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“If It’s Weird, It’s Welsh”: The Postcolonial Presence of Welsh Accents in Video Games
Gavin Davies
Abstract: This article examines the postcolonial dynamics of Welsh accents in video games, focusing on how these accents are represented and the implications for Welsh identity. Utilizing postcolonial theory, the study explores the intersection of language, culture, and power within the digital landscape of video gaming. By analysing a selection of popular video games, the research investigates how Welsh accents are used to portray characters and narratives, often reflecting broader societal attitudes and historical legacies of colonialism. The study reveals that while Welsh accents can serve to enhance cultural diversity and authenticity, they frequently reinforce stereotypes or marginalize Welsh identity in favour of dominant narratives. This article argues that video games, as a form of mass media, play a significant role in the ongoing negotiation of postcolonial identities and calls for a more nuanced and equitable representation of Welsh culture in digital spaces.
Keywords: Postcolonial Theory; Welsh Accents; Video Games; Cultural Representation; Identity Politics
Introduction
In the essay “Postcolonialism and ‘postcolonialism,’” Terry Eagleton provocatively suggests that aspiring postcolonial theorists should begin by questioning the very notion of postcolonialism itself and adopting an obscurantist style to signal their theoretical sophistication.[1] Eagleton’s commentary reflects a broader critique within academic circles about the often convoluted and self-referential nature of postcolonial discourse. He humorously implies that there is an unwritten rulebook guiding theorists to use complex jargon and paradoxical arguments to establish their intellectual credibility. But his critique underscores a tension within postcolonial studies: the need to balance rigorous theoretical exploration with clarity and accessibility to ensure the field’s relevance and impact. This critique is relevant when examining the representation of Welsh accents in video games, as it highlights the importance of scrutinizing cultural portrayals without unnecessary complexity. In video games, Welsh accents often serve as markers of identity, shaping players’ perceptions of Welsh culture and history. By adopting a clear and critical postcolonial perspective, one can better understand how these accents contribute to the construction of Welsh identity in a digital medium. The study of such representations requires careful consideration of the power dynamics and historical contexts that inform them, avoiding both the oversimplification of cultural symbols and the obfuscation that Eagleton warns against.
Wales’s colonial relationship with Britain, rooted in the conquest by Edward I in 1282 and formalized through the Acts of Union in the sixteenth century, continues to cast a long shadow over the country’s cultural and political life. The absorption of Wales into the English state came at the cost of its legal system, autonomy, and the marginalization of its language and culture. While the Welsh identity survived, it did so in a subordinate position, often dismissed or caricatured in British culture. Thus, many question whether Wales should be considered postcolonial, particularly in the wake of devolution, and whether postcolonial theory can illuminate contemporary Welsh struggles for cultural and political recognition.
Devolution in 1999 marked a significant moment in Wales’s reassertion of identity, with the establishment of the National Assembly viewed by many as a step toward greater self-determination. Celebrations such as the Cardiff Bay concert, where the image of a flaming red dragon symbolized national resurgence, captured this sense of newfound pride. However, the very narrow margin in the 1997 referendum and the fluctuating support for nationalist politics, as seen in elections from 1999 onward, indicate ongoing ambivalence about Wales’s autonomy. The Welsh government’s subsequent efforts to secure further powers—culminating in the 2011 referendum granting legislative powers to the Assembly (now Senedd Cymru)—have been pivotal in shaping modern Welsh political life. Yet, questions remain about the depth of devolution and its impact on Wales’s sense of agency within the UK.
Cultural movements, such as the revitalization of the Welsh language, have been critical in reasserting Welsh identity. The success of Welsh-language media, exemplified by the popularity of shows like Hinterland (Y Gwyll) (2013-16) and Keeping Faith (Un Bore Mercher) (2017-20), has showcased Welsh culture on an international stage, reinforcing a distinct national identity. However, tensions within Welsh society persist, particularly regarding the inclusivity of “Welshness.” The resurgence of debates over the role of the Welsh language in political strategies—whether in Plaid Cymru or Labour—reveals underlying conflicts about who gets to define Welsh identity in a postcolonial context. Additionally, movements like the push for the inclusion of a Welsh ethnicity tick-box in the 2001 illustrate a growing consciousness around national identity, while raising questions about whether Welsh cultural regeneration risks imposing a uniform vision of Welshness on a plural society.
In contemporary Wales, issues of race, immigration, and diversity have also come to the fore. Recent initiatives to recognize Wales’s role in the British Empire and its links to the slave trade, alongside discussions of inclusivity in the Welsh curriculum, indicate that the nation is grappling with its place in both the UK and the broader world.[2] Movements such as Black Lives Matter have resonated in Wales, where questions about the inclusion of ethnic minorities, migrants, and English-born residents in the narrative of Welshness remain urgent. These developments highlight the complexity of modern Welsh identity and underscore the relevance of postcolonial theory in understanding how Wales negotiates its past, present, and future within a framework shaped by its colonial legacy.
Academic scholarship has increasingly framed Wales within a postcolonial context by exploring its historical and cultural dynamics, particularly in relation to English dominance and internal colonialism. Scholars argue that Wales exhibits characteristics of internal colonialism, where a dominant power (England) exerts control over a culturally distinct but politically integrated region. This perspective is discussed in works like Michael Hechter’s Internal Colonialism: The Celtic Fringe in British National Development, 1536-1966, which examines how economic and political structures marginalized Welsh identity and autonomy.[3] The suppression of the Welsh language and culture is a critical element in postcolonial discourse. For instance, Gwyn A. Williams’ When Was Wales? A History of the Welsh discusses how Welsh language and culture were systematically marginalized through policies that favoured English, thereby eroding Welsh identity.[4] The Education Act of 1870, which established English as the medium of instruction, is often cited as an example of cultural imperialism.
