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TANYA KRZYWINSKA

Hands-On Horror

It troubles me that an anonymous oracle


knows more of my business than I do.
Alice
American McGees Alice (Rogue/EA, 2000)

Can you survive the horror? asks the cover of begin to elaborate on games formal differences
the interactive game Resident Evil 2 (Capcom/ from cinematic horror.
Virgin Interactive, 1998), a question that explic- Given the recent release of several films
itly positions the game within the rhetoric of the based on games, such as Lara Croft: Tomb
horror film genre. Yet something greater than Raider (2001), Final Fantasy (2001) and most
generic familiarity with horror is needed to sur- pertinently Resident Evil (2002), such an analy-
vive the specifically interactive nature of the sis into such media cross-fertilization is a
horror gamethe player must summon the timely intervention. Each of these films bears
willpower to learn the skills needed to with- only a superficial relation to the games, how-
stand the onslaught of evil monsters and restore ever, and although there are some references
equilibrium. In contrast to film, games place a (particularly in Resident Evil) to the games that
central emphasis on the act of doing that goes inspire them, the films do not attempt to re-
beyond the kinetic and emotional responses that create the interactive aspects specific to the
might be produced in cinema. Espen Aarseth formal nature of their game counterparts. 2
proposes the term ergodic to identify forms in This spate of game-to-film remakes indicates a
which nontrivial effort is required to allow the closing of the circle of the cross-media ex-
reader to traverse the text,1 an effort greater change from horror film to games and back to
than that involved in watching a film; games film. But the overwhelmingly disappointing
interactive requirement situates them squarely and unengaging nature of most of the films so
in the ergodic. In this article I will explore far seems to suggest that while media interac-
how interactivity, with its concomitant emphasis tion works in multiple directions, it is in the
on doing, affects the shape and pleasures of realm of games (and how they adapt and ex-
the horror-based videogames, and in so doing change templates inherited from cinema)
where the most exciting innovations in the

12 Axes to Grind: Re-Imagining the Horrific in Visual Media and Culture


Harmony Wu, editor, Special Issue of Spectator 22:2 (Fall 2002) 12-23
KRZYWINSKA

cross-media circulation of the horror genre are between self-determination and pre-determi-
taking place. And thus it is from the perspec- nation. This rhythm is present in most
tive of games that the most insight into videogames, yet in these particular games it
changes in horrific forms across media can be takes on a generically apposite resonance
mapped and most productively considered. within the context of horror because it ties into
Two games, Resident Evil 3: Nemesis and consolidates formally a theme often found
(Capcom/Eidos, 1999) and Clive Barkers in horror, in which supernatural forces act on,
Undying (ELEA/EA, 2001) will be used as and regularly threaten, the sphere of human
examples of how horror games organize and agency. The surface level and deep manichean
manage the game-playing experience to create structure further operates as a containing
suspense and tension. The first is a console- safety net for the experience of being out of
based (PlayStation) game, which has proved control. My main contention is that the interac-
popular; the second is played on a PC and has tive dimension of these particular games is
had more limited commercial success. In both organized to intensify and extend the types of
games, magic has unleashed evil on the world, emotional and affective experiences offered by
disrupting the status quo. Resident Evil 3 is a se- the horror film.
quel to two earlier games, each set in an
imaginary but contemporary American city. To Interactive Evil and the Moral Occult
beat the game (and defeat evil) the player The horror genre has made the transition to
must explore the virtual city, solve puzzles, ac- videogames for a number of reasons. Horror
cumulate and use different objects and offers death as spectacle and actively prom-
weapons, and do battle withor run froma ises transgression; it has the power to promote
range of undead monsters. Undying requires physical sensation, and the genre appeals to
the player to perform similar actions, although the youth market that is central to the games
within a rather different environment: the industry. 4 Many constitutive aspects of
game is set on an imaginary island, complete the horror film genre are also present in
with labyrinthine castle, ancient monastery horror games, primarily in the way they are
complete with crypts and caves, and includes a marketed, their graphic and iconographic
number of embedded magical spatial dimen- styles, their shock tactics, themes and
sions that defy physical laws. storylines. Like many horror films, many
The formal structures of the two games will horror videogames deploy very basic notions
be addressed first, with attention placed on cer- of good and evil. 5 In both Undying and
tain important differences from and similarities Resident Evil 3, the avatar (the character that
to the horror film; this material will then be represents the player in the game) has to
used to indicate the specific types of pleasures restore balance to a world corrupted by evil
offered in this interactive intersection of hor- forces that threaten humanity and rationality,
ror and games. The analysis is framed by and the aim of these games is to defeat the
my argument that these games are structured manifestation of such forces. Both games
at deep and surface levels according to the deploy surface story lines and concomitant
principles of a manichean moral duality,3 a aesthetic strategies that reference the good-
factor that the games share with many horror versus-evil format of many horror films;
films. This binary structure is embedded however, in the games this dualism is even
within the interactive dimension of the games. more deeply embedded in the infrastructure
Its presence suggests that the pleasures of play- that shapes the dynamic nature of games
ing such games hinge on a dynamic experience interactivity. This infrastructure works as
that oscillates between doing and not doing. In a form of moral occult, 6 Peter Brookss
each game there are periods in which the term for how a transcendent moral order is
player is in control of the gameplay, and at oth- deployed and articulated in late 19th-century
ers the player is not, lending a resonant rhythm melodrama, which he proposes is defined

