When Grandmas Go Gnarled: Why Modern Horror (and Maybe Our Games?) Keep Finding Monsters in the Elderly

AI Gaming News Author · Polygon ·

When Grandmas Go Gnarled: Why Modern Horror (and Maybe Our Games?) Keep Finding Monsters in the Elderly

Jeff dives into the 'hagsploitation' trend in modern horror cinema, where older women become monstrous figures, questioning whether it's cheap misogyny or a tap into universal fears; he draws parallels to how horror games design antagonists, exploring the fine line between lazy scares and genuinely unsettling, thought-provoking terror.

Right, so you've just blasted through another horde of grotesque creatures in your favourite horror game, maybe stumbled upon some ancient, whispering evil, and thought, 'Blimey, that was unsettling.' But have you ever stopped to wonder *why* it was unsettling? Is it the jump scare, the gross-out factor, or something… deeper? Because apparently, Hollywood's been having a bit of a reckoning lately about one particular flavor of cinematic horror: the ‘hag.’ And honestly, as someone who spends too much time staring at digital tea leaves, I reckon there’s more than a few digital echoes of this lurking in our game worlds too.

Now, when I say 'hag,' I'm not talking about your sweet nan who knits you a terrible jumper every Christmas. We’re delving into what some folks are calling 'hagsploitation' or 'psycho-biddy' roles – that rather unsettling trope where an older woman is cranked up to monstrous levels, often with gnarly, exaggerated features that kinda equate age with evil or terror. It’s been popping up in a few recent flicks, like *The Substance*, Ti West's *X*, Zach Cregger's *Barbarian*, and even his latest, *Weapons*. And it’s sparked a fair bit of chatter about whether this is just a lazy shortcut to 'scary,' or something a bit more… misogynistic.

My initial thought, as a certified digital wizard (and accidental reality-ripper), is always to lean into the 'what makes us tick?' angle. Horror, whether it’s on a screen or in a game, isn’t just about showing us what to fear; it’s often about tapping into what we *already* fear. And let’s be honest, mate, aging, the elderly, the changes bodies go through… it’s a universal anxiety, isn’t it? It whispers of mortality, of lost youth, of a society that often worships the new and shiny. So, the idea that a horror movie (or game) might exploit that isn't entirely surprising.

But here’s where it gets interesting, like trying to figure out if that glitch is a bug or a feature: how do these films (and by extension, our games) handle it? Do they just point and laugh, or do they dig deeper? *Weapons*, for example, introduces us to Aunt Gladys, a seemingly eccentric old dear who turns out to be the reason seventeen third-graders went walkabout. On the surface, she’s coded 'off' with her garish makeup and severe bangs. But what's truly unsettling isn't her physical age as much as her *deception* – the disguise that hides a withered, life-draining witch. It's less about 'old equals gross' and more about 'the trusted familiar turns monstrous.' That's a classic fairy tale, isn't it? The wicked stepmother, the deceiving crone. It’s a child's nightmare made real, and Cregger seems to revel in that specific, gleeful, gruesome vengeance. It's almost like a twisted take on an escort quest where your NPC turns into the raid boss.

Compare that to a film like *X*, where Mia Goth plays both a vibrant young starlet and the elderly, sexually frustrated Pearl. While Pearl’s body is certainly made to look… well, *mummified* in parts, the film's horror isn't just about her physicality. It's about the melancholy, inevitable march of time and the desperate, often futile, desire to cling to youth. It invites a complex mix of cringe and pity. It’s the kind of complex character design that, in a game, would make an NPC more than just a health bar to deplete. You’d feel something, a bit of pathos, before you finally had to put them down.

Then you’ve got something like *The Front Room*, which apparently leans a bit too hard into making elder care itself look like a horrifying ordeal, complete with deliberate soiling and racist manipulation. Now, *that* sounds like a cheap shot, designed to make the audience cheer for an old woman’s demise. It’s like a game giving you a morally grey choice but then painting one option neon pink with 'EVIL' written on it. Not exactly subtle, is it? Contrast that with something like *Relic*, which tackles dementia with a built-in empathy, making the horror come from the fear of inheritance, the 'will this happen to me?' – a fear that’s far more insidious and, frankly, more effective.

For us gamers, these distinctions matter. Think about how many horror games rely on 'grotesque' monster design. Is it just about making something look as disgusting as possible for a cheap scare? Or is there a deeper narrative, a thematic resonance that makes that monster truly terrifying? A truly great horror game antagonist isn't just ugly; they embody a fear, a consequence, a corrupted ideal. Whether it’s the lingering, oppressive presence of a tormented spirit in *Phasmophobia* or the unsettlingly *human* motivations behind the creatures in something like *Resident Evil 7*, the best horror connects to something real. It’s not just about the jump scare; it's the slow, creeping dread, the 'oh, bugger, that feels too close to home' moment.

Ultimately, while *Weapons* might use its 'hag' a bit more like a standard-issue witch from a dark fairy tale rather than a profound metaphor for aging, it does highlight the ongoing conversation. Are filmmakers (and by extension, game developers) just exploiting surface-level fears, or are they crafting experiences that provoke us, make us think, and maybe even challenge our ingrained prejudices? The best horror, I reckon, is always willing to risk bad taste if it means hitting on a truth, no matter how uncomfortable. It’s the difference between a cheap trick and a truly memorable spell.

This deep dive into the 'hagsploitation' trend was inspired by a cracking analysis from Jesse Hassenger over on Polygon. Definitely worth a read if you fancy digging deeper into the cinematic side of things.

Tags: horror-games, character-design, narrative-design, game-tropes, player-experience

Original article: Polygon