These historical and ongoing colonial dynamics pervade the popular perception, and rendering, of Wales in British media today: Welsh culture is at once estranged, and marked by notable difference, and yet, remains under Britain’s control. The Welsh accent is often characterized as singsong and melodious, lending a unique musicality to its speakers. However, this distinctiveness is sometimes warped into more negative interpretations in media, where it can be portrayed as insidious and unctuous, converting into a tone of menace [5]. This perception is bolstered by the frequent use of certain phonetic elements and expressions, such as the ubiquitous “ew” sound and regional phrases like “dew dew,” which can sound mysterious or otherworldly to those unfamiliar with the dialect. This dual nature of the Welsh accent—both charming and potentially sinister—reflects a broader pattern of accent-based stereotyping that permeates various forms of media, including video games.
In The Witcher 3: Wild Hunt (CD Projekt, 2015), this stereotyping is evident in the portrayal of the three Crones of Crookback Bog (fig. 1). Voiced by English actress Jo Wyatt, these characters speak with strong Welsh accents, which heighten their grotesque and malevolent traits and contribute to their menacing aura. This aligns with the problematic trope of using Welsh accents to signify otherness and villainy. The localization choices behind these characterizations were discussed by Borys Pugacz-Muraszkiewicz in the NoClip documentary “Translating and Adapting The Witcher 3.”[6] His remark, “if it’s weird, it’s Welsh,” underscores a broader cultural prejudice within the gaming industry, where Welsh accents are often relegated to roles that emphasize strangeness or malevolence. This approach perpetuates harmful stereotypes and marginalizes the rich cultural and linguistic heritage of Wales by associating it with negative connotations.
Figure 1. The Crones of Crookback Bog. (Left to Right) Whispess, Brewess, and Weavess. The Witcher 3: Wild Hunt (CD Projekt, 2015).
Representations of Welsh accents in video games contribute to a broader issue of accentism, where certain dialects are unfairly depicted and discriminated against. This problem is exacerbated when these portrayals shape public perceptions, reinforcing outdated and prejudiced views. Historically, Welsh characters in British media have often been stereotyped as “daft Welshmen” or overly simplistic rural folk. These stereotypes have deep roots in English literature and theatre traditions. For example, Gillian E. Brennan, in her article “The Cheese and the Welsh: Foreigners in Elizabethan Literature,” discusses how such stereotypes, including the Welsh proclivity for toasted cheese, were used to other and marginalize them in Elizabethan England.[7] Brennan examines how John Rastell’s A Hundred Merry Talys (1526) includes a joke about the Welsh and their fondness for caws pobi (‘baked cheese’, also known somewhat derisively as Welsh rarebit), reflecting broader societal attitudes that viewed the Welsh as comically peculiar and inferior. This stereotype persisted, reinforcing the notion of Welsh culture as quaint and odd.
In Henry IV, Part 1 (1597), Shakespeare introduces Owen Glendower, a Welsh nobleman and rebel leader, who is portrayed as a complex character. Glendower’s mystical and eccentric air, along with his belief in supernatural phenomena and his own magical powers, invites scepticism and amusement from the English characters. His speech, grandiose and filled with references to Welsh mythology and folklore, sets him apart from the more grounded English characters. In The Merry Wives of Windsor (1602), Shakespeare’s character Sir Hugh Evans, a Welsh parson, is depicted with a comic accent and bumbling mannerisms, reflecting an Elizabethan tendency to view the Welsh as quaint and humorous. His speech is characterized by mispronunciations and a heavy Welsh accent, such as pronouncing “pray” as “bray,” and his dialogue includes malapropisms and grammatical errors, reinforcing the stereotype of the Welsh as quaint and somewhat bumbling. Despite this, Evans is depicted as a kind and well-meaning character, adding a layer of affection to his portrayal.
Shakespeare’s use of Welsh characters and their distinctive speech patterns reflects the broader Elizabethan view of the Welsh as both admirable and laughable. The verbal tics and peculiarities of Evans and Glendower serve to highlight their Welsh identity, providing comic relief in the case of Evans and a touch of exoticism and mysticism in the case of Glendower. Through these characters, Shakespeare captures the dual perception of the Welsh as both endearing and otherworldly. These literary stereotypes have evolved but persist in modern media, including British sitcoms and dramas. Shows like Little Britain (2003-06) and Gavin & Stacey (2007-19) often feature Welsh characters that embody these outdated tropes, perpetuating the notion of the Welsh as simple-minded or unusual. This continuation of accentism in media not only perpetuates stereotypes but also reinforces societal biases. Such portrayals can influence how Welsh people are viewed in broader societal contexts, leading to real-world implications such as social prejudice and discrimination in various fields, including employment and education [8].
Whereas many British texts elucidate the subordinate dynamics of Wales, Welsh literature and arts often reflect themes of resistance and bear the assertion of a distinct national identity. In Postcolonial Wales, Jane Aaron and Chris Williams explore how contemporary Welsh writing engages with postcolonial themes, challenging dominant narratives and reclaiming Welsh voices [9]. They discuss how the devolution process and the establishment of the Welsh Assembly (now Senedd Cymru) in 1999 are seen as steps towards addressing historical grievances and reasserting Welsh autonomy. Aaron and Williams frame devolution as a postcolonial struggle for self-determination and cultural revival, highlighting the ways in which Welsh national identity has been shaped by historical and political developments. This analysis indicates the parallels between the Welsh experience and other postcolonial contexts [10]. In Writing Wales, from the Renaissance to Romanticism, Stewart Mottram and Sarah Prescott, for example, highlight how Welsh history and literature reflect broader postcolonial themes, such as cultural resilience and the negotiation of identity within an imperial framework.
