Patterns of Obscurity: Gothic Setting and Light in Resident Evil 4 and Silent Hill 2

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Patterns of Obscurity: Gothic Setting and Light in Resident Evil 4 and Silent Hill 2

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Publication BookChapter
Title Patterns of Obscurity: Gothic Setting and Light in Resident Evil 4 and Silent Hill 2
Author(s) Niedenthal, Simon
Date 2009
Editor(s) Perron, Bernard
English abstract
The experience of playing a survival horror game is marked by a sense of vulnerability and an ongoing effort to accommodate to unfolding events and environments. These qualities and tasks can be better understood by exploring the similarities between this genre of games and gothic literature, in which obscurity plays an important role in achieving the desired effect. The design and illumination of survival horror environments, such as those in the Resident Evil (Capcom) and Silent Hill (Konami) series, is key to achieving obscurity, and contemporary eyetracking technologies can help us differentiate the different types of obscurity provided by occlusion, atmosphere or darkness, and begin to grasp how they inflect the experience of fear.
Publisher Mc Farland & Company, Inc.
Host/Issue Horror Video Games: Essays on the Fusion of Fear and Play
ISBN 978-0-7864-4197-6
Pages 168-180
Language eng (iso)
Subject(s) Humanities/Social Sciences
Research Subject Categories::INTERDISCIPLINARY RESEARCH AREAS
Handle http://hdl.handle.net/2043/12772 (link to this page)

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