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by the project of making an invisible moral games, provided by their programming, to


order apparent at a surface level, an idea that the range of pleasures they offer, specifically
can also be applied to many horror films in terms of the dynamic tension between pe-
(elaborated on by Harmony Wu in the intro- riods of passivity and activity.
duction to this issue).
Brookss model is also useful in thinking Charting Generic Crosscurrents in
about the ways Undying and Resident Evil 3 Horror Films and Games
structure their interactive gameplay. All horror The range and popularity of games based on
videogames are resolutely grounded in a horror suggests there are aesthetic and mar-
hidden occulted or metaphysical dimension, keting advantages in translating cinematic
determined by programming, that shapes horror to interactive media. Existing horror-
gameplay. What is important to note here is based videogames draw on a number of
that the resulting virtual dualisma simulated familiar pre-sold horror sub-genres. The
manicheanismis fixed: while players can Resident Evil cycle, Nightmare Creatures cycle,
interact with aspects of the surface dimension Evil Dead: Hail to the King (HeavyIron/THQ,
and the space of the game, they cannot inter- 2001), The Typing of the Dead (Sega/Empire,
fere with the determining sub-strata of the 2001) (an innovative use of the zombie genre
game.7 Whatever players do in most horror to teach touch-typing: type or die, as the
games, they still have to occupy the position of slogan goes), and The House of the Dead cycle
an avatar of good, not evil. This predetermined (Sega, 1998, 1999, 2001) all draw heavily on
transcendent force of the horror games moral Romero-influenced zombie movies. Vampire-
occult is at work in the way these games chan- based games are also common, such as
nel the player through their labyrinths. As a Dracula Resurrection (Canal/Multimedia/
player travels through the space of the games, Dreamcatcher, 2000), Legacy of Kain: Soul
he/she encounters aspects that both restrict or Reaver (Crystal Dynamics/Eidos, 1999)
promote agency. Examples of these include and Vampire: The Masquerade (Nihilistic/
cut-scenes (pre-rendered sequences that can Activision, 2000). Phantasmagoria (Sierra,
only be watched and not interacted with), 1995), Silent Hill, Silent Hill 2 (Konami, 1999,
physical barriers such as locked doors or 2001) and Clive Barkers Undying also employ
blocked pathways, or helpful power-ups (that aspects of the zombie theme, alongside more
boost an avatar s life which becomes traditional gothic and Lovecraftian themes.
depleted in battles) and the strategic location These also have a strong connection to the
of new and agency-enhancing weapons. The old dark house format, common in horror
moral occult is also evident in other types of films since the 1920s, and enhance this by
help offered to the player, such as clues to deploying extra, alternative dimensions
where to go next planted along with way, and within the space of a house or urban environ-
in the series of rewards given for overcoming ment. The Alien games (Acclaim/Probe, 1996;
obstacles. Throughout the game the effects of Argonaut/Fox, 2000) use the monster-in-
a higher power are always in evidence. space theme, presold by the films. The
The element of pre-determination, which Mummy (Universal Office/Konami, 2000)
lies outside the sphere of player agency, takes a slightly different take on the zombie
is therefore linked to the metaphysical theme, and that too is a direct movie tie-in
dimension in which manicheanism operates. game. Tomb Raider: The Last Revelation (Core/
The concept of the moral occult plays a Eidos, 1999) draws on the spectacle of Ancient
central role in horror-based videogames Egypt for its monsters (the flesh-eating beetles
fundamental dependence on allowing play- of the game appear in The Mummyboth the
ers to experience a dynamic between states of film and the game). Cyberspace-based gore-
being in control and out of control. This affec- fests of shoot-em up carnage characterize
tive attribute links the deep structure of the Half-Life (Valve/Sierra, 1998), Quake (id, 1996)