Extant Scholarship
Postcolonial theory, with its focus on the effects of colonialism and the struggle for identity, has been increasingly applied to video games to analyse how these digital spaces reflect, perpetuate, or challenge colonial narratives. Scholars such as Adrienne Shaw and Soraya Murray have been at the forefront of integrating postcolonial perspectives into game studies. Shaw, in Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture, explores how video games can both reflect and resist hegemonic structures, including those related to colonial histories and identities [11]. Shaw’s work examines the marginalization of certain groups within gamer culture, including those affected by the legacies of colonialism, and calls for more inclusive and representative game design. Murray’s On Video Games: The Visual Politics of Race, Gender and Space provides a comprehensive analysis of how video games serve as a battleground for visual politics, where issues of race, gender, and colonial history are played out. Murray employs postcolonial theory to critique the ways in which video games often reproduce colonialist ideologies through their narratives, character representations, and world-building. She argues that games such as Assassin’s Creed III (Ubisoft, 2012) and Far Cry 3 (Ubisoft, 2012) are embedded with colonialist discourses that position Western viewpoints as dominant, while Indigenous cultures are often exoticized or depicted as adversaries. Murray’s work underscores the importance of critically engaging with video games to understand how they can both perpetuate and challenge postcolonial narratives. Postcolonial theory, hence, reveals the nuanced ways in which video games function as cultural artifacts that mirror broader societal struggles over identity, representation, and power. These analyses not only highlight the problematic aspects of video game content but also point to the potential for video games to become platforms for resistance and the reassertion of marginalized voices. By applying postcolonial theory to video games, scholars like Shaw and Murray enrich the discourse on digital media, providing insights into how these virtual spaces can reflect and reshape postcolonial realities.
In the context of postcolonial Wales, the struggle for identity is vividly played out in the arena of mass media, including emerging platforms such as video games. David M. Barlow’s chapter “What's in the ‘Post’? Mass Media as a ‘Site of Struggle’ in Postcolonial Wales” underscores how mass media serves as a battleground where competing narratives about Welsh identity clash [12]. Barlow situates this struggle within the historical backdrop of Wales’s subjugation under the British Empire and examines the lingering influence of these colonial legacies on contemporary media representations. He argues that mass media, encompassing both English-language and Welsh-language outlets, is crucial for understanding and negotiating the tensions between the drive for a distinct national identity and the homogenizing pressures of British media. Williams, in “Problematising Wales: An Exploration in Historiography and Postcoloniality,” echoes this sentiment by challenging traditional historiography that marginalizes Welsh experiences [13]. He advocates for re-evaluating historical perspectives to include diverse and nuanced voices, thus critiquing the power dynamics that have shaped Welsh historiography and identity. Similarly, Dylan Phillips, in “A New Beginning or the Beginning of the End? The Welsh Language in Postcolonial Wales,” highlights the role of media representation in the revitalization efforts for the Welsh language [14]. He critically assesses whether these efforts signify a genuine revival or merely postpone its decline, emphasizing the importance of innovative media strategies in ensuring the language’s survival as a cornerstone of Welsh identity.
Iwan Bala’s “Horizon Wales: Visual Art and the Postcolonial” situates these concerns within the realm of visual art explicitly, exploring how Welsh visual art contributes to shaping a postcolonial identity that resists assimilation into broader British or global narratives [15]. Bala emphasizes the role of visual art in negotiating and articulating Welsh identity, calling for greater recognition and support for Welsh cultural expressions within the media landscape. Bala’s work has strong implications for considering the intersection of art and postcolonial resistance. These are implications that are taken up in more general scholarship on the power-laden landscape of media representation. Barlow’s examination of Wales’s first Venice Biennale exhibition, Further, in 2003, for example, reveals how media events and controversies reflect broader societal struggles over identity [16]. He discusses how entities like the BBC often complicate the media’s role in shaping a cohesive Welsh identity by failing to clearly define Wales’s status. Barlow’s use of the concept of in-betweenness highlights the complexities of Welsh identity as it navigates between colonial legacies and contemporary pressures, making mass media—and by extension, video games—a critical site for understanding and challenging these dynamics.
Figure 2. Player character Oliver (left) speaks with companion Drippy (right). Ni No Kuni: Wrath of the White Witch (Namco Bandai Games, 2013).
Analysis
Exoticisation and Marginalization
In games like Ni No Kuni, Dark Souls, and The Witcher 3, the use of Welsh accents for characters who are exotic or otherworldly reinforces the idea of Welsh identity as something “other” and outside the norm. For instance, Drippy the Fairy in Ni No Kuni: Wrath of the White Witch (Namco Bandai Games, 2013), voiced by Swansea-born actor Steffan Rhodri, speaks with a pronounced Welsh accent, adding a layer of whimsicality and otherness to his character (fig. 2). Similarly, in Dark Souls (Namco Bandai Games, 2011), Domhnall of Zena, a merchant who deals in rare items and is voiced by Cardiff-born actor Matthew Morgan, also speaks with a Welsh accent, emphasizing his status as an enigmatic figure within the game world (fig. 3). These portrayals tap into a historical context where Welsh culture, like other colonized cultures, has been marginalized and exoticized.
