VR Unleashes New Dimensions of Horror

 During the 1980s and ‘90s, the concept of VR hit “the mass brainstem like a rush of crack, the term rapidly took on the millennialist charge of all pop futurisms”[1].

Science-fiction films such as Brainstorm (1983) and The Lawnmower Man (1992) through to manga and anime series Sword Art Online (2009), depicted visions of the future potential of VR in which people used technology to upload themselves into virtual worlds. For many, the dream of the ultimate VR experience was “a transcendence of the limits of physical reality”[2] – a transportation into new universes beyond the laws of our own. More than thirty years later, studios, filmmakers and animators are now working in increasing numbers to understand and unleash the potential of the first wave of home VR systems. VR represents an unprecedented paradigm shift in most aspects of the media production process as well as the technical platforms for its consumption; with boundless possibilities.

While speculation is rife about its potential for different media and genres, it would appear based on the history of major innovations in screen media that a new, intensified dimension of horror is assured. I argue that the key transformative characteristics of VR – its unprecedented immersion and first-person interactivity – are best suited to horror ahead of all other genres. Horror is a body genre, to cite Carol Clover’s term, built on immersion, physicality and the suspension of disbelief. Linda Williams argues that horror, melodrama and pornography are all body genres in which “the spectator is caught up in an almost involuntary mimicry of the emotion or sensation of the body”[3]. Horror’s trademark is its ability to give the body “an actual physical jolt”[4]; for the viewer to vicariously become paranoid of their own safety, to feel goosebumps in response to their dread and suspense, and to literally jump out of their seat. VR amplifies these reactions – these innate pleasures of horror – by its corporeality: the participant’s own body reciprocally interacting with the VR universe and all its grisly manifestations. VR instantly achieves what some of the great innovators in filmmaking have strived for, often in ingenious and surprising ways, since the dawn of cinema: to transport the viewer beyond the physical boundary of the two-dimensional screen to another place, for an embodied, sensory and participatory experience. These three facets of audience experience are the ingredients needed to create what I describe as “experiential media”: an experience that immerses the senses and allows direct participation; not a passive screening but an event in which the audience is a part of the diegesis. VR surpasses all previous screen-based experiential media with full-immersion, first-person interactivity; we’ve never experienced it before, except in real life.

Perhaps ironically but precisely because it is new and transformative, VR has revived and reinvented the “cinema of attractions” – the term coined by Tom Gunning to distinguish the very earliest cinema from the narrative-based films that predominated from 1906. Gunning describes the cinema of attractions as, “less as a way of telling stories than as a way of presenting a series of views to an audience, fascinating because of their illusory power (whether the realistic illusion of motion offered to the first audiences by Lumière, or the magical illusion concocted by Méliès), and exoticism”[5]. Gunning emphasises what he calls an emblematic aspect of early cinema: “the recurring look at the camera by actors. This action, which is later perceived as spoiling the realistic illusion of the cinema, is here undertaken with brio, establishing contact with the audience”[6]. From “comedians smirking at the camera, to the constant bowing and gesturing of the conjurors in magic films” it was this direct address of the audience “in which an attraction is offered to the spectator by a cinema showman, that defines this approach to filmmaking…emphasizing the direct stimulation of shock or surprise at the expense of unfolding a story or creating a diegetic universe”[7].

Throughout the history of entertainment, experiential horror has repeatedly employed new technical innovations in attempts to reignite audience fervour for the horror genre as a participatory spectacle. Filmmakers can now do far more than acknowledge their audience, they can invite them inside the diegesis. Stepping into the world of an experiential text is like entering an amusement park: participants are immersed in the magic and wonder of the media. This experience is epitomised in VR. VR users today, like the audiences of early cinema, are seeing places and spectacles for the first time and in ways that are unfamiliar to them. Whereas an actor’s look at the camera in early cinema may have been to invite applause or surprise, in VR such a direct look could be to question your next move as the main protagonist in a virtual world; the participant is directly interacted with as a character within the diegesis. We are now able to step into a limitless number of artificial universes and come face to face with all our favourite characters as well as yet unimagined villains and monsters. This has the potential to revolutionise the horror genre because in VR the monsters no longer only chase the characters on screen; now they’re coming after you. When watching a traditional horror film, you may feel the hairs bristling on the back of their neck or become paranoid about something lurking behind the couch. In VR, there may actually be something there. Characters and creatures are now able to invade your personal space. To stalk you, sneak up behind you and even attack you. You are no longer a voyeur hidden safely behind the screen; now, you are being watched.

This article explores some of the major innovations in experiential horror, the nature of their experiences, why they were successful; and their immediate relevance to understanding the potential of VR as the latest and perhaps greatest innovation in experiential media of any genre.

In postulating on VR’s potential impact on the horror genre, this article looks at a wide range of media, including interactive horror theatre, 3D, viral marketing, alternate reality games, film and television series, to contextualise VR within wider horror media and experiences and to postulate about the proven horror techniques that are likely to be reinvented or find new victims in VR universes.

Contemporary Virtual Reality (VR) systems use stereoscopic lenses to produce a screen-based, three-dimensional, artificial environment in which the user’s movements are tracked and his or her surroundings change in reaction to those movements. For example, when the wearer of a VR headset turns their head, the field of their vision turns in the same direction in the artificial environment in real time. This gives the viewer the sense of being present in a virtual world. The environment can be filmic, animated and/or computer-generated imagery (CGI). Some VR content is 180 degrees – the 3D environment extends in front of the viewer from his or her direct left and direct right, and vertically. Turning your head past your direct right or left or beyond vertical (that is, behind you) reveals blackness. Most VR content, however, is being produced in 360 degrees because this view enhances immersion by giving the impression of being located wholly, even bodily, inside the environment as opposed to being outside looking in. Due to the depth or dimensions of the environment being determined by the content (the video playing), the environment can appear to be infinitely small (a tiny space) or infinitely vast (outer space).

