Gods? And can you talk about the use of myth in Stray Gods?
I have. I love Stray Gods. It's a game from 2023 by this Australian studio, I think Summerfall Studios, I think it's called. It needs like a mishmash of genres. On the one hand, it's this visual novel. So you don't walk around in Stray Gods, like you're watching the sort of story unfold. But you can choose in particular directions where the story goes, like an interactive movie almost. But at the same time, it's a musical version of it. There's songs that you can choose where to go, how the story unfolds during songs. And you can choose the style of it, which is really interesting. It doesn't always work that well. I think if you if you pick too many different musical styles in one song, I don't think it always makes for a coherent one. But it's a very fun idea. What's interesting with that one is that I think it Stray Gods to me sort of showcases how different types of mythology coexist in that sense. There is the Greek tragedy frame of you fighting against the gods because Athena is suspecting you of having killed the Muse Calliope and you're having to prove your innocence. So like you're a human act and fighting against this sort of divine authority, which is something that we find in various Greek tragedies like the Bacchae, for example. But at the same time, there's a lot of comedy too. Like what we said with Lucian-like subversion of epic traits. What we find with the Minotaur in that game, for example, like the Minotaur is not this angry beast that you have to slay on this heroic quest. The Minotaur is this character who just wants to profess his love for Hecate. And I think in one of the endings or maybe even in the DLC, he then goes on to go on a dating show, I think, to a certain extent. There's also like a mythographical collection with the side character Freddy, who knows all of the myths and is sort of your guide through this mythological story world. So it is very diverse and varied approach to mythology. And that's what I like about it.
I also like how you can play the game many different times and still not have seen all of the different endings. Like truly very different ending because Odyssey also has different endings, but, you know, they're different, but they're not that different from each other. But in Stray Gods, there's some tough decisions to make, to say the least.
What I really thought was interesting about Stray Gods is because all of the sets, all of the costumes, all of the language, it's all 21st century. So you've got ancient gods dressed in modern clothes. Is there anything that you think was really interesting about how they chose the look, the vibe for each of these ancient re-gods transported into a modern setting?
Yeah, that's a good question. I think Athena, for example, is one who isn't that modernized. I think she's still wearing like sort of Toga-like clothes, if I'm not mistaken. I'm not 100% sure. There is Apollo, who is somehow allergic to buttoning his shirt.
Yeah, he's like a surfer guy.
When I first saw him, I thought he was Poseidon, because normally you have Poseidon, who's like the surfer dude. Kira Jones has this great term of 'bro-seidon' in Hades. I think Hermes is also interesting because Hermes is a non-binary character in Stray Gods, I think, right? So they use they them pronouns, which I think is really fitting or interesting with Hermes, because Hermes is always this character who crosses boundaries, who lives in different dimensions. He can travel between the underworld and he can travel in Olympus. He has this large multiplicity of roles. So I think he is this sort of diverse character and that opens him up to non-binary representation in something like Stray Gods. But yeah, I love what they did with it. It's interesting to see them sort of diversifying the cast of Greek myth, just something that games have increasingly been doing in Mythwrecked as well, or in Hades and Hades 2. Like there's a lot more diversity in terms of disability, in terms of race, in terms of sexuality. And that's this sort of increasing trend that we're seeing where, yeah, Myth, I mean, many people, again, these toxic player bases, object to that because they have this idea of Greek myth is white, it's male, it's able-bodied, muscular men. That's not a canonical story world. Myth is a vehicle for cultural expression. Myth is a sort of language that we use to talk about everyday life. You know, society has been, you know, more opening up more over the past 10 years or 20 years towards more diverse representation. And then it's only logical if that happens that mythology, our cultural language, our vehicle, evolves too. I think that's always been the case throughout time. So I think it's really interesting that in that medium of video games, the medium that many people still consider this unserious, frivolous, you know, entertainment medium, that they're evolving in that same direction because not many people realize that or give them credit for doing so.
So we've just hit a point in the conversation there. The point that you've made about the diversification of characters, different styles of clothing, different identities, different body shapes even. Now that we've talked about some examples that includes that, I haven't played the next game that I want to talk about, but I have seen a few images and a few clips. Let's talk about Smite.
Ah, Smite. Yeah, there we go.
Yeah. Because when I've seen the photos of various characters from Smite, all of the men are huge, bigger than Hercules. All of the women look like they're not there to fight, they're there for… The clothing that's chosen, the styling of each character that's chosen is very, very different from the other games that we've mentioned. Do you want to talk a little bit about Smite?