Assigning Welsh accents to characters on the narrative fringes—such as fairies, mystical beings, or distant merchants—suggests that Welsh identity is not part of the mainstream cultural fabric but rather something peripheral and fantastical. This dynamic perpetuates a postcolonial view where Welsh culture is seen through a lens of quaintness, mysticism, or exoticism, rather than being integrated into the broader, universally accepted narrative. Game developers, by relegating Welsh accents to inherently “other” characters, unintentionally echo colonial practices that depicted colonized cultures as curious and different but not entirely legitimate or equal to the colonizer’s culture. This maintains a cultural hierarchy, positioning the dominant (colonial) culture at the centre of power and normalcy, while pushing the colonized culture to the margins.
The marginalization of Welsh accents in these games reflects broader societal attitudes rooted in colonial histories. Historically, the British Empire relegated Welsh culture and language to asecondary status in its pursuit of dominance [17]. This historical marginalization is echoed in contemporary media portrayals of Welsh identity. By consistently associating Welsh accents with magical or ethereal characters, these games reinforce the notion that Welsh culture is not as “real” or “normal” compared to the dominant culture.
The consistent portrayal of Welsh-accented characters as exotic or strange in popular media like video games perpetuates a cycle where media representations influence societal perceptions, and these perceptions, in turn, influence further media depictions. This feedback loop can be difficult to break, as new media products often draw on established tropes, reinforcing existing stereotypes and power dynamics. This underscores the need for conscious and deliberate efforts in media production to represent Welsh culture—and other marginalized cultures—in a way that acknowledges and respects their intricacy and centrality, rather than relegating them to the periphery. The difficulty of breaking the feedback loop of marginalization and exoticization of Welsh culture in video games is particularly pronounced in places like Japan, where exposure to Wales and Welsh culture may be primarily mediated through domestically produced popular media, such as games and anime. This context informs how Welsh accents and identities are represented, often relying on second-hand interpretations rather than direct cultural exchanges or experiences.
Japanese game developers, like those behind Ni No Kuni and Dark Souls, may have limited direct exposure to Welsh culture and thus rely heavily on existing media representations to inform their characterizations. This is especially pronounced in Japanese games like Ni No Kuni and Dark Souls also highlights a broader issue within global media production. As media products are increasingly consumed on a global scale, the representations they contain can significantly influence international perceptions of different cultures. When a culture like Wales is consistently depicted through a narrow, exoticizing lens, these portrayals shape the global understanding of that culture, often reducing it to a set of stereotypes.
Figure 4. (Left to right) Official art of Nia and Mio in Xenoblade Chronicles 2 (Nintendo, 2017) and Xenoblade Chronicles 3 (Nintendo, 2022) respectively.
Sexualisation
While global media representations can reduce Welsh culture to simplistic stereotypes, the portrayal of Welsh-accented characters in fan art introduces additional layers of complexity, particularly through the lens of sexualization and exoticization. Fan art of Nia from Xenoblade Chronicles 2 (Nintendo, 2017) (voiced by Welsh actress Catrin-Mai Huw)and Mio from Xenoblade Chronicles 3 (Nintendo, 2022) (Newport-born actress Aimee-Ffion Edwards) (fig. 4), and Ranni the Witch from Elden Ring(Bandai Namco Entertainment, 2022) (Edwards) (fig. 5), can be understood through postcolonial theory as a form of fetishization. This phenomenon involves reducing complex cultural identities to simplistic, sexualized tropes. While the initial positive representation of these characters can be seen as a step towards cultural validation, the sexualization can undermine this by objectifying the characters and shifting the focus from their cultural significance to their physical attributes. The process of fetishization, in postcolonial theory, refers to act of reducing a culture or identity to a set of superficial traits, often for the purpose of exoticization or sexual objectification. When characters like Ranni, Nia, and Mio, who possess Welsh accents and cultural nuances, are sexualized in fan art, their identities are stripped of complexity and reduced to objects of desire. This shifts the narrative from one of cultural appreciation to one of objectification, where the characters’ worth is measured by their physical appeal rather than their cultural or narrative significance. The portrayal of Nia and Mio as cat girls with Welsh accents introduces a multifaceted dynamic that both advances and complicates the representation of Welsh culture in video games. On one hand, their strong, capable, and central roles within the narrative can be seen as a progressive step towards the positive representation of Welsh identity. They are depicted as well-rounded characters who are integral to the story’s development.
Figure 5. The player character (centre) meets Ranni the Witch (right) in The Lands Between. Elden Ring (Bandai Namco Entertainment, 2022).
However, the intersection of their Welsh accents with the fetishizing tropes (such as the cat girl archetype—a popular trope in anime and video games known for its cuteness and exotic appeal)—complicates this positive representation. The cat girl trope often carries a sexualized connotation, where characters are appreciated more for their physical allure and exoticism than their depth and narrative importance. By combining this trope with Welsh accents, the characters of Nia and Mio become doubly exoticized, their cultural identity potentially overshadowed by their hybrid fantasy appearance [18]. This can lead to their reduction into objects of desire rather than fully realized individuals, reflecting broader postcolonial dynamics where elements of a colonized culture are commodified and consumed in ways that elide complexity. Indeed, the sexualization of these characters in fan art further underscores this issue. While the games themselves may offer a balanced portrayal, fan interpretations often emphasize physical attributes over cultural and narrative significance (fig. 6). Consequently, the hybrid depiction of Nia and Mio both reinforces and challenges postcolonial power structures: it promotes Welsh identity through heroic roles but risks reducing it to exotic and consumable imagery. This process not only diminishes the characters’ cultural significance but also perpetuates a cycle of cultural exploitation and marginalization.
Figure 6. Mio fan art by by R-びのん https://www.pixiv.net/en/artworks/100355848 [accessed 11/07/2024].