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The walking, stalking undead: common monsters in First person point of view in Clive Barkers Undying
horror-based videogames

and Unreal Tournament (Epic MegaGames & the vast house and grounds. This investiga-
Digital Extremes/GT Interactive, 1999). tive mode is aided by the first-person mode
What impact does interactivity have on the and the scope of the 360-degree view that al-
rendering of horror genre tropes, strategies lows players to look where they wish. This
and formats? As the name implies, Clive freedom to look and explore in Undying
Barkers Undying trades on the auteur prin- marks a departure from the way horror films
ciple, thereby leaning on a pre-sold brand that use editing and framing to create tension and
includes the Hellraiser films (1987-2001) and claustrophobia. On the other hand, Resident
Barkers novels and comics. Resident Evil 3, as Evil 3s third-person shooter mode is closer
with the whole cycle, uses many elements to film, as the players ability to look around
from George Romeros Living Dead cycle is more heavily managed by its game engine.
(1968, 1978, 1985).8 These two games have Resident Evil 3 imposes different camera
very different ways of handling interactivity, angles onto the viewers perspective, with-
however, which impact their structure and the holding visual information and creating a
kind of experience offered to the player. A pronounced effect of enclosure. Like a film,
comparison between the two provides a use- Resident Evil 3 structures space and the
ful way of understanding how interactivity is player s experience through editing and
used to solicit and manage horror. Both use fixed framing, which is often used to create
different forms of restriction to create the type shock effects. The intrusive effect of pre-
of suspense that underpins the genre, in accor- rendered camera angles within gameplay
dance with Eve Sedgwicks (1986) claim that reminds the player that control is limited and
gothic horror hinges on the metaphorical and that the gameplay is highly predetermined.
literal trope of burial alive.9 As well as helping to shape the aesthetic ex-
perience of the game, this and other aspects
Spatial Orientation and Tension in of inevitability built into the programming
Horror Games infrastructure operates, like occulted fate, to
The first-person shooter mode of Undying af- ordain the path that must be taken.
fords the player the freedom to look around Because Undying does not use editing and
the 3D virtual space, providing a radical fixed framing, it must deploy alternate tactics
point of departure from films use of restric- to contrive suspense and atmosphere. One
tive framing to manage what the viewer sees. way this is achieved is directly related to its
The environment of Undying is extremely de- expansive playing arena. As befits the gothic
tailed, encouraging the player to spend time nature of the house, there are many dark cor-
taking in architectural details and to explore ners and masked spaces that can harbor

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helpful power-ups and spells or monsters and conventions of editing, framing and camera
other dangers. Because the game is in first- movement to manage the spectator s view
person mode, there is increased visual and emotional engagement with the text.
proximity to what lurks within such shadowy Although cut-scenes are often referred to
places, heightening the sense of contact. This as cinematic, in many games no real
heightened proximity to potential danger camera, or image re-production, is involved.
builds disquietude and tension and, because Instead the cuts, the angles and camera
exploring such places is central to the game, movements are generated digitally, either
Undying handles horror in a markedly pre-rendered or generated on the fly;
more uncinematic way than Resident Evil 3. the effects of tilts, zooms and tracking
Undying makes direct use of the specific quali- shots are manufactured through the au-
ties offered by an open environment, actively thoring software used to produce the games.
encouraging an investigative approach. Referencing cinematic conventions, yet
Therefore, interactivity, with its emphasis manufactured in a different way, these narra-
on doing, has a significant impact on the way tively loaded cut-scenes as such are often less
the game constructs apprehension and its anchored by the real environmental factors
particular ambience. Further, it shapes the or- that influence the way that most live-action is
ganization of the story and the experience of filmed. Unlike the conventions of most nar-
gameplay, marking a qualitative difference rative films, the camera positioning used
from the way the horror film organizes space. in interactive sequences is always linked to
Resident Evil 3 often allows the avatar the the avatar, moving with it through the space
option to run from enemies, and thereby of the game (seamlessly in first-person mode
draws more strongly on slasher movie for- and rather less so in third-person modes).
mats, whereas Undying, with its shifting The flexibility of digitally-produced camera
environment and vertiginous abysses, renders movement found in cut-scenes is often
space itself as threatening, thereby following markedly more mobile than that found
in the footfalls of the gothic trend of using in non-animation-based cinema, thereby
mise-en-scne to create brooding eeriness and permitting a greater continuity between cut-
make things not what they seem. Here the scenes and the relatively rapid speed of
gameplay space becomes a direct articulation the avatar s movement during most of the
of the intrinsic and extrinsic occult forces at gameplay. But what is most important to the
work in the game. Both games make use of terms of my discussion of control and
horror-based occult themes, and these mirror interactivity is that the cut-scene wrests con-
the predetermined and restrictive occulted trol away from the player and reinforces the
nature of the games own deep structure: sense that a metaphysical authorial10 force
as above, so below, as the magical- is at work, shaping the logic of the game.
alchemical axiom goes. This evocation of helplessness in the face of
an inexorable predetermined force is crucial
Game Narrative: Cut-Scenes, Point of to maintaining horror-based suspense, in
View and Control that the game world often operates outside
Increased computer power has allowed the the players control. Without this sphere of
story-telling element of games to become pre-determination, the traditional pleasures
more complex, leaving designers to find new of horror are denied us.
ways to integrate predetermined storylines The pre-rendered nature of cut-scenes make
into gameplay. Undying has a convoluted them appear closer to cinema than other parts
story and, like many games, uses cut-scenes of a game, yet they have a very specific func-
to help it unfold. The cut-scenes provide a tion in relation to gameplay and, importantly
significant formal connection with the con- for this analysis, are an integral part of how a
ventions of film horror as they use cinematic game creates a dynamic between being in