Some headsets have integral screen(s) and are attached to either a game console or a personal computer, whereas others are designed to be used with a compatible mobile phone which must be inserted into the headset, pre-loaded with a VR application and VR content. Some headsets provide sound and connectivity for related devices such as hand-held controllers and motion and location detection devices. A design priority of headsets should be to block out the real world which is a critical step towards achieving a sense of immersion or embodiment in a virtual world. Frank Biocca and Mark R. Levy have described the importance of sensory immersion in reality substitution: “The blocking of sensory impressions from physical reality is a crucial part of the most compelling VR experiences. The senses are immersed in the virtual world; the body is entrusted to a reality engine”.[8] Popular headsets include the Google Cardboard and Samsung Gear VR. Console and PC-based systems include Oculus Rift, HTC Vive and Playstation VR. The different systems and content support varying means and levels of interactivity. In some experiences, participants can look around the environment while the scene plays but they cannot interact with the scene. In others, participants can navigate the environment using either a controller or by moving their body: lean forward to look outside windows or over the edge of a precipice; or bend down to look underneath objects, such as to see what is lurking under the bed, as in the VR game Boogeyman. Emerging technologies that stimulate the body to achieve a greater sense of presence and immersion in the virtual world include omnidirectional treadmills, data gloves and full-motion VR harnesses or rigs that can induce the sensation of flying (such as Icaros and Birdly).

The convergence of VR with other new technologies has the potential to further renew and transform VR and the horror genre in unprecedented and intimate ways. Before VR, horror media sought to engage audiences in a frightening tale concerning imaginary characters. Soon, through the use of personal online data, horror will be able to transport individual audience members into their own personal nightmares. Just as our personal browsing data is collected for targeted advertising, our data could be used to customise our virtual worlds. AI researcher Michael Cook has already described game-worlds populated with “people you know, the things they like doing, the places they visit and the relationships people have with one another”[9]. A personalised horror universe – especially one in which you are trying to survive with representations of your real friends or family members – could have frightening consequences, as I will explore later in this article. An increasing gamification of horror media in VR also seems inevitable. Participants already have the ability to influence the story themselves, and could be given options as to where it leads like in a choose-your-own-adventure book. These developments will likely blur the distinctions in VR between what is cinema and gaming. Horror media and games are also likely to become more cinematic as a result of being produced for a spherical 360-degree universe.

Alex Barder, co-founder of VRWERX, the studio that created Paranormal Activity The Lost Souls VR game, has argued that “what VR horror has done has raised the bar on horror storytelling…if you’re still making a regular movie on a movie screen, you really have to work that much harder to compete with VR horror”[10]. Recent films have demonstrated the power of traditional horror cinema as allegory and cultural expression, such as the cannibal film Raw (2017), a feminist coming-of-age story, and the record-breaking Get Out (2017), a commentary on white violence and racism towards African-Americans. Since the turn of the century, however, the genre has been flooded with remakes and sequels, many of which were widely considered to have added nothing new to the genre and were seen as “a pointless exercise in style”[11] (Hantke – p.x), not matching the dread or suspense of the originals. In 2017 alone, remakes and sequels include: Resident Evil: The Final Chapter, Rings, Alien: Covenant, Amityville: Awakening, Underworld: Blood Wars, Annabelle 2, It, Flatliners, Chucky 7, Insidious: Chapter 4, Saw: Legacy, Dark Universe: The Mummy, World War Z 2, Wrong Turn 7, Suspiria, Hellraiser: Judgement, Jeepers Creepers 3: Cathedral, Children of the Corn: Runaway and Halloween. It is likely that filmmakers and studios will embrace the opportunity to recreate past successes for VR because of their pre-existing audience and hence relative financial security. It may well be that these sequels and remakes, reimagined and recreated as they would have to be for a VR universe, will win new fans based on the spectacle of VR and also give existing fans the opportunity to experience (or play an active role for the first time) in their favourite horror franchises, more intensely and intimately than ever before.

I argue that VR will not replace traditional horror cinema but will act as a revolutionary alternative. Viewers sometimes desire a more passive viewing experience even in the horror genre which can be chilling, psychological and atmospheric instead of a lurching rollercoaster. VRWERX‘s other co-founder Russell Naftal explained: “We were right on track when my daughter tried out some of the game…She stopped – and she loves horror movies – and she said ‘I love them. I don’t want to be in them’”[12]. This raises the point that VR horror may be too intense to be enjoyed all the time and when experiences are too extreme, it may result in alienating some audiences. It also introduces the question: Could VR horror be too shocking for entertainment? Audiences and critics, however, have posed the same question throughout the history of horror and it continues to be divisive. Finally, there is more to the horror genre than simply startling its audience; it is one of the oldest and consistently popular genres and it its longevity could not have been built on jump scares alone. Horror can explore the human condition, act as historical or cultural allegory, reflect societal fears, and be as masterful as any other genre. I posit that traditional horror cinema is an art-form which will continue to be prolific for the foreseeable future. It may be that some horror stories are still best told in the cinema, just as other genres are likely to find a use for VR to tell particular stories best experienced bodily.

A Glimpse Into the History of Experiential Horror

Horror experiences that include the audience as part of the diegesis predate cinema. For centuries, storytellers, inventors, magicians and showmen have experimented with experiential horror techniques to blur the line between reality and imagination. While the history of experiential horror is not a linear timeline, it is useful to look at some of its key innovations in order to understand what current VR technology is both drawing and building upon. I have selected as examples of experiential horror:

  • the phantasmagoria – perhaps the earliest immersive, technological horror experience and like VR, encapsulated its audience in an interactive horror universe
  • 3D – to acknowledge the constraints in innovations in experiential horror when confined to the two-dimensional screen; and
  • viral marketing – to illustrate the impact horror monsters have had on participants and the genre after crossing the threshold into the “real world”.