Ranni in Elden Ring presents an intriguing case study in the complexities of character portrayal and fan reception. Within the game, Ranni is depicted as a powerful, enigmatic figure central to one of the game’s major questlines. Her character embodies traits such as mystery, strength, and autonomy, making her a compelling and integral part of the narrative. Unlike more overtly sexualized characters, Ranni’s design and role in the story do not primarily focus on her physical attributes or sexuality. Instead, her appeal lies in her complexity and the depth of her character, contributing to the game’s rich storytelling. Despite this, Ranni has become a subject of fetishization within fan communities, often referred to as a “waifu”—a term used in anime and gaming cultures to describe a fictional character with whom fans develop a strong, sometimes romantic attachment [19]. This phenomenon can be analysed via the lens of postcolonial theory, as it illustrates how even well-developed characters can be reduced to simplistic, idealized images by the audience. According to Patrick W. Galbraith, the term “waifu” originated within otaku culture in Japan and refers to a male fan’s often sexual attachment to a fictional female character [20]. This attachment often involves an idealization of the character that strips away complexity, reducing her to an object of affection and fantasy. This process is evident in the fan reception of characters like Ranni, who, despite being portrayed as a powerful and enigmatic figure within the game, is often simplified into a sexualized and romanticized figure in fan art and discussions [21].
This fetishization can be further understood through Anne Allison, who explores the consumption of anime and manga characters in Japan and how these characters often serve as blank slates onto which fans project their desires [22]. This projection is a form of cultural and emotional consumption where the character’s original narrative and cultural context are overshadowed by the fan’s personal fantasies and desires. In the case of Ranni, her Welsh accent and mysterious background add an exotic layer that enhances her appeal as a waifu, thereby reinforcing the tendency to fetishize rather than appreciate the character’s narrative depth and cultural significance. Moreover, Ian Condry highlights how the globalization of Japanese pop culture has influenced the way characters are perceived and consumed across different cultures [23]. The fetishization of characters like Ranni is not confined to Japanese fan communities but is also prevalent in Western contexts, where fans similarly engage in the practice of turning complex characters into waifus. This phenomenon reflects broader postcolonial dynamics, where elements of a character’s identity are commodified and consumed in ways that strip them of their deeper meanings, perpetuating existing power imbalances and reinforcing cultural stereotypes.
From a postcolonial perspective, this dynamic can be seen as a form of cultural consumption where elements of a character’s identity are commodified. Ranni’s accent, mannerisms, and role in the game are distilled into features that align with the audience's desires, overshadowing her cultural and narrative significance. The process of turning Ranni into a “waifu” also speaks to the broader issue of how marginalized identities can be appropriated and redefined within popular media. While Ranni’s character is initially presented with depth and respect, the fan-driven reimagining reduces her to an idealized, often sexualized figure, thus perpetuating a cycle of fetishization. This can diminish the cultural and narrative strides made in representing characters with complexity and autonomy. The fetishization of characters like Ranni, hence, highlights the challenges of maintaining respectful and nuanced cultural representations in a postcolonial context. It underscores the tension between creators' intentions and audience reception, revealing how quickly complex identities can be reduced. For Welsh-accented characters, this dynamic is particularly poignant, as it reflects the broader societal tendencies to exoticize and marginalize cultures that are not part of the dominant narrative.
The inclusion of Welsh-accented characters in mainstream games like Elden Ring, Xenoblade Chronicles 2, and Xenoblade Chronicles 3 initially appears to validate and celebrate Welsh identity. However, the subsequent sexualization in fan art undermines this progress by shifting the focus to the characters’ physical attributes rather than fostering a genuine appreciation of Welsh culture. This phenomenon highlights the postcolonial dynamics of consumption, where the dominant culture reinterprets elements of the colonized culture to serve its own narrative. By sexualizing Welsh-accented characters, fans and creators perpetuate a form of cultural imperialism, stripping elements of Welsh identity of their original context and repurposing them to fit aesthetic and erotic archetypes. This not only reinforces existing power imbalances but also diminishes the cultural integrity and significance of Welsh identity. The sexualization of these characters underscores the ongoing challenges of achieving authentic and respectful representation in a postcolonial world, revealing persistent issues of objectification and cultural appropriation despite the initial positive steps toward visibility and appreciation.
Figure 7. YouTube thumbnail for “Nia is SO WELSH | Xenoblade Chronicles 3” by Mr Marvell (March 19, 2023) https://www.youtube.com/watch?v=56b_dJxE7wY [accessed 11/07/2024].
Positive Representation and Heroism
This reliance on limited and often superficial depictions of Welsh culture can lead to reductive portrayals that perpetuate stereotypes, but some games have begun to challenge these conventions by offering more nuanced representations. Assassin’s[SB1] Creed IV: Black Flag (Ubisoft, 2013), Elden Ring, and Xenoblade Chronicles 2 and Xenoblade Chronicles 3 offer significant exceptions to the typical portrayal of Welsh identity in video games, providing nuanced and empowered representations through their heroic characters. Assassin’s Creed IV features Edward Kenway, a pirate and privateer of Welsh descent, voiced by Swansea-born actor Matt Ryan. Edward’s Welsh heritage is emphasized throughout the game, showcasing the influence of his roots on his identity. His journey from a troublemaker in Swansea to a notorious pirate captain highlights themes of adventure, rebellion, and the quest for freedom, resonating with broader postcolonial themes of resistance and self-determination. Edward is portrayed as a complex, multi-dimensional character, both heroic and flawed, embodying the struggles and aspirations of an individual caught between different worlds. This complexity allows for a more positive and respectful representation of Welsh identity, moving beyond simplistic stereotypes. By placing Welsh identity at the centre of the narrative, the game subverts traditional colonial narratives and contributes to the revalorization of Welsh culture. Elden Ring, alternatively, features an all-Welsh cast for several key characters, highlighting the richness of Welsh accents and their integral role in the game’s narrative. Ranni; Iji the giant blacksmith, portrayed by Aberystwyth-born actor Aneirin Hughes; Blaidd the half-wolf warrior, voiced by Llanelli-born actor Scott Arthur; and Preceptor Seluvis, a sorcerer played by Tenby-born Charles Dale, all bring Welsh accents to life in the game. These characters are not only crucial to the story but also embody a range of positive and complex traits. Ranni, for example, is a powerful and enigmatic figure central to one of the game’s major questlines. Her portrayal as a mysterious yet influential character challenges the traditional colonial depiction of Welsh accents as quaint or mystical but ultimately peripheral. Similarly, Nia and Mio play significant roles in their respective stories. Nia is a key member of the protagonist’s party, offering both combat prowess and emotional depth as she grapples with her identity and purpose. Mio, in Xenoblade Chronicles 3, is integral to the plot, contributing to the overarching narrative with her strength and determination. These characters are not only central to their narratives but are also depicted as strong, capable, and complex individuals. This representation contrasts sharply with the typical marginalization of Welsh culture, instead positioning Welsh-accented characters at the heart of the hero’s journey, thereby challenging stereotypes and promoting a more nuanced portrayal of Welsh identity.