Yeah, Smite is this sort of, if anyone in the audience has played League of Legends, Smite is basically that. So it's a sort of 5v5 player game, online game that you play. But it's all mythological characters and it's all third person. So you're not looking down on the map from above. You're sort of controlling your character like in Odyssey or like in Fenyx Rising. And it is, as far as I know, the most expansive mythological game ever developed. I think there's 16 pantheons in the game with 130 different characters. So everything from Greek myth to Slavic myth, to Polynesian, to Hindu, to Japanese, West African deities, for example. But you're right, especially when it comes to the Greek gods, some Norse too, Egyptian too. And there's a lot of, let's say, early video game culture stereotyping that's going on there. And the opposite of the diversification that we've just mentioned. It's still a pervasive style of representing these characters, like the sexualization, like the hyper male formability, for example. I do think as Smite has gone on, that they have gotten a little bit better at that. But you don't really see that with the Greek pantheon. The developers sits down to make a game of mythology. Greek myth is usually the first thing they turn to. If you look at the development history of Smite, if you look at when different pathos have been introduced, Greek myth has been there from the beginning. And it's the most predominant pantheon in that game. Like, you know, the Polynesian ones, the Slavic ones that I mentioned, they come much later because they needed to find new things to keep people interested. So there's sort of this sort of element of primacy that is going on in that development process. And because they were made much more long time ago when these revolutions weren't as striking as they are now. I think they're stuck in that sort of, yeah, traditional frame of representation. And it's not something that, I mean, we, we often tend to differentiate between the niche indie project and the big AAA games where, and we tend to say that indie games are more diverse, AAA games are always more traditional. And to a certain extent, that is true, but it's not always the case. And I think it's much more complicated than that. The more diverse titles that we've mentioned, like Stray Gods, like Mythwrecked, like Hades, they are all indie titles, but not all indie titles are that diverse. And there's hundreds and hundreds of games, like B-list games, or even some A-list ones, that just replicate what they see in the big Hollywood blockbuster style of representation. I just replicate that. At the same time, I think AAA is slowly but gradually moving into more diverse territory. Although we're not necessarily already seeing that with Greek myth. I'm actually working on that right now in my current work, this sort of hegemonic versus counter hegemonic styles of doing Greek myth, representing Greek myth in reception. Are you adhering to the most traditional frames of how these characters and stories have been represented? Or are you trying to do something new with that, in my view, potentially more interesting? And basically the Greek mythology equivalent of culture wars, right? I mean, there's this discussions online, like, why is Hephaestus in a wheelchair in Hades 2? Like, I don't want that. He's a god, you know, like, and then there's people saying, yeah, but no, Hephaestus was disabled in the Greek myth. This is, you know, what we know from certain Greek authors. So, yeah, it's this dominant versus subversive culture war, I think, that we're seeing. And it will be interesting, given the absolute state of the world, how that will keep evolving or not in the years to come. But I think indie projects will continue to drive these evolutions. I don't know what the future is going to hold.
OK, so two final questions. Firstly, are there any games involving Greek myths that you think you've played them and you think, what the hell are the developers doing here? This is not anything that any ancient historian would recognize.
Good question. Huh. I mean, yes, I just don't know which... There's different dimensions to take, right? Usually it's these B-list indie titles that no one is actually playing, that I'm like, why would you make this? I think there's titles, like there's one game Minotaur from 2017, I think, that was never finished, where you play as the Minotaur, which is interesting because, you know, you're not playing as Theseus for once. And then you sort of escape the labyrinth and you have to kill everything you see in sight, I think, and the game rewards you for eating 100 hearts or 1,000 hearts or 10,000 hearts. Like, it's a very gruesome thing. And I'm like, why would you make this? Or there's also a genre of games that I generally don't like that much. A bullet hell or bullet heaven game where basically you don't attack that much, so your character automatically attacks, but you walk around the map, try and find upgrades so you have more powerful attacks, and there's these hordes and hordes of hundreds or thousands of enemies coming at you aiming to survive for as long as you can. And there's this one game, Achilles' Survivor from last year, which is a sequel to Achilles' Legends of Toll. And I see why they went for the mythological setting because for many developers, Greek myth or any mythology is a sort of... It's a free IP, right? It's a free story world. It's like Lord of the Rings or Star Wars, but you don't have to pay royalties. You don't have to pay copyright. You know, it's there. People know it. It's free for you to use. So I know why they use it. But then the gameplay is so repetitive, it's so stale, and it's so derivative of other projects that I'm like, just give me something that is new, that is interesting, that does something that we haven't seen before. But where the mythology matters to it, it's not tangential to it that you can look at, that is substantiated, that is detailed. That's what I'm looking for when I play games for my own entertainment, but that's not something that games like Minotaur or Achilles' Survivor. There's also one that I found a couple of months ago. It's, what's it called? Champion Shift or something. It's from 2024. It's this game where you play as a god from a couple of different mythologies. Athena is in there. Gilgamesh is there. Sun Wukong and some other characters. And it's also this sort of bullet heaven, roguelike thing where you don't attack, like there's just hordes of enemies and you survive as long as you can. But for some reason, so it's called Champion Shift, and the shift, it refers to you being able to transform into a car, and then you drive around, yeah, you drive around the map as a car, and the Athena one is an armored car that deflects incoming weaponry or attacks. And it's such a crazy idea, and it doesn't make any, maybe that's the one I should be talking about. Like the one that made me think like, why? It's really, I mean, I wouldn't recommend it unless you can get it for like an 80% discount. It exists for better or worse. And that's maybe one that I would think like, what were they thinking? What if we're making this?