Phantasmagoria

Grimod de la Reynière, a famous gastronome, could have been describing contemporary VR when he reported his visit to the phantasmagoria:

“The illusion is certainly complete. The total darkness of the location of the scene, the choice of the figures, the astonishing magic of their truly terrifying graduation…all come together to strike your imagination and to take all your observational senses. Reason may tell you that they are just phantoms, artfully devised, skilfully performed and cleverly presented catoptical tricks, but your shattered brain only believes what it is made to see, and we believe we have been transported into another world and other ages”.[13]

Beginning in the late 18th century, the phantasmagoria was possibly the first technologically immersive horror experience: a form of theatre which used magic lanterns to project spectral images. To hide the screen and to create the illusion that ghosts were materialising in the air, the images were often projected onto “a curtain of smoke” or transparent screen, bounced off an “inclined mirror”[14]. The projected image could appear to travel across the screen, “burst from the rear of the canvas” and move towards the audience “at astonishing speed” before abruptly disappearing[15]. The images were also often accompanied by sound effects. A showman named Robertson included the gimmick of having assistants who walked amongst the audience “in the dark wearing paper-mache masks lit from the inside”[16]. This reportedly managed to startle at least one spectator who hit one of the assistants with a walking stick, expecting to “strike empty air”[17]. Phantasmagoria shows were often used to conjure images of the dead. Generally, these were famous people, but also anyone recently deceased if the showman could be provided with a portrait at least a few days prior to the event. They were also able to create doppelgängers of the living; as one journalist reported: “I saw myself walking up and down and trembling before me!”[18].
Many other immersive horror experiences followed, including the Grand-Guignol; a Parisian horror theatre renowned for its violence, gore and terror. The theatre was claustrophobic; the audience sitting near the stage and its actors known to make eye contact with the audience to create a feeling of complicity in the violent acts. Then there were 1950s showmen such as William Castle, who literally let his films loose into the cinema with flying skeletons, vibrating seats and a monster that could only be pacified by screaming. From campfire-lit ghost stories to haunted houses, there are vast examples of experiential horror throughout the history of entertainment in which audiences have been included as part of the diegesis.
3D

In contrast with the countless forgotten gimmickry of 1950s horror cinema, one innovation that continues to be reinvented and find renewed popularity is 3D. 3D films are shot with two lenses positioned slightly apart (roughly the distance between the human eyes), and the two recordings are projected to the screen through polarised filters of different orientations (angles of polarisation). The 3D effect is created by the polarised glasses worn by the audience: each lens only permits light of the same orientation to pass through it, so that the audience sees one polarized image in each eye. The human brain interprets the slight difference between the two images as being caused by distance from the subject and effectively knits the two images together as one to create the illusion of depth. Films such as House of Wax (1953) and Creature From the Black Lagoon (1954), have become iconic, however, their pioneering use of 3D effects is largely forgotten. Since the 1980s, 3D has most often been used in horror to renew interest in a film franchise, with sequels that are generally inferior to the originals, such as Jaws 3D (1983), Amityville 3D (1983), Final Destination 5 (2011) and Paranormal Activity: The Ghost Dimension (2015). When asked about the horror-comedy film Piranha 3D (2010), James Cameron said:

“I tend almost never to throw other films under the bus, that is exactly an example of what we should not be doing in 3-D. Because it just cheapens the medium and reminds you of the bad 3-D horror films from the 70s and 80s...When movies got to the bottom of their barrel of their creativity and the last few gasps of their financial lifespan, they did a 3-D version to get the last few drops of blood out of the turnip.[19]

3D has had great success in blockbuster films, especially in sci-fi and fantasy genres where it is used to showcase the detail of the CGI universe. While 3D horror is an enduring spectacle, it fails to achieve immersion. Rather than break down the 4th wall, I would argue that its flying weapons and body parts merely warp the screen before bouncing back into their own universe. Instead of drawing the viewer into the film world, these effects float into a “liminal space in front of the screen” which “creates a chasm between the film’s world and the spectators”[20]. 3D horror films are polarising, some viewers are excited by the experience while others claim that the effects irritate their vision. There are also some stereoblind viewers who are unable to perceive 3D but are able to experience VR. For viewers that embrace 3D, the experience can engage the body as well as create new thrilling forms of spectacle in kill scenes as weapons hurtle towards the viewer or pierce through the onscreen character to create an optical explosion of blood and gore. These experiences, however, seem to be best enjoyed infrequently and while spectacular, tend to produce a self-reflexive, comedic effect – bringing to attention the film’s artifice. 3D horror so far has not been used to immerse audiences in horror’s universes. This is possibly due to the constraints of budget, comparative lack of CGI and/or horror’s tendency to be set in relatable real world locations. VR, however, aims to conceal all signs of mediation to plunge the participant into the scene. Participants are able to explore and become immersed in the experience’s setting, rather than mainly focusing on the special effects. 3D horror offers a unique aesthetic and participatory experience, however, it seems likely that its fans are ready to move onto the next level visual and sensory assault potentials of VR.

 

Viral Marketing 

The monsters and mythology of horror have found ways to creep into our reality – long before we have been remotely transported into theirs. One of the most historic examples of horror permeating our reality were the orchestrated events leading up to the release of The Blair Witch Project (1999). The found footage film was marketed like a documentary. At the film’s premiere at Sundance Film Festival, fliers featured photos of the film’s three stars underneath the headline ‘MISSING’, with information about their alleged disappearance[21]. In the lead-up to the film’s release, a special named Curse of the Blair Witch (1999), was aired on cable television, which included “interviews with law enforcement officials, inhabitants of the film’s setting and ‘newsreel’ footage of a character alluded to in the film, a child-murderer named Rustin Parr”[22]. The film’s website further perpetuated the film’s mythology and included constructed “police reports, interviews with the ‘missing’ filmmakers’ parents” and “a timeline on the mythology of the Blair Witch extending back to the eighteenth century”[23]. Spread mainly by discussion in online chatrooms, the website became not only “the most-accessed film website of the year, but according to Nielsen NetRatings was among the top fifty most used sites on the entire Internet during the week preceding the film’s national release”[24]. The film earned almost $250 million in the box office worldwide – almost 10,000 times its production budget, making it the most profitable horror film of all time[25]. It was only overtaken by Paranormal Activity (2007), another found footage film that utilised online marketing to promote its immersion by recording frightened audience responses. The latest instalment in the franchise was produced in 3D and the franchise is now reportedly moving into VR.