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Restricted and pre-rendered framing in Resident Evil 3 Horror Hospital: A zombie nurse from Silent Hill 2

control and being out of control. Within the story or the movement of players from one
narrative of a game, the inclusion of a cut- domain to another: they play an important
scene allows for the marking out of important role in confirming the presence of a dimension
plot points. Cut-scenes often function as a of the game that is beyond a players control.
means of rewarding players for a mini-victory. Near the start of Undying, for example, a
They are also used to book-end games, setting cut-scene intrudes on the action as the player
up the backstory and framing the motivation walks down a corridor. This is likely to take
of play. At the end of a game, a cut-scene of- the player by surprise because it is not linked
ten underscores the resolution provided by to a conversation or to the end of a mini-quest,
the final battle. While the cut-scene, alongside as is more usual in this and other games.
other aspects of a games inherent moral oc- An edit places the camera back down the end
cult, is beyond player control, there are, of of the corridor, which then tracks swiftly to-
course, various ways in which other in-game wards the avatar, accompanied by the sounds
events are determined by the players actions. of slamming doors and a supernatural wind.
Resident Evil 3 (like Silent Hill) offers points at This happens whatever the player does, un-
which the player decides how to proceed. In derscoring the players sense of the existence
Resident Evil 3, the choices made along the of an unseen forcein this case, hostileat
way determine the ending of the game. At work in the matrix of the game. At the end of
these nodal points, Resident Evil 3 stops the the scene the player is trapped at the end of a
action and presents a list of written options, corridor and cannot escape, unless he/she has
whereas Silent Hill and its sequel integrate procured a particular spell in advance. Here
choice through action, more seamlessly struc- discontinuity between being in control and
turing it into the real-time flow of the out of control produced by the cut-scene
gameplay. In both cases, the storyline offers a works to suspenseful effect because it is rapid,
variety of potential routes, something not unexpected and integral to the gameplay.
available in conventional film forms. Undying In Undying the juxtaposition of the
does not deploy multiple endings: the final first-person framing of gameplay and that of
showdown is presented in traditional linear the cut-scene heightens and signifies the
fashion, culminating, after the death of a difference that lies between the sphere of
boss (the most powerful enemy on a level), agency and the sphere of predetermination.
in a pre-rendered scene. Smaller decisions The camera movement and first-person
and actions help to shape the way the game framing used in the cut-scene described above,
is experienced, however. as distinct from the first-person framing
Some cut-scenes have a more direct rela- anchored to the avatar in the majority of
tionship with gameplay than the telling of the the game, is synonymous with the occulted