Through postcolonial theory, these positive portrayals can be seen as a form of revalorization—an effort to reclaim and elevate the cultural identity that has been historically marginalized. By featuring Welsh-accented characters in heroic and central roles, these games provide a counter-narrative to the colonial legacy of marginalization. This revalorization promotes cultural pride and challenges the notion that Welsh identity is secondary or exotic (fig. 7). It positions Welsh culture as integral and valuable, fostering a sense of respect and admiration among players [24].
Conclusion
The feedback loop of marginalization and exoticization in video games highlights the necessity of thoughtful and informed cultural representation. For developers, particularly in places like Japan, where exposure to Welsh culture may be limited, this requires deliberate efforts to seek authentic voices and stories. Games like those published by Ubisoft, Bandai Namco, CD Projekt, and Nintendo demonstrate how featuring Welsh-accented characters in central, heroic roles can subvert colonial narratives, revalorize Welsh identity, and promote cultural pride. However, the subsequent sexualization of these characters in fan communities underscores the ongoing challenges of representation in a postcolonial context, where complex identities are often reduced to simplistic, sexualized tropes. To foster authentic and respectful representation, it is crucial to engage with marginalized cultures in ways that honour their complexity and significance, rather than commodifying them.
Notes:
[1] Terry Eagelton, “Postcolonialism and ‘postcolonialism’.” Interventions: International Journal of Postcolonial Studies 1, no. 1 (1998): 24.
[2] For example, in 2020, the Welsh Government launched a review of public monuments and street names associated with the slave trade and British Empire, following the global Black Lives Matter protests. This was accompanied by a new national curriculum, introduced in 2022, which includes the teaching of Black, Asian, and Minority Ethnic histories, as well as Wales’s involvement in colonialism and the transatlantic slave trade. See Welsh Government. “Over 200 Welsh statues, streets and buildings connected to the slave trade listed in nationwide audit.” November 26, 2020. https://www.gov.wales/over-200-welsh-statues-streets-and-buildings-connected-slave-trade-listed-nationwide-audit [accessed 07/09/2024]; Mark Drakeford MS, Frist Minister. “Written Statement: Audit of public monuments, street and building names associated with the history of black communities in Wales.” July 6, 2020. https://www.gov.wales/written-statement-audit-public-monuments-street-and-building-names-associated-history-black [accessed 07/09/2024]; and Drakeford. “Written Statement: The Slave Trade and the British Empire: An Audit of Commemoration in Wales.” November 26, 2020. https://www.gov.wales/written-statement-slave-trade-and-british-empire-audit-commemoration-wales [accessed 07/09/2024].
[3] Michael Hechter, Internal Colonialism: The Celtic Fringe in British National Development, 1536-1966 (London: Routledge, 1999).
[4] Gwyn A. Williams, When Was Wales? A History of the Welsh (London: Penguin Books, 1985), 173-81.
[5] In Secret Invasion (2023), Kingsley Ben-Adir’s choice to use a Butetown accent for his villainous character Gravik draws on the cultural diversity of Cardiff’s Butetown community, known for its Caribbean heritage. While this accent reflects the area’s unique history and identity, its application in a villainous context highlights a broader trend in media, where the distinct musicality of accents—often associated with warmth or charm—can be distorted to convey menace. Rebecca Miles. “Marvel villain uses Butetown accent in Secret Invasion.” June 30, 2023. https://www.bbc.co.uk/news/uk-wales-66071637 [accessed 08/09/2024]. See also Sofia Navarro Beck. “Voices that scare us: perspectives from an audio horror production.” https://www.lingoblog.dk/en/voices-that-scare-us-perspectives-from-an-audio-horror-production/ [accessed 08/09/2024].
[6] NoClip. “Translating and Adapting The Witcher 3.” YouTube video, 30:16. Uploaded October 11, 2017. https://www.youtube.com/watch?v=Gxg5INjNopo [accessed 11/07/2024].
[7] Gillian E. Brennan, “The Cheese and the Welsh: Foreigners in Elizabethan Literature.” Renaissance Studies 8, no. 1 (1994): 53.
[8] See Bethany Gavaghan. “Have you experienced discrimination due to your Welsh accent?” August 23, 2023. https://www.walesonline.co.uk/news/wales-news/you-experienced-discrimination-due-your-27577146 [accessed 08/09/2024]; and Ianto Gruffydd. “‘Accentism’ and the fascinating history of the Cardiff Welsh accent.” April 14, 2024. https://nation.cymru/feature/accentism-and-the-fascinating-history-of-the-cardiff-welsh-accent/ [accessed 08/09/2024].