Following The Blair Witch Project phenomenon, horror monsters now commonly sneak physically into our world for experiential, viral marketing. For Devil’s Due (2014), Thinkmodo created a video featuring an animatronic devil baby in a remote controlled pram. Thinkmodo’s devil baby has black eyes, protruding veins and green vomit dribbling down its chin. In the video, the pram appears to move on its own, sometimes sneaking up on people. The baby suddenly sits up and starts screeching, projectile vomiting and at one point raises a middle finger to a police car. The unwitting responses from the people in the street range from screaming in fright, delighted surprise to plain confusion. All of Thinkmodo‘s advertisements, which have included campaigns for Rings (2017), Carrie (2013) and television series The Walking Dead, have been “watched more than a million times – many of them more than 10 million”[26].

The Blair Witch Project demonstrated the untapped potential of the Internet as a new platform through which monsters could arrive in our world. Today, horror viral marketing continues to find its victims in the real world and through different kinds of technology. The film The Last Exorcism (2010), frightened people on Chatroulette, a website that randomly links webcams – controversially known for men broadcasting their masturbation. For The Last Exorcism promotion, instead of a live webcam, a prerecorded video was used. The video features an attractive woman who begins to undo her top…she looks up, her eyes roll back and cracks appear across her face before she lurches towards the camera, roaring. The URL of the film’s website then appears in her place. The video circulated Chatroulette “for up to 2 hours a day”[27]. A recording of viewers responding to the clip – most often showing male arousal turning into shock, disbelief or disgust – went viral. On YouTube, the video has had over nine million views. With a budget of $1.8 million, the film grossed over $41 million in the US and $67,738,090 globally[28].

The tremendous success of experiential marketing demonstrates the demand for active participation in horror media to interact with its creatures and mythology. The Blair Witch Project appealed to audiences who wished to become enmeshed in the film’s supernatural universe (some people believed that the footage was real) as well as participants who sought to piece together the puzzles of evidence. It is unlikely that a film today could create widespread belief in a fictional world or monster due to audience familiarity and the proliferation of the Internet. VR, however, allows participants to interact with the text more intimately than ever before. A further evolution of experiential marketing seems possible with participants able to physically interact with the film’s universe and its inhabitants; however, it is too soon to gauge how marketing content creators will respond to the opportunity and challenges of this new platform, and if direct marketing into these worlds will match or exceed previous outcomes.

 

Contemporary VR Horror Experiences

There is now more demand for immersive, interactive experiences than ever before. This is evidenced by the rapidly increasing popularity of escape rooms, for example – a form of immersive, participatory entertainment in which typically a group of people are locked in a room and have to solve puzzles within a time limit to successfully “escape”. The experiences are escapist because they contain an interactive narrative and tend to be set in fictional locations. According to Nate Martin, co-founder of Puzzle Break, escape rooms jumped from five installations in 2013 to 1500 in 2017[29]. Escape rooms and the marketing of The Blair Witch Project could be considered parallel experiences in that participants are not primarily interested in watching a narrative unfold: it is about participation; being a part of and exploring the diegesis. There is no story without the interaction of the participants; they are characters and the narrative is influenced by their actions.

Immersive theatre and haunted house simulations are older forms of entertainment that have also recently grown in popularity, intensity and sophistication. An example is Darren Lyn Bousman’s immersive theatre production The Tension Experience, which offers an individualised horror experience. The plot and universe of The Tension Experience are so extensive that the theatre was promoted using an alternate reality game (ARG) . This took the form of a transmedia story that takes place online and in the real world whereby participants can interact with and can alter the narrative through role-playing and puzzle solving. During the ARG, “participants solved riddles on the Tension website, met characters during sinister, in-person ‘consultations,’ and answered hundreds of incredibly invasive questions as part of the experience”[30]. The ARG players came to know the story’s actors and their characters and through online forums, the community of players expanded the storyline. Some of their unique experiences included one player meeting a character in real life and witnessing that character’s throat being slit “just inches from her face”[31]. Another character was choked to death on camera in a forum[32]. The website states that the theatre experience blurs “the lines between reality and fiction” before, and during the theatre event using “actors, emails, phone calls, live video streams, in person events and just about every other avenue to get inside your head”. Each participant was required to fill out a questionnaire to personalise their experience. The simulation took place in “a labyrinthine warehouse” and one participant reported that their unique experience involved being stripped; made to call his wife “and tell her lies”; “post a fake Facebook status update”; “pretend a desk was [his] father’s coffin and tell him what [he] really thought of him”; touch himself sexually for thirty seconds; eat “human flesh”; be blindfolded and hogtied and be “in a vertical coffin of static-filled TV screens pressed against the body of” another participant[33]. The cast worked from a “400 page script” and responses and plot points were triggered by the participant’s actions – some of which never eventuated[34].

Bousman has theorised that the appeal of these experiences stems from “concern over our cultural obsession with mobile devices and social media interaction”[35]. He claims that there are a growing number of people who “want to step away from the ever present-threat of online connectivity” to develop “physical connections, tangible connections with people” and “either consciously or subconsciously…reconnect with something visceral again”[36]. While it may seem ironic, considering VR’s nature of shutting out the “real” world to a greater extent than ever before, these are exactly the experiences VR has to offer with the objective of complete immersion. Erik Davis has explained that VR’s ultimate goal is “absolute simulation: a medium so powerful that it transcends mediation, building worlds that can stand on their own two feet”[37]. VR removes the sense of disconnection induced by mediation by making the participant an active member of the virtual universe; creating a physical, visceral experience.