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Fog restricts visual perception in the Silent Hill cycle, creating Self-determined viewpoint in Clive Barkers Undying: frantic
atmosphere and heightening anticipation of acting swiftly to looking for potential threat is a key component of the game
contain or avoid potential threat
Othered power lurking in the house and in the monster under wraps and as well as sets up
infrastructure of the game: the player can do complex relationships between the viewer
nothing in these sequences but helplessly and a monster.13 The first-person strategy in
watch them unfold. In this particular use of Undying is deployed in a very different way
such framing, the cut-scene clearly borrows from the conventions of I-cam in horror film.
from horror films which deploy the iconic Unlike its film equivalent, the first-person
anthropomorphized I-cam moving camera shot in Undying is not used to create an
as representative of a demonic, threatening uncomfortable complicity with the films
force used to great effect in such films as The monster; instead it facilitates a more benign
Shining (1980), Friday the Thirteenth (1980), connection between player and the hero-
Halloween (1978) and Evil Dead II (1987),11 protagonist avatar, working to place both on
explored in terms of suspense, mastery, sadism the side of good, a coincidence of perspectives
and masochism by horror film critics such as that is consolidated by the games first-person
Steve Neale, Linda Williams and Carol mode. Because of this the game is, in many
Clover.12 In Undying, the cut-scenes that use ways, less complex in terms of the gazeand
fast tracking I-cam shots operate in contrast to its politicsthan in many horror films that
the fairly sedate walking pace at which the use a range of enunciative viewpoints
player travels through the house, creating a (wherein the viewer is marshaled into differ-
rhythmic differential dynamic that works at a ent, and sometimes conflicting, perspectives
number of levels. This specific use of the cut- and identifications). In Resident Evil 3, the
scene is one of many strategies used in horror connection between player and avatar is di-
games to warn players that they must be ready minished by the use of a third-person
to deal with a threatening situation, creating perspective and the games heavily managed,
suspense and expectation, and refreshing play- shifting and pre-rendered framing, which dis-
ers levels of alertness. It further demonstrates tances the player from close contact with the
the way the games establish a dynamic horror. Yet even here there is a less complex
between self-determination and a manichean- pattern of viewpoints than occurs in film,
structured pre-determination. precisely because shots are always oriented
Although games may give the player the around the avatar.
freedom to look, first-person framing in The net difference in horrific effect due to
gameplay is nonetheless, in cinematic terms, the use of either first- or third-person can be
restricted. Often the point of view shot in illustrated in two comparable events in the re-
the horror film is synonymous with that of spective games. When attacked in Resident
the killer or monster, a useful strategy which Evil 3, the player is often not able to effect any
simultaneously keeps the identity of the actions and can only watch impotently as

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Nemesis, the archvillain of the game, swings vene in the trajectory of events. While viewers
the helpless avatar over his head. By contrast, might feel an impulse to help beleaguered char-
in Undying, the particular form of restriction acters in a horror film, they can never do so
provided by the first-person mode heightens directly. The horror film viewer might offer cries
the illusion that it is the player sitting before of warning to the hapless teenagers who ignore
the game screen who is being attacked, rather all diegetic warnings and persist in entering into
than an abstracted virtual self. When a mon- the spook house. The formula is well rehearsed,
ster makes a direct hit on the avatar, for soliciting groans and verbal advice, yet the
example, the framing becomes shaky and the pleasure entailed in this process is founded on
players aim becomes unstablethe players awareness of the inevitability of the events that
visual field and ability to act is directly will unfold. Characters and action ultimately
affected by the blows. The impact of attack remain isolated from the sphere of the viewer,
in Resident Evil 3 is rather different. The regardless of the extent to which he or she might
PlayStations dual-shock handset registers identify with them. When watching a horror
the effects of the attack through actual, felt film, viewers are always subjected to the flow of
vibration administered to the physical body events (unless they decide to turn away or cover
of the player, but because the avatars and the their eyesa familiar reaction of some viewers
players viewpoints are not correlated, there is to moments of heightened horror or suspense).
an odd disjunction between sensation and In this sense, I concur with Steve Shaviros argu-
what is seenthough the player experiences ment that horror film suspense trades on a
the rumble, equated with the attack, of the masochistic economy of delicious passivity,
handset, the player sees his/her game avatar visceral affect and expectation.15 The spectators
as a separate figure, visually as distinct from experience of a restrictive inability to act on situ-
him/herself as any other character on the ations is often underlined in horror film
game screen. The jarring effect of this discon- thematics. Zombification, various types of
tinuity actively encourages players to become possession and bodily invasion are typical hor-
increasing skilled in the use of handset con- ror film scenarios that represent a loss of
trols so they are able to dodge attacks and autonomy and self-determination.16 Theme
become better able to minimize the intrusion reflects reception here, the viewerlike the
of end-of-life cut-scenes (albeit that cut- beset characters on screenis also helpless,
scenes do provide visual reward in other parts unable to alter the trajectory of on-screen action.
of the game). The reward for increased skill in Yet film is less able than games to build into
battle is greater visual continuity, therefore their deep structure a concrete experience of
enabling more cinema-like experience of being in control and out of control of onscreen
gameplay. The dynamic in play is towards events. None of this means that the film
greater control of the game environment, yet viewer is entirely passive in the reception of
this control is localized and is always quali- the film, however (a rhetorical trap that game-
fied by a games broader infrastructure. Film critics often fall into when discussing the
offers no equivalent. It is unable to exploit the differences between gaming and cinema).
potential of interactive devices to intensify an Viewers constantly engage, rationally and
awareness of the dynamic between being in irrationally, with the material presented on
control and out of control, and this aspect is key screen; as Bruce Kawin puts it: we interact
to the specific types of suspense and emotion- with the signs in the generation of meaning
based pleasures offered by horror games.14 and our attention is selective.17 The horror
film often plays more overtly with the
The Horror Experience: From Film to viewers inability to affect the action, how-
Games ever, which is the key to some of its pleasures.
The horror film derives much of its power to What, though, of the horror videogame? Does
thrill from the fact that the viewer cannot inter- the interactive dimension and the resulting