[9] Jane Aaron and Chris Williams, eds. Postcolonial Wales (Cardiff: University of Wales Press, 2005), xv-xix.
[10] Chris Williams, “Problematizing Wales: An Exploration in Historiography and Postcoloniality,” in Postcolonial Wales, eds. Jane Aaron and Chris Williams (Cardiff: University of Wales Press, 2005), 1-22; and Allan James, “Transgressive Cymreictod as Scripted Bilingualism: Challenging Welsh Language Identities via Selective Syncretism with English.” AAA: Arbeiten aus Anglistik und Amerikanistik 43, no. 1 (2018): 27-44.
[11] Adrienne Shaw, Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture (Minneapolis: University of Minnesota Press, 2014), 223.
[12] Barlow uses postcolonial theory, aligning with Childs and Williams (1997) and Mohammadi (1995), to explore postcolonialism as a state of in-betweenness. He examines Wales’s position within the UK, highlighting its historical subjugation and ongoing efforts to assert a distinct national identity. Barlow discusses how Welsh media reflects this in-betweenness, where Welsh identity is negotiated amid colonial influences and contemporary pressures. David M. Barlow, “What's in the ‘Post’? Mass Media as a ‘Site of Struggle’ in Postcolonial Wales,” in Postcolonial Wales, eds. Aaron and Chris Williams, 193-214; Peter Childs and Patrick Williams, An Introduction to Post-Colonial Theory (London: Routledge, 1997), 7; Ali Mohammadi, “Cultural Imperialism and Cultural Identity,” in Questioning the Media: A Critical Introduction, eds. John Downing, Ali Mohammadi, and Annabelle Sreberny-Mohammadi (London: Sage, 1995), 366.
[13] Chris Williams, “Problematising Wales: An Exploration in Historiography and Postcoloniality,” in Postcolonial Wales, eds. Aaron and Williams, 3-22.
[14] Dylan Phillips, “A New Beginning or the Beginning of the End? The Welsh Language in Postcolonial Wales,” in Postcolonial Wales, eds. Aaron and Williams, 100-13.
[15] Bala emphasizes themes of hybridity, marginalization, and resistance, illustrating how Welsh artists draw from both indigenous and external influences. He contends that visual art is a crucial medium for negotiating and articulating Welsh identity and calls for greater recognition and support for Welsh visual art as a vital part of the nation's cultural heritage and its journey toward self-definition and autonomy. Iwan Bala, “Horizon Wales: Visual Art and the Postcolonial,” in Postcolonial Wales, eds. Aaron and Williams, 234-50.
[16] The two Welsh (indeed Welsh speaking) artists selected, Cerith Wyn Evans and Bethan Huws, both formed careers outside Wales, leading artists within Wales to accuse the selectors of appearing too internationalist at the expense of acknowledging and promoting Wales’s own underprivileged artists.
[17] Throughout the nineteenth and twentieth centuries, schoolchildren in Wales were discouraged from speaking Welsh with a “Welsh Not” token. This wooden token was given to any child caught speaking Welsh, and the last pupil wearing it at the end of the school day would be punished, often through corporal means. The practice was part of a broader effort to suppress the Welsh language and promote English in education, contributing to a decline in Welsh fluency among the younger generations. Though its application varied across schools, the Welsh Not became emblematic of the cultural marginalization of the Welsh language within the British educational system. See “Welsh not.” (1852) Item Number: 25.288. Measurements (mm): L (58), W (20), D (12). St Fagans Wales Is… Gallery: Still Speaking Welsh. https://museum.wales/collections/online/object/7ea8f0b9-6293-3c66-b56a-a85b7181e7af/Welsh-not/ [accessed 08/09/2024].
[18] See for example: CrazyCon500. “Honestly Can’t Get Enough of Nia’s Welsh Accent…” Reddit, October 29. 2021. https://www.reddit.com/r/Xenoblade_Chronicles/comments/qio9e7/i_honestly_cant_get_enough_of_nias_welsh_accent/ [accessed 11/07/2024]; and Thegameguy12. “Can’t decide on which Welsh catgirl is the best girl. A hard decision for us xenoblade fan [sic].” Reddit, August 12. 2023. https://www.reddit.com/r/Xenoblade_Chronicles/comments/wsgc66/cant_decide_on_which_welsh_catgirls_is_the_best/ [accessed 11/07/2024].
[19] Anne Allison, Millennial Monsters: Japanese Toys and the Global Imagination (Berkeley: University of California Press, 2006), 139.
[20] Ian Condry, The Soul of Anime: Collaborative Creativity and Japan's Media Success Story (Durham: Duke University Press, 2013).
[21] Circuit_40. “Who Is The True Elden Waifu?” Reddit, March 14, 2022. https://www.reddit.com/r/Eldenring/comments/tdpl7b/who_is_the_true_elden_waifu/ [accessed 11/07/2024].
[22] Padlock Cheesecake, “Elden Ring Waifu – Ranni!” YouTube video, 3:30. Uploaded August 3, 2023. https://www.youtube.com/watch?v=USbolvepi3U [accessed 11/07/2024].
[23] Patrick W. Galbraith, Otaku and the Struggle for Imagination in Japan (Durham: Duke University Press, 2019), 121.