Currently, VR lacks improvisation of storyline and character responses, the involvement of senses such as touch and smell, and the communal experience in the home environment. There are a growing number of VR experiences, however, that fuse VR technology with a physical environment. For example, Zero Latency started as a free-roaming zombie shooter VR simulation in a North Melbourne warehouse. In the initial experience, participants wore a VR headset connected to “a custom-made backpack” holding a PC hooked up to “a pair of headphones with an integrated mic for voice communications”[38]. They also wielded a 2.5kg gun that was reportedly integral to the immersive experience in the way that it physically connected players to the virtual world[39]. Journalist Campbell Simpson has described that “the sense of presence” almost eliminates “the sense that you’re wearing a computer on your back and running around in a warehouse”, and the fact that “there’s the faintest hint of the real world rushing back in when you take off the Oculus Rift after wearing it for almost an hour”[40]. Today, Zero Latency‘s reach and technology continue to steadily improve and it now has “free-roaming virtual reality spaces in Tokyo, Madrid and Orlando” as well as a planned new Melbourne location[41]. It also offers new experiences, such as “a sci-fi corridor shooter”, a 12 minute experience to survive “against a horde of zombies”, and a “physics puzzle”’ in which players “explore a floating stone maze”[42].

These experiences, like current immersive horror simulations, are more expensive than the average VR download and require the participants to be able to travel to a particular location at a selected time. With VR’s constantly updating technology, it seems likely that in the near future we will be able to enjoy similar communal experiences by traversing the physical spaces of our own homes and backyards: VR can “be networked so that more than one person can enter the world at the same time and interact with each other in the same environment”[43] using microphones and tactile feedback devices, such as the guns in Zero Latency. Furthermore, unlike previous experiential horror, the participant is not limited to whatever experiences happen to be hosted in their local area. With VR’s online connectivity there is the potential of boundless universes for its users to download and enter.

The Risks of Teleporting Into Horrific Universes

“Virtual reality is not a technology; it is a destination”.[44]

A common concern about the rise of VR is that some people will choose to reside in virtual worlds over reality – a phenomenon that can already be seen in rare cases of people who neglect their health and/or their family for their video game addiction, occasionally resulting in death. For example, in 2015, two men were found dead on separate occasions in Internet Cafes in Taiwan[45]. It was reported that when police and paramedics arrived at the scene of the second man’s death, who died of a cardiac arrest while gaming, other gamers in the cafe “continued as if nothing happened”[46]. In 2010, there was a case in South Korea of a three-month-old baby who died from malnutrition due to being neglected by her parents who were addicted to the massively multiplayer online role-playing game (MMO) Prius; a game that involved raising virtual children[47]. Similar cases are less likely in VR horror because it is unlikely that participants would choose to spend their life enveloped in a virtual nightmare. Reports of serious video-game addictions commonly involve MMOs such as Second Life where players are able to create elaborate alternative lives for themselves with virtual homes, assets, achievements and online friends and partners. Horror games, however, tend to be a battle for survival with the game concluding once the gamer has overcome the set objectives.

VR horror does, however, come with its own risks. When watching a traditional horror film, the experience is mitigated. Viewers are passive and their source of terror is typically through identification with the characters on screen. What then happens when the horror is inflicted directly upon its audience, when the onlooker becomes a character? These concerns can be encapsulated in the myth of the panicking audience. Beginning in 1896 with the Lumière brother’s film L’Arrivée d’un train en gare de La Ciotat, there arose the reported phenomenon of audiences flinching or running away from the projected image of an approaching train because the image was so realistic that they feared they were about to be run over. It is likely, however, that most of these stories were fabricated to promote the realism of the films as well as to dare audiences to see it for themselves. It is possible that with VR’s depth of immersion, participants may genuinely feel at risk. In fact, while horror films are known to make the typical audience member jump, there are already countless videos online featuring people shrieking and quivering while trying out VR horror games and experiences for the first time.

For participants unprepared for a horror experience, there is always the potential for trauma. These concerns can be seen explored in a recent episode of Black Mirror[48], a contemporary science-fiction anthology series similar to The Twilight Zone[49] except that it is more firmly tethered to our reality. It is focused on the potential of new technologies in not-so-distant futures and often the storylines are frightening for seeming not-so farfetched; demonstrating our modern paranoia of the unknown repercussions of living in a tech-based society. News articles that followed the latest season’s premiere appeared to confirm some of the shows predictions. For example, China’s contemplation of a social credit score system[50], that is similar to the plot of episode Nosedive, in which a social media ratings system determines one’s privileges in society. Another recent news story highlighted Japan’s invention of artificial bee drones[51], reminiscent of the plot of the episode Hated in the Nation. While focused more on augmented reality than virtual reality, the episode Playtest is an analogy of current fears of technological horror experiences becoming too extreme.

In Playtest, American backpacker Cooper is a thrill-seeker. He boasts to Sonja, a girl he meets on a dating app, about how he ran with the bulls in Spain as he shows off a scar on his arm like a souvenir or mark of achievement. In short, he appears to be the perfect candidate for VR horror. He responds to a job advertisement to test new video game software at the company SaitoGemu, where he is invited to beta test “the most personal survivor horror game in history…that works out how to scare you by using your own mind…”. Participants must have a small device inserted into the back of their neck which provides a data connection between the participant’s brain and the game platform. The game is closer to a haunted house experience than a video game but with augmented reality manifestations rather than actors and stagecraft. During the experience, the scares intensify. To begin, he is driven to a 19th-Century Gothic mansion. A large spider runs across the floor before suddenly jumping at him. He encounters a representation of Josh Peters, “the high-school dick”, whose face is later composited onto a giant, grotesque spider. Later, Sonja arrives, first as his friend but then she begins to attack him with a knife, piercing his chest from behind, as the flesh on her face is digitally peeled away to reveal bone and muscle. He manages to impale her skull onto the knife protruding from his chest. At this point Cooper calls out to be released from the game, screaming insistently that he could physically feel being stabbed. He is told this is impossible because the game is purely audiovisual. The plot culminates with him losing touch with any sense of reality and he spirals physically and mentally into uncontrollable terror – ultimately losing his sanity as he fears the game has overridden his mind and memories.