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Do you dare investigate the threat lurking behind the toilet doors in Silent Hill 2?

ability of the player to control the action sense that they are being acted upon by the
prevent horror games from replicating the games deep structure. Like the horror film, it
terrors and ecstasies of losing control? is sharply apparent that the games virtual
It is my contention that the interactive world is a closed system: the authored aspect
dimension of horror games enables a more of narration governs the fabric of game and
acute experience of losing control than that film, channeling the way we negotiate and
achieved by most horror films. This is experience it. As Andrew Darley notes, and I
achieved partly because, at times, the player build on this to underpin my argument about
does have a sense of self-determination; when the moral occult, there are points in a game at
it is lost, the sense of pre-determination is which its pre-programmed nature means
enhanced by the relative difference. As I have that the element of control and choice
shown, game events are often taken out of the is revealed as illusory. 18 Unlike Darley,
players hands, a stratagem which allows the however, I do not see these moments as
deployment of horrific pleasures closer to formulaic game flaws. Instead, these
those of the horror film. Control and autono- moments actively work to produce the crucial
mous action, which are always qualified, does sense of being out of control that is inherent to
not mean the player is simply in a position of the experience of horror. Although this
mastery, however. The repeated actions, con- experience of being out of control is handled
tinual dying, the intrusions of the sound in a different and deeper manner from that
field, the cause-and-effect structure, the of the horror film, there is a sense that the
operations of the authored structure, and virtual world, and its structuring moral
the cut-scenes, each work to offer the player a occult, is beyond a players control (even if

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the player resorts to cheats and walkthroughs, with all its wider mythic and therapeutic
unless the cheat allows a player to defy the meanings). What is punished in videogames
games boundaries, in which case the sense is not so much curiosity, as in the horror film,
of immersion is lost). but the failure to make it into the next scene.
There are some significant differences Through the active mode of investigation
borne of interactivity, however. Games are facilitated by interactivity, the player may
organized around the traversal of space, to place his/her avatar in peril, yet the trade-off
which narrative is often secondary; in a film, is access to new thrills and the promise of
narrative is primary and always drives the or- continued gameplay. These are withheld if
ganization of space. This distinction provides a player does not pursue active investigation.
a further important difference between the If a player fails to get through a set task, or
two media in terms of the way that looking fails to explore effectively, the narrative itself
is treated. Unlike that of the horror film, the is withheld (no story before bedtime), a di-
operation of the moral occult in videogames is mension that is conventionally not available
rarely oriented around the punishment of in film. Darley usefully comments on this
curiosity.19 Visual investigation becomes cen- exploratory aspect of games by suggesting
tral to the trajectory of a game as well as to the that once a game is under way the player is
way the story unfolds. Many horror films also compelled continually and immediately to
deploy an investigative strategy in the service respond.20 Horror-based games are designed
of narrative, yet it is at one remove from the to compel the player to investigate and over-
viewer, and is far more directed than in come dangerous encounters if they are to
games, which rarely deploy ellipses to elimi- uncover the game story and fully colonize
nate dead time. In some respects the more the game space. While the investigatory mode
open economics of looking in games unravels might appear to be self-determined, it
the predetermined, ideological systems codi- demands a ritualized, mechanical response to
fied in looking patterns of the horror film. events. The moral occult of a games internal
Most games, and specifically Undying, depend structure pulls the player towards its goal of
on a player searching areas to find clues, defeating evil. Along the way, it solicits con-
power-ups and other equipment that open the tradictory desires for intensity, prolonged
way to the next level. As the game guide to tension, anxiety, compulsion and resolution.
Evil Dead: Hail to the King warns, Dont be The creation of such an emotionally dis-
afraid to look around and check out the area. crepant scenario fits quite neatly into Julia
Otherwise, you might miss something impor- Kristevas view that the experience of horror
tant. Therefore, space is something to be is bound into a vortex of summons and
actively, physically, investigated if the player repulsion.21 The deployment of extrinsic,
is to beat the game. Looking in games can Othered forces (akin to Lacans notion of
mean that the player encounters danger, as the Big Other) provided by the games
with Old Dark House-style horror films, yet programming that impinge on the players
the difference is that (outside cut-scenes) the freedom to act are rendered within horrors
player is encouraged to assert an active, rather remit to provoke and intensify feelings
than passive, mode of looking. of powerlessness, offering an important
Through the juxtaposition of being in and media-specific modulation of the generic
out of control, horror-based videogames facili- paradigm provided by the horror film and
tate the visceral and oscillating pleasures/ affirming the value of looking at horror from
unpleasures of anxiety and expectation. The the perspective of games.
interactive dimension heightens this fluctuat- Potentially, interactivity presents a prob-
ing sense of anticipation, implicating the lem to horror genre dynamics because its
player in his or her fate. Failure to progress in inherent ability to allow players to drive the
games necessitates repetition (being stuck, way that they investigate the space of the