If I hadn't known you for so long and trusted you as much as I do, I would think that you were trying to prank me.
No, it exists. It's a real thing. It's not a little prank.
Wow, I won't be buying that one. So final question. You've played dozens of games, ones that you really like, ones that you don't. All of them treat myth in a slightly different way. If you were to be given the keys to a developer's studio, what kind of game would you build using what kind of elements from games that already exist to make the perfect Greek myth game?
Oh, that's a lot of pressure and responsibility.
I know!
First off, if I was given the opportunity to make a game that is mythological in nature, I don't think I would go for Greek myth. Yeah, because I think we already have so much of that. There's so many other mythologies in the world that we don't see anything about, don't see anything from, that we should try to represent more, which yeah, might be the heretic answer. But yeah, this is a question that I think about a lot like when I'm walking to work, but I don't know if I can do better than people have already done. I think Hades 2, for example, for me, maybe that's a thing. Maybe I would go to work on Hades 2 and change certain things in there and keep what they already have instead of trying to do something from scratch, because there are some issues with it, especially regarding the ending or certain things that have happened that I maybe try to work on. But if I was given the opportunity to build a game completely by myself, then I would do something that doesn't exist yet. And I think that's hard to do with something like Greek myth, because there's already so much that's out there. I think I would go for, maybe I would buy the riot suit at Immortals Fenyx Rising Sequel and see what they were doing there. What I think we're missing, not mythologically speaking, but like in relation to ancient Greece, it's like this sort of ancient Greek historical everyday life simulator, like something like where you're just, you're not this sort of Spartan warrior or you're not this soldier, you're not a mythological hero. You're just a farmer or a poet or a politician, like just trying to make it in the world, like having these everyday issues. That's maybe what I would like. Maybe that could be a mythological game too. Maybe that's what we don't have. Maybe you're like this sort of character in the ancient mythological Arcadia, for example, and you're just trying to make it, but all of a sudden this god shows up and he's stealing your cattle or the rains don't come, you need to pay. Maybe that's something I would like to build. Like this sort of, we have the power of fantasy. We already have that. We don't have the everyday struggles and the everyday life of these people.
So like the cosy games.
Yeah, maybe like a cosy game. You're a poet trying to make it and you want to recite your work at the Olympic Games, for example, like how did you get it? Then you know, like who do you need to know? What do you need to write? What are the dynamics of writing a victory ode, for example? Like something like that, that would be fun that we haven't seen. Maybe like Pentiment, Ancient Greek or something.
Pentiment is fantastic. Yes, an Ancient Greek Pentiment would, I would play the hell out of that game.
Yeah, me too. And even we can go so further than Pentiment because I think one of the things it missed was, so you're witnessing your character working on this medieval manuscript, but you're not actually working on them yourself as a player. Like maybe like having that in there, I think could be really, really fun. And education at the same time without being overly, you know, serious or pedagogical. Maybe that. Yeah, have it all like an Athenian vase painter instead of a manuscript artist. Yeah, for sure. Yeah, that's what I would like to do.
So if any developers are listening...
Yeah, you can find my email on the Ghent University website!!
Okay, well, thank you so much for coming to our show to talk about Greek mythology in video games. I'm sure that listeners have played at least one, but now you have a whole raft of games to go out and try. Do you have anything that you wish to tell us about?
Yeah, so I'm on Blue Sky. I'm on Discord. Richard Cole from the University of Bristol. I have a monthly Discord event series called Antiquity Games Night where we play antiquity games together. So if you wanna join us in the Discord server, then you can look for Antiquity Games Night to link it somewhere on the internet. If you have anything you'd like to talk to about, you could find my email or DM messages somewhere. I also have my first monograph. It's called Characters and Characterization in Mythological Video Games. And many of the things that I said today about like the rationalization or the comedy in Fenyx writing actually are from that book. So yeah, let me know if you wanna learn more about that. Other than that, I just wanna say thank you, Alexandra, for having me on. I'm really, it was really fun to talk about all this with you. And yeah, I'm looking forward to everything you'll be doing with this fantastic podcast. Oh, thank you. It was our pleasure to have you.