Entertainment technology fusing with the body may not seem to be a concern for the immediate future; however, elements of Playtest‘s horror game can be seen today. The use of psychological analysis of players to customise their experience, as seen in both Playtest and The Tension Experience, has been experimented with in survival horror video games, such as in Silent Hill: Shattered Memories. Under the guise of assessing the mental health of the game’s protagonist, character Dr Kaufmann provides the player with “a questionnaire inspired by the ‘Big 5’ personality test”[52]. The game also collects data on “how players interacted with the game world: how long they spent exploring each area before moving on; whether they strayed from clearly marked paths” et cetera[53]. Using this data, the game adapts to play upon each player’s own fears and behaviours. There has also been development work by AI researchers such as Noor Shaker, on creating video games that can monitor and adjust to players’ emotions. Shaker said she believes “data-driven automatic content personalisation is possible” and that “recent research has shown that emotions such as frustration, engagement and surprise can be detected and modelled by machine learning methods”[54]. Therefore, it is reasonable to postulate that in the future, there will be VR experiences that curate personalised nightmares based on each participant’s phobias, emotions and behaviours.

As mentioned previously, our personal data could also be used to customise our VR experiences, complete with digital versions of our social media friends. A personalised horror universe could have frightening consequences. While horror cinema, games and other experiences allow us to explore our fears through a safe, controlled performance far removed from our reality, VR could use our data to envelop us in a dreadful version of our daily reality. Imagine representations of your friends, family or pets in danger, pain or perhaps like Playtest, changed or morphed into some uncanny other. Even journeying as allies with representations of people we know seems a potentially disturbing concept. Deceased family members could re-appear, such as in phantasmagoria shows, potentially to the shock of the participant. With Google Maps Street View technology, there could be nightmarish recreations of your own neighbourhood. An example of an early version of a horror experience mining our data is the website, Take This Lollipop. After given permission to access your Facebook account, a video plays of a hillbilly-type character sitting at a computer in a dark room with creepy music. He looks through your Facebook profile – your “friends”, photos and statuses – while sweating, staring intensely at the screen and at one point running his fingers across one of your photos before gazing sinisterly into the camera. He then searches for the suburb of your address before he is shown driving in a car with flashes of maniacal rage. The experience overall is generally very creepy, although it can also be unintentionally humorous depending on what photos are randomly chosen and because it relies on your Facebook information, tends to be accurate. It is yet to be seen how unsettling these personalised universes will prove to be.

Of course, not all horror experiences are terrifying, nor do they need to be to succeed. VR does not guarantee scares. As ever, it depends on the story and its execution. Horror history suggests VR will offer content from fairytale lands to “torture porn”. Consumers will still be able to choose their own experiences. One would expect that some VR experiences will test the tolerance of even the most desensitised thrill-seekers, which could be the intent of some. Concern over the dangers of horror is perpetual but I would argue has proven to be largely unfounded or overblown. Jeffrey Goldstein supports the theory that safe and enjoyable horror begins with consent:

“Both the context of violent images themselves and the circumstances in which they are experienced play a crucial role in their appeal. People go to horror films in order to experience in safety emotions that are usually associated with danger. In order to experience anything like pleasure from exposure to violent or threatening images, the audience must feel relatively safe and secure in their surroundings”.[55]

In Playtest, Cooper meets with SaitoGemu creator, Shou Saito, who discusses the appeal of horror gaming: “I have always liked to make the player jump. Frightened, you get a scare, you jump. Afterwards, you feel good, you glow…mostly because you are still alive. You have faced your greatest fears in a safe environment. It is a release of fear. It liberates you”.

Conclusion

VR is a revolutionary entertainment technology which promises particular potential for the horror genre ahead of most others because it can be used to enhance, reinvent and reimagine powerful experiential horror techniques within new universes. It is a new era of embodied, participatory experiences; accessible by portable, affordable home entertainment systems. VR horror has the potential for causing unpleasant or even traumatic experiences because of its heightened sensory impact. This is a risk present for all horror experiences, however, and participants knowingly push their own limits. It allows participants to step beyond the barrier of the two-dimensional screen to be part of the text’s universe and narrative as a character themselves – creating more immersive, personalised, participatory and physical at-home experiences than ever before. The thrill and adrenaline of horror can be an escapism from the normality, the mundanity of our everyday bodily experiences. Through horror we are able to explore our raw, base emotions. In safety, we confront and overcome threats to our bodies, sanity, values and/or morality. VR has the capacity to reinvent horror media to unprecedented immersiveness, interactivity and embodiment. By blurring the distinctions between horror cinema, games and simulations, VR allows participants the pleasure of heightened sensory and participatory experiences in new and exciting universes. Now, there really is something behind you.

 

Notes 

1. Due to this research being focused on the horror genre and the limitations of this article, other VR predecessors have not been mentioned, including but not limited to: Dioramas, Panoramas, Stereoscopes, virtual travel experiences showcased at World Expos (e.g. Hale’s Tours), Sensorama, Cinerama, The Aspen Movie Map and The Sword of Damocles. Research into these and other technological experiences is advised for a wider understanding of the history of VR.

[1]   Melanie Chan, Virtual Reality Representations in Contemporary Media (New York: Bloomsbury Publishing, 2014), 2.

[2]   Frank Biocca, Taeyong Kim and Mark R. Levy, “The Vision of Virtual Reality,” in Communication in the Age of Virtual Reality, ed. Frank Biocca. (Florence: Taylor and Francis), 6.

[3]      Linda Williams, “Film Bodies: Gender, Genre, and Excess,” Film Quarterly (1991): 4.

[4]      Williams, “Film Bodies: Gender, Genre, and Excess,” 2.

[5]     Tom Gunning, “The Cinema of Attraction[s]: Early Film, Its Spectator and the Avant-Garde,” in The Cinema of

Attractions Reloaded, ed. Wanda Stauven. (Amsterdam: Amsterdam University Press, 2006), 382.

[6] Ibid.

[7] Gunning, “The Cinema of Attraction[s],” 384.

[8] Frank Biocca and Mark R. Levy, “Communication Applications of Virtual Reality,” in Communication in the Age of Virtual Reality, ed. Frank Biocca. (Florence: Taylor and Francis), 135.