AXES TO GRIND 21
HANDS-ON HORROR

game means the loss of authorial control, to fantasy arena of videogames, which are mod-
some extent, of the narrational strategies used ally marked as fantasy rather than reality
to create suspense, which is crucial to the through their production values and generic
development of the horror experience in film. intertexts, the determinism of the game
It is for this reason that videogames mix accrues for the player a direct and heightened
interactivity with predetermined boundaries experience of being acted upon. Games are
and intrusive interventions that channel the carefully designed and authored to take us to
player s engagement with the game. The emotional places that would perhaps be
pleasure-suspense dynamics of horror-based avoided if full interactivity were available.
games are, as I have shown, very much The manichean-based safety net actively
dependent on this combination. Both Undying allows the games to invoke dangerous and
and Resident Evil 3 allow the player to act on liminal experiences. Horror games interface
events, but only in a manner determined with the way in which technology is often
by the games internal structure. Both games imagined as demonic and Othered; the player
create scenarios in which the erotic economics is offered the challenge to defeat the techno-
of masochism can be experienced, which the logically-based demon (aided by the good
on/off dynamics of interactivity create and elements of the technology), which, if
heighten. As such it seems mistaken to call achieved, can offer a pleasurable sense that
games promethean:22 there is no transgres- the technology has been mastered. The
sion of higher powers; players remain by and contract drawn up between hands-on interac-
large dependent on the tips bestowed, the tion and hands-off pre-determinism works,
gameplay path is fated and predetermined. therefore, in part with the emotional and
At times during gameplay a player is duti- erotic economics of masochism as much as
fully, sublimely, in their service, and the with the drive to act, colonize, and take
pay-off is, precisely, the experiential gain of charge. The switching between the two inten-
suspense and tension. Yet this is always sifies the experience of being both in control
balanced against a sphere of interaction that and out of control, a strategy that is not fully
promises self-directed agency. available to the horror film. This is because
Unlike their film counterparts, and in spite such switching is grounded in the unique and
of an often simplified moral framework, dynamic interactive nature of gaming media. s
horror-based videogames create a complex
interaction between bounded choice and I would like to thank Sue Morris, Geoff King, Will
Brooker, Harmony Wu and the editors of Spectator for
determinism that reflects, to some extent, the their insightful comments on this essay, a revised version
way in which individuals interact with social of which appears in ScreenPlay: cinema/videogames/
constraints. Within the safe context of the interfaces (London: Wallflower Press, forthcoming).

Tanya Krzywinska is Senior Lecturer in Film Studies at Brunel University, London, UK. She is the author
of A Skin for Dancing In: Possession, Witchcraft and Voodoo in Film (Flicks Books, 2000), co-author (with Geoff
King) of Science Fiction Cinema (Wallflower Press, 2001) and co-editor (with Geoff King) of ScreenPlay:
cinema/videogames/interfaces (Wallflower Press, 2002). She is currently working on a book entitled Sex and
the Cinema, interspersed with playing videogames in preparation for a co-authored book with the work-
ing title Tomb Raiders and Space Invaders.

NOTES
1
Espen Aarseth, Cybertext: Perspectives on Ergodic Literature (Baltimore: John Hopkins University Press, 1997) 1.
2
See Geoff King and Tanya Krzywinska in the introduction to the forthcoming book, ScreenPlay: cinema/videogames/
interfaces (Geoff King and Tanya Krzywinska, eds. [London: Wallflower Press, 2002]) for a more lengthy consider-
ation of the relationship between games and cinema.

