School of Historical and Philosophical Studies - Research Publications

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    'Hail to the King!' – the return of doom
    NDALIANIS, ANGELA ( 2004-12)
    It was back in 1993 that the horror was unleashed in the form of the DOOM: EVIL UNLEASHED. Developed by the Texas-based company id Software, this computer game was to introduce radical innovations not only to the First Person Shooter (FPS) genre, but also to the soft and hardware technology that drove gaming. In 1994, the sequel DOOM II: HELL ON EARTH was to push the envelope further still. Drawing upon the science fiction and horror conventions of cinematic examples like ALIEN (Ridley Scott, 1979), ALIENS (James Cameron, 1986) and EVIL DEAD II (Sam Raimi, 1987), both DOOM games upped the ante in game culture by transferring experiences familiar to the horror and science fiction film spectator over to the gamer. Discussing DOOM's influences, Jay Wilbur, the then chief executive officer of id stated that id ‘wanted to make an ALIEN-like game that captured the fast-paced action, brutality and fear of those movies’, while also amplifying the action and horror with EVIL DEAD II, whose ‘chainsaws and shotguns are an unbeatable combination’. It would not be an understatement to say that these two games are up there with the most popular and influential games in game history. Significantly, one of the concerns of the games’ creators – John Carmack and John Romero – was to transfer the dread, suspense and terror that was familiar to film audiences into the game environment. Fast forward to 2004: a new breed of game horror is born again in the form of the PC-game DOOM 3 (to be released in December 2004 on X"Box). Like its addictive predecessors, DOOM 3 introduces an even greater ‘filmic’ quality to its game space and, yet again, a new standard of gaming aesthetics and technology is created. Todd Hollenshead, head of id Software has stated that ‘DOOM 3 is a video game experience unlike any before it… From the cinema quality visuals and the incredible 5.1 sound, to the terrifying atmosphere and hyper-realistic environments, the whole game screams “interactive horror film”.’ In particular, the DOOM games typify a strong tendency amongst game developers towards fetishizing the film object, and what is perceived as the cinema’s convincing illusion of ‘realism’. But the cinema is by no means the only media form that has impacted upon games. Through an analysis of DOOM 3 and its heritage, this essay will address the question of games and their history, arguing that their reliance on past sources does not detract from their uniqueness. The creators of games like DOOM 3 deliberately place their creations within a rich, diverse tapestry of media history not in an admission of their lack of originality, but rather so that they can flag their innovation. In fact, as will be argued below, the ways in which John Carmack (Lead Programmer of the DOOM trilogy) and the rest of the production team at id Software arrange and reshape their influences has a story to tell us about how these games situate themselves within the arena of competing entertainment media.
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    "Evil will walk once more": phantasmagoria - the stalker film as interactive movie?
    NDALIANIS, ANGELA (New York University Press, 1999)
    Two distinct tales of horror. Two heroines. Two psycho-killers. Two small-town communities. In the first story, the horror begins when a deranged murderer (possibly also the bogeyman himself) interrupts the peace of a small town. Lurking in the shadows, he emerges only to butcher a stream of unsuspecting young victims. At the end of the tale, the story's victimized and only surviving character, Laurie, rises to status of hero as she confronts the "bogeyman" head-on. Trapped in a house with him, her life balancing on a fine line, she has no option but to bring him out in the open and lure him to his own destruction. In the second story, the horror emerges when the heroine-to-be's husband develops psychotic, serial killer tendencies. The peace of their idyllic home and community is shattered and the psycho-killer's victim list builds up. Then Adrienne, the killer's wife, is left with no other option: she must engage him in final battle and, likewise, set him up for his own bloody annihilation. Two defeated psycho-killers. Two female victors.
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    The rules of the game: Evil dead II . . . meet thy doom
    NDALIANIS, ANGELA (Duke University Press, 2002)
    Interdimensional doorways finally make possible space travel between the two moons of Mars: Phobos and Deimos. The Union Aerospace Corporation's research into interdimensional travel is a success. Or is it? In a climactic series of events, things start to go terribly wrong. Some people sent through the gateways disappear. Others return from Mars's moons as zombies. Then the moon Deimos vanishes without a trace. Enter the hero-leader of a specialized team of space marines. He sends his troops ahead of him through the interdimensional gateway; armed with a Space Marine Corporation gun, he follows them through, but once on Phobos his worldview changes. The space marines have vanished. Instead, dark surroundings envelop him, and eerie, atmospheric music accentuates the suspense-filled moments. The marine leader begins to scour the corporate installation in search of any living human being ... but it's not the living who come to greet him. Seemingly out of nowhere, an array of bizarre creatures charge down dim-lit corridors and through automatic doors: zombified humans, demons, imps, minotaur-like forms, evil spirits. And so it begins. He must explore the installation to find out what happened, then get the hell out of there at any cost! Picking up weapons along the way, he attacks the monsters like a man gone berserk-with fists, chainsaw, gun, rifle, and missile launcher. His body takes a beating, but his victims also pay the price. Hundreds of those demonic bodies audibly erupt, explode, and splatter before him-and he revels in every gory detail. A sequel to Aliens: Aliens Meets the Demons of Hell? Or perhaps Evil Dead II in outer space? This is no film space. The horror of this story belongs to the cult computer game released by id Software in 1993: Doom: Evil Unleashed.