[9]      Keith Stuart, “Has a Black Mirror episode predicted the future of video games?”, The Guardian, 27 October, 2016, https://www.theguardian.com/technology/2016/oct/26/black-mirror-episode-playtest-predicted-future-video-games-augmented-reality.

[10]     Rachel Weber, “How VR Horror Games Mess With Your Head,” Glixel, November 1, 2016, http://www.glixel.com/news/how-vr-horror-games-mess-with-your-head-w448049.

[11] Steffen Hantke, American Horror Film The Genre At The Turn Of The Millennium (USA: The University of

Mississippi 2010), [10].

[12]     Ibid.

[13] Laurent Mannoni, “The phantasmagoria,” Film History (1996): 392.

[14]  Mannoni, “The phantasmagoria,” 405-406.

[15]  Mannoni, “The phantasmagoria,” 393.

[16]  Mannoni, “The phantasmagoria,” 406.

[17]  Ibid.

[18]  Mannoni, “The phantasmagoria,” 395.

[19] Caetlin Benson-Allott, “Old Tropes in New Dimensions: Stereoscopy and Franchise Spectatorship,” Film Criticism (2013): 12.

[20]  Benson-Allott, “Old Tropes in New Dimensions,” 17.

[21]  Martin Harris, “The Witchcraft of media manipulation: Pamela and The Blair Witch Project,” Journal of Popular Culture (2001): 77.

[22]  Harris, “The Witchcraft of media manipulation,” 79.

[23]  Harris, “The Witchcraft of media manipulation,” 78.

[24]  Peter Turner, The Blair Witch Project (Great Britain: Auteur 2014), 81.

[25]  Turner, Blair Witch, 84.

[26]  Claire Suddath, “Thinkmodo Perfects the Viral-Video Ad Strategy – With Pranks,” Bloomberg, January 4, 2014.

[27]  Dorothy Pomerantz, “The Secret Behind The Viral Video For ‘The Last Exorcism’,” Forbes, August 25, 2010.

[28]  “The Last Exorcism (2010),” Box Office Mojo, accessed 20 March, 2017, http://www.boxofficemojo.com/movies/?id=lastexorcism.htm.

[29]  Bryan Bishop, “How Escape Rooms and Live Theater Are Paving The For VR,” The Verge, February 7, 2017, http://www.theverge.com/2017/2/7/14534230/virtual-reality-future-of-storytelling-immersive-theater-sundance.

[30]  Bryan Bishop, “Cults, Chaos and Community: How The Tension Experience Rewrote The Rules of Storytelling,” The Verge, November 22, 2016, http://www.theverge.com/2016/11/22/13716340/the-tension-experience-lust-darren-lynn-bousman-clint-sears-interview.

[31]  Ibid.

[32]  Ibid.

[33]  Tim Chester, “The Tension Experience: A live theater show that seriously messes with your head,” Mashable, September 22, 2016. http://mashable.com/2016/09/21/tension-experience-review/#lLAQL3FtlqqF

[34]  Ibid.

[35]  Bryan Bishop, “The Future of Fear: The scariest movie this Halloween is a play called Delusion,” The Verge, October 15, 2016, http://www.theverge.com/2016/10/15/13292402/delusion-his-crimson-queen-interactive-play-jon-braver-interview

[36]  Ibid.

[37]  Erik Davis, TechGnosis: Myth, Magic, and Mysticism in the Age of Information (London: Serpent’s Tail, 1999), 247.

[38]  Campbell Simpson, “This Is Zero Latency, The Future of Immersive Gaming,” Kotaku, August 4, 2015, https://www.kotaku.com.au/2015/08/this-is-zero-latency-the-future-of-immersive-gaming/.

[39]  Ibid.

[40]  Ibid.

[41]  Campbell Simpson, “Zero Latency 2.0: New Levels In Virtual Reality,” Kotaku, March 6, 2017, https://www.gizmodo.com.au/2017/03/zero-latency-2-0-new-levels-in-virtual-reality/.

[42]  Ibid.

[43]  Diana Gagnon Hawkins, “Virtual Reality and Passive Simulators: The Future of Fun,” in Communication in the Age of Virtual Reality, ed. Frank Biocca (Florence: Taylor and Francis, 1995), 175.

[44]  Biocca, Kim and R. Levy, “The Vision of Virtual Reality,” 4.

[45] Katie Hunt and Naomi Ng, “Man dies in Taiwan after 3-day online gaming binge”, CNN, January 19, 2015, http://edition.cnn.com/2015/01/19/world/taiwan-gamer-death/.

[46] Ibid.

[47] Yannick LeJacq, “The Story Of A Couple Who Played Video Games While Their Child Died”, Kotaku, July 30, 2014, https://www.kotaku.com.au/2014/07/the-story-of-a-couple-who-played-video-games-while-their-child-died/.

[48] Black Mirror. Created by Charlie Brooker. Channel 4 and Netflix. Original air date 4 December, 2011.

[49] The Twilight Zone. Created by Rod Serling. CBS and UPN. Original air date October 2, 1959.

[50]  Clinton Nguyen, “China might create a Black Mirror-like score for each citizen based on how trustworthy they are,” Business Insider Australia, October 27, 2016, https://www.businessinsider.com.au/china-social-credit-score-like-black-mirror-2016-10?r=US&IR=T.

[51]  Dom Galeon, “Japan Has Created Black Mirror-Inspired Bee Drones,” Futurism, February 9, 2017, https://futurism.com/japan-has-created-black-mirror-inspired-bee-drones/.

[52]  Stuart, “Has a Black Mirror episode predicted the future of video games?”

[53]  Ibid.

[54]  Ibid.

[55] Jeffrey Goldstein, “The Attractions of Violent Entertainment,” Media Psychology (1999): 278.

Note on Contributor

Merinda Staubli made her first horror films while studying a Bachelor of Film and Television at Swinburne University (2014). Her graduate film Night Terrors has screened and been a finalist in national and international film festivals (Monster Fest, A Night of Horror International Film Festival, Macabre Faire Film Festival, Ax Wound Film Festival, Peninsula Short Film Fest). She further pursued her academic interests by completing an Honours degree at The University of Melbourne (2015). Her Honours thesis was called ‘Experiential Horror: The Reach of Horror Beyond the Cinema Screen’. She is currently in post-production with a short body horror film which will hopefully soon start its run on the festival circuit.