22 FALL 2002
KRZYWINSKA
3
The term refers to a model of the universe formulated by a 3rd-5th century sect, the Manichees, for whom the
cosmos is a site of an endless dualistic battle between good and evil. Many popular texts are structured around a
battle between good and evil, good usually winning out in the end (see Tanya Krzywinska, Hubble Bubble, Herbs
and Grimoires: Magic, Manichaeanism and Witchcraft in Buffy the Vampire Slayer, Fighting the Forces: Essays on
the Meanings of Buffy the Vampire Slayer, David Lavery and Rhonda Wilcox, eds. [Lanham, Boulder, New York and
London: Rowman & Littlefield, 2002]). The way in which good and evil is defined in a given text is, of course,
subject to dominant, and often fundamental, ideological values.
4
The horror genre has played an important role in targeting videogames to young adults (most games fall into the 15
rating bracket). The genre also has an established and very active body of fans, which makes them an ideal
grouping for videogames marketing.
5
Silent Hill 2 (Konami, 2001) is an example of a horror-based game that, in drawing from psychological-based horror,
makes an attempt to disrupt the conventional good-evil paradigm. This is achieved by building questions about
the good status of the avatar.
6
The term was first used by Peter Brooks to describe the way in which melodramas often work to literalize and
make visible in a text an ideologically constructed metaphysical order of universe, which is mainly organized in
terms of manicheanism: good versus evil. As Brooks puts it Balzac and James need melodrama because the deep
subject, the locus of their true drama, has come to be what we have called the moral occult: the domain of
spiritual forces and imperatives that is not clearly visible within reality, but which they believe to be operative
there, and which demands to be uncovered, registered, articulated (The Melodramatic Imagination: Balzac, Henry
James, Melodrama and the Mode of Excess, 2nd edition [New Haven and London: Yale University Press, 1995] 20-21).
7
Unless, like Star Treks Captain Kirk (who once tampered with the programming of a no-win training simulation,
thereby beating an unbeatable scenario) players are able to interfere with a games programming.
8
Romero was slated to direct the Resident Evil film, but pulled out during production.
9
Eve Sedgwick, The Coherence of Gothic Conventions (London: Methuen, 1986).
10
The term is used in a programming context, which is, necessarily, a collective activity.
11
The game version of the Evil Dead films, Evil Dead: Hail to the King, employs the same fast-moving I-cam forward-
tracking shot in a clear attempt to map formal hallmarks of the parent film text onto the game medium.
12
Steve Neale, Halloween: Suspense, Aggression and the Look, Planks of Reason: Essays on the Horror Film, Barry
Keith Grant, ed. (Metuchen, New Jersey and London: Scarecrow Press, 1984); Linda Williams, When the Woman
Looks, Re-Vision: Essays in Feminist Film Criticism, Mary Ann Doane, Patricia Mellencamp and Linda Williams,
eds. (Frederick, MS: University Publications of America/American Film Institute, 1984); Carol J. Clover, Men,
Women and Chainsaws: Gender in the Modern Horror Film (London: BFI Publishing, 1992).
13
See Neale, Williams, Clover.
14
Other formal differences and similarities between film and games operate. The presence of altered realities in
Undying helps to sustain visual and narrative interest and may help to compensate for the absence of what in
cinema would be supplied through the use of cross-cutting, a key device used to create tension and signal threat.
Sound also plays a crucial role in both media to invoke the emotional impact of horror, and is often linked to the
operation of the moral occult. Many videogames deploy sound as a key sign of impending danger, designed to
agitate a tingling sense in anticipation of the need to act. The effect can be produced through changes in the type of
music being played or through sounds that have their sources directly in the space of the game. These aural cues,
present in both Undying and Resident Evil 3, help to create an increased level of expectation and play a significant
role in the creation of atmosphere as well as in emotional and structural dynamics of the games.
15
Steven Shaviro, The Cinematic Body (Minneapolis and London: University of Minnesota, 1993) 55.
16
See Tanya Krzywinska, A Skin For Dancing In: Possession, Witchcraft and Voodoo in Film (Trowbridge: Flicks Books,
2000) for a discussion of possession in the horror film.
17
Bruce Kawin, The Mummys Pool, Planks of Reason: Essays on the Horror Film, Barry Keith Grant, ed. (Metuchen
and London: The Scarecrow Press, 1984) 4.
18
Andrew Darley, Visual Digital Culture: Surface Play and Spectacle in New Media Genres (London and New York:
Routledge, 2000) 157.
19
For example, Kawin states that the horror film emphasizes the dread of knowing, the danger of curiosity (8). A
very literal rendition of this appears in Opera (1988), where the eye is literally and graphically punished.
20
Darley, 156.
21
Julia Kristeva, The Powers of Horror, trans. Leon S. Roudiez (New York and Oxford: Columbia University Press,
1982) 1.
22
Steven Poole, Trigger Happy (London: Fourth Estate, 2000) 217.

AXES TO GRIND 23

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