29 research outputs found

    Walking through the Past: The Mechanics and Player Experience of Haunting, Obsession and Trauma in Layers of Fear

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    Layers of Fear, a 2016 psychological horror game by Bloober Team, is a story-oriented walking simulator. While many walking simulators focus on uncovering the past, Layers of Fear centres on the experience of being haunted by the past. The gameplay narrates a tragic story and the complex relation of the protagonist with his past from which he cannot escape: his fear, his obsession and the endless cycle of his madness. Most importantly, this experience is not constructed in the game by providing the players with journal entries or letters to read, but by allowing them to literally walk through the past, among material representations of memories and emotions, as the house itself shifts through various layers and moments of time both before and after the tragic events that haunt the protagonist. This paper focuses on the unique delivery of experiencing past events used in Layers of Fear, as well as the concept of haunting, trauma and obsession central to both the game and gameplay

    From the will to live European witchcraft: the evolution of Edgar Allan Poe's Ligea

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    Poe鈥檚 works have always enjoyed tremendous popularity within the film medium. Among a large number of adaptations, however, a very original, innovative short story Ligeia seems to remain rather obscure. The two most often referred film adaptations of the story are The Tomb of Ligeia, directed by Roger Corman in 1964, and Edgar Allan Poe鈥檚 Ligeia from 2008, directed by John Shirley. Both titles differ significantly, mainly plotwise, but also in other aspects, to an extent much greater than one would expect solely due to the over forty years of time gap between them. Although based on the same short story, each film constructs a narrative and a world of its own, resembling a mirror reflecting changes in modern world and its popular culture as well as the evolution of Edgar Allan Poe鈥檚 continuing influence on popular fiction

    Walking through the Past: The Mechanics and Player Experience of Haunting, Obsession and Trauma in Layers of Fear

    Get PDF
    Layers of Fear, a 2016 psychological horror game by Bloober Team, is a story-oriented walking simulator. While many walking simulators focus on uncovering the past, Layers of Fear centres on the experience of being haunted by the past. The gameplay narrates a tragic story and the complex relation of the protagonist with his past from which he cannot escape: his fear, his obsession and the endless cycle of his madness. Most importantly, this experience is not constructed in the game by providing the players with journal entries or letters to read, but by allowing them to literally walk through the past, among material representations of memories and emotions, as the house itself shifts through various layers and moments of time both before and after the tragic events that haunt the protagonist. This paper focuses on the unique delivery of experiencing past events used in Layers of Fear, as well as the concept of haunting, trauma and obsession central to both the game and gameplay

    The Confusing Spiral: The Adaptation of Junji It艒鈥檚 Uzumaki in the Eyes of Non-Japanese Audiences

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    This paper concerns Internet user narratives concerning the 2000 film adaptation of Junji It艒's manga, Uzumaki, of the same title and their characteristic traits. The focus are the individual testimonies of Internet users who make up the non-Japanese, English-speaking audience of the film, and the image of reception of it that they paint. A closer analysis of narratives about Uzumaki reveals a variety of ideas and attitudes regarding not only Japanese popular culture, but cinema and adaptations in general as well as specific patterns of response鈥攊ncluding the technical aspects of the film text and more comprehensive cultural nuances

    Independent horror games between 2010 and 2020: Selected characteristic features and discernible trends

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    The focus of this article are independent digital horror games and their characteristics; the goal was to briefly describe the independent horror scene and highlight some of the artistic and technical trends which manifest themselves in the titles belonging to that scene. Due to the sheer number of available games, the scope of the paper is narrowed down to only selected characteristics and trends distinguishable in game texts published between the years 2010 and 2020. The aim of the article is to present a selection of observations and conclusions concerning the independent games scene and to hopefully point to what these games can tell scholars about the way both the players and the developers perceive the horror genre.The focus of this article are independent digital horror games and their characteristics; the goal was to briefly describe the independent horror scene and highlight some of the artistic and technical trends which manifest themselves in the titles belonging to that scene. Due to the sheer number of available games, the scope of the paper is narrowed down to only selected characteristics and trends distinguishable in game texts published between the years 2010 and 2020. The aim of the article is to present a selection of observations and conclusions concerning the independent games scene and to hopefully point to what these games can tell scholars about the way both the players and the developers perceive the horror genre

    Points of contact: cultural contexts in understanding Japanese literature and cinema

