A critical study of the low-budget film formula described as the "stalker" film, popular in the late 1970s and early 1980s. The discussion suggests reasons for its impressive popularity and demonstrates how a generic form is organized to speak a cultural text. Illustrated.
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.
“The role of the critic,” Daniel Mendelsohn writes, “is to mediate intelligently and stylishly between a work and its audience; to educate and edify in an engaging and, preferably, entertaining way.” His latest collection exemplifies the range, depth, and erudition that have made him “required reading for anyone interested in dissecting culture” (The Daily Beast). In Ecstasy and Terror, Mendelsohn once again casts an eye at literature, film, television, and the personal essay, filtering his insights through his training as a scholar of classical antiquity in illuminating and sometimes surprising ways. Many of these essays look with fresh eyes at our culture’s Greek and Roman models: some find an arresting modernity in canonical works (Bacchae, the Aeneid), while others detect a “Greek DNA” in our responses to national traumas such as the Boston Marathon bombings and the assassination of JFK. There are pieces on contemporary literature, from the “aesthetics of victimhood” in Hanya Yanagihara’s A Little Life to the uncomfortable mixture of art and autobiography in novels by Henry Roth, Ingmar Bergman, and Karl Ove Knausgård. Mendelsohn considers pop culture, too, in essays on the feminism of Game of Thrones and on recent films about artificial intelligence—a subject, he reminds us, that was already of interest to Homer. This collection also brings together for the first time a number of the award-winning memoirist’s personal essays, including his “critic’s manifesto” and a touching reminiscence of his boyhood correspondence with the historical novelist Mary Renault, who inspired him to study the Classics.
A world of bullies, curfews, tattle-tales, werewolves, vampires, and things much worse. The world of Closetland bursts at the seams with monsters and baddies lusting after the one thing that will sate their twisted hunger: Your Innocence. But you only have so long to fight. Because when you reach 13, the age of innocence is over. And you become just as blind as your parents. Lose your innocence too early...and you could suffer a much worse fate. The children are screaming in pain. And no adult can hear them. The only hope they have...is themselves.
This is a game about killing monsters. All kinds, anywhere, any time. You and your friends are members of the NIGHTWATCH: an ancient order of warriors, trackers, wizards, and alchemists dedicated to hunting down and destroying the malevolent creatures that terrorize humanity. Over the course of the game, your characters will rise through the ranks of their chosen Guild, gaining experience and unlocking new skills as they fight ever more dangerous enemies on the blood-soaked path to confront their ultimate quarry. So sharpen your sword, check the flints on your pistols, and grab a handful of elixirs; it's time to give the monsters someone to fear. *** NIGHTWATCH - a Solo or Cooperative Tabletop Miniatures Adventure Game. Miniatures agnostic and adaptable to nearly any fantasy setting from Ancients to Black Powder, NIGHTWATCH is easy to learn and quick to play, with straightforward dice mechanics and minimal book keeping.Made for Cooperative or Solo gaming, you can read the book in an afternoon and gather your friends, your dice, terrain, and miniatures that evening for your first hunt.___From the author of 'Hardwired: Cyberpunk Espionage and Mayhem', 'Hardwired: the Tsim Sha Tsui Expansion', and 'Zona Alfa: Salvage and Survival in the Exclusion Zone.'Now sharpen your sword, check the flints on your pistols, and grab a healing potion; it's time to give the monsters something to fear.
Reign of Terror is an epic two-part historical scenario, set during the French Revolution, and playable as a stand-alone mini-campaign or as an historical interlude for use with Chaosium's premium campaign Horror on the Orient Express.