[24] See for example: Superhys. “Welsh representation in videogames, including game settings, characters, voice actors, developers and influencers.” Reddit, January 15, 2017. https://www.reddit.com/r/Wales/comments/5o3sed/welsh_representation_in_video_games_including/ [accessed 11/07/2024]; and Aaron. “Welsh References in Video Games.” Wales in Games, November 2023. https://walesingames.com/welsh-references-in-video-games/ [accessed 11/07/2024].
Works Cited
Games
Assassin’s Creed III (Ubisoft, 2012)
Assassin’s Creed IV: Black Flag (Ubisoft, 2013)
Dark Souls (Namco Bandai Games, 2011)
Elden Ring (Bandai Namco Entertainment, 2022)
Far Cry 3 (Ubisoft, 2012)
Ni No Kuni: Wrath of the White Witch (Namco Bandai Games, 2013)
The Witcher 3: Wild Hunt (CD Projekt, 2015)
Xenoblade Chronicles 2 (Nintendo, 2017)
Xenoblade Chronicles 3 (Nintendo, 2022)
URLs
Aaron. “Welsh References in Video Games.” Wales in Games, November 2023. https://walesingames.com/welsh-references-in-video-games/ [accessed 11/07/2024].
Beck, Sofia Navarro. “Voices that scare us: perspectives from an audio horror production.” https://www.lingoblog.dk/en/voices-that-scare-us-perspectives-from-an-audio-horror-production/
Circuit_40. “Who Is The True Elden Waifu?” Reddit, March 14, 2022. https://www.reddit.com/r/Eldenring/comments/tdpl7b/who_is_the_true_elden_waifu/ [accessed 11/07/2024].
CrazyCon500. “Honestly Can’t Get Enough of Nia’s Welsh Accent…” Reddit, October 29, 2021. https://www.reddit.com/r/Xenoblade_Chronicles/comments/qio9e7/i_honestly_cant_get_enough_of_nias_welsh_accent/ [accessed 11/07/2024].
Drakeford, Mark MS, Frist Minister. “Written Statement: Audit of public monuments, street and building names associated with the history of black communities in Wales.” July 6, 2020. https://www.gov.wales/written-statement-audit-public-monuments-street-and-building-names-associated-history-black
Drakeford, Mark MS, First Minister. “Written Statement: The Slave Trade and the British Empire: An Audit of Commemoration in Wales.” November 26, 2020. https://www.gov.wales/written-statement-slave-trade-and-british-empire-audit-commemoration-wales
Gavaghan, Bethany. “Have you experienced discrimination due to your Welsh accent?” August 23, 2023. https://www.walesonline.co.uk/news/wales-news/you-experienced-discrimination-due-your-27577146
Gruffydd, Ianto. “‘Accentism’ and the fascinating history of the Cardiff Welsh accent.” April 14, 2024. https://nation.cymru/feature/accentism-and-the-fascinating-history-of-the-cardiff-welsh-accent/
Miles, Rebecca. “Marvel villain uses Butetown accent in Secret Invasion.” June 30, 2023. https://www.bbc.co.uk/news/uk-wales-66071637
NoClip. “Translating and Adapting The Witcher 3.” YouTube video, 30:16. Uploaded October 11, 2017. https://www.youtube.com/watch?v=Gxg5INjNopo [accessed 11/07/2024].
Padlock Cheesecake. “Elden Ring Waifu – Ranni!” YouTube video, 3:30. Uploaded August 3, 2023. https://www.youtube.com/watch?v=USbolvepi3U [accessed 11/07/2024].
Superhys. “Welsh representation in videogames, including game settings, characters, voice actors, developers and influencers.” Reddit, January 15, 2017. https://www.reddit.com/r/Wales/comments/5o3sed/welsh_representatio_in_video_games_including/ [accessed 11/07/2024].
Thegameguy12. “Can’t decide on which Welsh catgirl is the best girl. A hard decision for us xenoblade fan [sic].” Reddit, August 12, 2023. https://www.reddit.com/r/Xenoblade_Chronicles/comments/wsgc66/cant_decide_on_which_welsh_catgirls_is_the_best/ [accessed 11/07/2024].
Welsh Government. “Over 200 Welsh statues, streets and buildings connected to the slave trade listed in nationwide audit.” November 26, 2020. https://www.gov.wales/over-200-welsh-statues-streets-and-buildings-connected-slave-trade-listed-nationwide-audit
Books and Articles
Aaron, Jane, and Chris Williams, eds. Postcolonial Wales. Cardiff: University of Wales Press, 2005.
Allison, Anne. Millennial Monsters: Japanese Toys and the Global Imagination. Berkeley: University of California Press, 2006.
Brennan, Gillian E. “The Cheese and the Welsh: Foreigners in Elizabethan Literature.” Renaissance Studies 8, no. 1 (March 1994): 40-64.
Condry, Ian. The Soul of Anime: Collaborative Creativity and Japan's Media Success Story. Durham: Duke University Press, 2013.
Eagleton, Terry. “Postcolonialism and ‘postcolonialism’.” Interventions: International Journal of Postcolonial Studies 1, no. 1 (1998): 24-26.
Galbraith, Patrick W. Otaku and the Struggle for Imagination in Japan. Durham: Duke University Press, 2019.
Hechter, Michael. Internal Colonialism: The Celtic Fringe in British National Development, 1536-1966. London: Routledge, 1999.
Mottram, Stewart, and Sarah Prescott, eds. Writing Wales, from the Renaissance to Romanticism. Surrey: Ashgate Publishing, 2012.
Murray, Simone. On Video Games: The Visual Politics of Race, Gender and Space. London: I.B. Tauris, 2017.
Shaw, Adrienne. Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture. Minneapolis: University of Minnesota Press, 2014.
Williams, Gwyn A. When Was Wales? A History of the Welsh. London: Penguin Books, 1985.