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    The article focuses on cultural influence and exchange between Japan and America鈥攁 process that can be observed in texts produced by those cultures and is facilitated by the global access to information and the active, critical reception of cultural texts by audiences. Both cultures keep interacting and changing due to the interest and activity of consumers, including the use of message boards and peer to peer file-sharing, fan-subbing communities and social networks. As a result, the interchange is moving away from official, controllable, and subject to censorship channels to amateur, unsupervised channels fuelled not by professionals, not even by fans, but potentially all consumers

    Choices, affects and trans representation: An analysis of mechanics and gameplay in Tell Me Why

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    The article discusses selected aspects of the 2020 game Tell Me Why, focusing on particular gameplay mechanics pertaining to player choices and the manner in which they influence player emotions, as well as on the representation of trans experience in the game. The authors draw both on affect theory and on approaches derived from game studies concerning the presence of emotions in gameplay. In the final part of the text, trans representation in Tell Me Why is analysed and juxtaposed with the readings typically found in the game鈥檚 reviews.The article discusses selected aspects of the 2020 game Tell Me Why, focusing on particular gameplay mechanics pertaining to player choices and the manner in which they influence player emotions, as well as on the representation of trans experience in the game. The authors draw both on affect theory and on approaches derived from game studies concerning the presence of emotions in gameplay. In the final part of the text, trans representation in Tell Me Why is analysed and juxtaposed with the readings typically found in the game鈥檚 reviews

    Odg艂osy w bezg艂osie: niesamowito艣膰 d藕wi臋ku wed艂ug Davida Toopa

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    Podstawowym celem artyku艂u by艂o wprowadzenie spostrze偶e艅 i refleksji Davida Toopa, jak r贸wnie偶 proponowanych przez niego podej艣膰 analitycznych, do polskich bada艅 kulturoznawczych oraz literaturoznawczych; mimo i偶 Toop i jego prace s膮 jednym z g艂贸wnych punkt贸w odniesienia dla sound studies, jego tw贸rczo艣膰 pozostaje w du偶ej mierze nieopisana w polskiej literaturze akademickiej. Niniejszy artyku艂 przedstawia zarys charakteru dzie艂 i rozwa偶a艅 Toopa, ze szczeg贸lnym uwzgl臋dnieniem jego najwa偶niejszych ksi膮偶ek, jak r贸wnie偶 demonstruje zastosowanie jego refleksji i narz臋dzi analitycznych w kontek艣cie literaturoznawczym, a konkretnie w kontek艣cie bada艅 nad fantastyk膮 grozy

    Wybrane fanowskie praktyki dochodzeniowe na przyk艂adzie fandomu gier Silent Hill.

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    Seri臋 gier Silent Hill mo偶na bez w膮tpienia zaliczy膰 do jednych z najbardziej popularnych i znanych serii gier wideo z gatunku survival horror. Dzi臋ki narz臋dziom oferowanym przez Internet, gracze b臋d膮cy fanami tych gier mog膮 艂膮czy膰 si臋 w swoim d膮偶eniu do lepszego zrozumienia gry, jak r贸wnie偶 pomaga膰 sobie wzajemnie, dziel膮c si臋 znajomo艣ci膮 fabu艂y czy oferuj膮c pomoc w jej zrozumieniu. Po艣wi臋caj膮c czas na czynno艣ci takie jak spisywanie dog艂臋bnych analiz gier czy tworzenie szczeg贸艂owych poradnik贸w lub fanowskich film贸w dokumentalnych, omawianie tych偶e oraz poszukiwanie wci膮偶 nowych informacji, gracze przyjmuj膮 role nie tylko odbiorc贸w tekst贸w z serii Silent Hill, ale i krytyk贸w i znawc贸w

    Horror w uj臋ciu komparatystycznym: wybrane motywy we wsp贸艂czesnej japo艅skiej i ameryka艅skiej fantastyce grozy

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    Horror fiction plays an important part in the cultural landscape of contemporary world, being integral to the popular culture in many modern societies. This chapter compares and contrasts the structure and characteristics of horror narratives from two distinct cultures鈥擜merican and Japanese鈥攚ith a focus on the mechanisms that make them successful, and on their culturally-specific aspects. The aim of this work is to shed light on the differences and similarities in the depiction of fear and horror in American and Japanese realities, while at the same time emphasizing narrative patterns in the context of their respective cultures
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