School of Historical and Philosophical Studies - Research Publications

Permanent URI for this collection

Search Results

Now showing 1 - 3 of 3
  • Item
    Thumbnail Image
    '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.
  • Item
    Thumbnail Image
    The Wonder of Digital Worlds
    NDALIANIS, A (RMIT University, 2004)
  • Item
    Thumbnail Image
    Neo-Baroque Aesthetics and Contemporary Entertainment
    NDALIANIS, A (MIT Press, 2004)
    Tracing the logic of media history, from the baroque to the neo-baroque, from magic lanterns and automata to film and computer games. The artists of the seventeenth-century baroque period used spectacle to delight and astonish; contemporary entertainment media, according to Angela Ndalianis, are imbued with a neo-baroque aesthetic that is similarly spectacular. In Neo-Baroque Aesthetics and Contemporary Entertainment, she situates today's film, computer games, comic books, and theme-park attractions within an aesthetic-historical context and uses the baroque as a framework to enrich our understanding of contemporary entertainment media. The neo-baroque aesthetics that Ndalianis analyzes are not, she argues, a case of art history repeating or imitating itself; these forms have emerged as a result of recent technological and economic transformations. The neo-baroque forms combine sight and sound and text in ways that parallel such seventeenth-century baroque forms as magic lanterns, automata, painting, sculpture, and theater but use new technology to express the concerns of the late twentieth and early twenty-first century. Moving smoothly from century to century, comparing ceiling paintings to the computer game Doom, a Spiderman theme park adventure to the baroque version of multimedia known as the Bel Composto, and a Medici wedding to Terminator 2:3D, the book demonstrates the logic of media histories. Ndalianis focuses on the complex interrelationships among entertainment media and presents a rigorous cross-genre, cross-historical analysis of media aesthetics.