Bibliography

Benson-Allott, Caetlin. “Old Tropes in New Dimensions: Stereoscopy and Franchise Entertainment.” Film Criticism (2013): 12-29.

Biocca, Frank, Kim, Taeyong, and Levy, Mark R. “The Vision of Virtual Reality.” In Communication in the Age of Virtual Reality, edited by Frank Biocca, 3-14. Florence: Taylor and Francis, 1995.

Biocca, Frank and Levy, Mark R. “Communication Applications of Virtual Reality.” In Communication in the Age of Virtual Reality, edited by Frank Biocca, 127-158. Florence: Taylor and Francis, 1995.

Bishop, Bryan. “Cults, Chaos and Community: How The Tension Experience Rewrote The Rules of Storytelling.” The Verge, November 22, 2016. Accessed 9 March, 2017. http://www.theverge.com/2016/11/22/13716340/the-tension-experience-lust-darren-lynn-bousman-clint-sears-interview.

Bishop, Bryan. “The Future of Fear: The scariest movie this Halloween is a play called Delusion.” The Verge, October 15, 2016. Accessed February 25, 2017. http://www.theverge.com/2016/10/15/13292402/delusion-his-crimson-queen-interactive-play-jon-braver-interview.

Bishop, Bryan. “How Escape Rooms And Live Theater Are Paving The Way For VR.” The Verge, February 7, 2017. Accessed 24 February, 2017. http://www.theverge.com/2017/2/7/14534230/virtual-reality-future-of-storytelling-immersive-theater-sundance.

Box Office Mojo. “The Last Exorcism (2010).” Accessed 20 March, 2017. http://www.boxofficemojo.com/movies/?id=lastexorcism.htm.

Chan, Melanie. Virtual Reality Representations in Contemporary Media. New York: Bloomsbury Publishing, 2014.

Chester, Tim. “The Tension Experience: A live theater show that seriously messes with your head.” Mashable, September 22, 2016. Accessed 9 March, 2017. http://mashable.com/2016/09/21/tension-experience-review/#lLAQL3FtlqqF.

Davis, Erik. Myth, Magic, and Mysticism in the Age of Information. London: Serpent’s Tail, 1999.

Galeon, Dom. “Japan Has Created Black Mirror-Inspired Bee Drones.” Futurism, February 9, 2017. Accessed March 27, 2017. https://futurism.com/japan-has-created-black-mirror-inspired-bee-drones/.

Goldstein, Jeffrey. “The Attractions of Violent Entertainment.” Media Psychology (1999): 271-82.

Gunning, Tom. “The Cinema of Attraction[s]: Early Film, Its Spectator and the Avant-Garde.” In The Cinema of Attractions Reloaded, edited by Wanda Stauven, 381-386. Amsterdam: Amsterdam University Press, 2006.

Hawkins, Diana Gagnon. “Virtual Reality and Passive Simulators: The Future of Fun.” In Communication in the Age of Virtual Reality, edited by Frank Biocca, 159-89. Florence: Taylor and Francis, 1995.

Hantke, Steffen. American Horror Film The Genre At The Turn Of The Millennium. USA: The University of Mississippi, 2010.

Hunt, Katie and Ng, Naomi. “Man dies in Taiwan after 3-day online gaming binge.” CNN, January 19, 2015. Accessed 11 May, 2017. http://edition.cnn.com/2015/01/19/world/taiwan-gamer-death/.

LeJacq, Yannick. “The Story Of A Couple Who Played Video Games While Their Child Died.” Kotaku, July 30, 2014. Accessed May 11, 2017. https://www.kotaku.com.au/2014/07/the-story-of-a-couple-who-played-video-games-while-their-child-died/.

Mannoni, Laurent. “The phantasmagoria.” Film History (1996): 380-415.

Nguyen, Clinton. “China might create a Black Mirror-like score for each citizen based on how trustworthy they are.” Business Insider Australia, October 27, 2016. Accessed March 27, 2017. https://www.businessinsider.com.au/china-social-credit-score-like-black-mirror-2016-10?r=US&IR=T.

Simpson, Campbell. “This Is Zero Latency, The Future Of Immersive Gaming.” Kotaku, August 4, 2015. Accessed March 10, 2017. https://www.kotaku.com.au/2015/08/this-is-zero-latency-the-future-of-immersive-gaming/.

Simpson, Campbell. “Zero Latency 2.0: New Levels In Virtual Reality.” Kotaku, March 6, 2017. Accessed March 10, 2017. https://www.gizmodo.com.au/2017/03/zero-latency-2-0-new-levels-in-virtual-reality/.

Stuart, Keith. “Has a Black Mirror episode predicted the future of video games?” The Guardian, 27 October, 2016. Accessed March 28, 2017 https://www.theguardian.com/technology/2016/oct/26/black-mirror-episode-playtest-predicted-future-video-games-augmented-reality.

Suddath, Claire. “Thinkmodo Perfects the Viral-Video Ad Strategy – With Pranks.” Bloomberg, January 4, 2014. Accessed March 20, 2017. https://www.bloomberg.com/news/articles/2014-01-02/thinkmodo-turns-viral-video-pranks-into-online-ads

Take This Lollipop. “I Dare You.” Accessed April 24, 2017. http://www.takethislollipop.com/.

Terndrup, Matthew. “Psychedelics and Virtual Reality Have a Long Standing History, Here’s Why.” Upload VR, April 20, 2015. Accessed March 5, 2017. https://uploadvr.com/psychedelics-and-virtual-reality-have-a-long-standing-history/.

The Tension Experience. “Your experience, THINGS YOU SHOULD KNOW.” Last modified May 16, 2016. Accessed March 10, 2017. http://thetensionexperience.com/forums/topic/your-experience/.

Turner, Peter. The Blair Witch Project. Great Britain: Auteur, 2014.

Weber, Rachel. “How VR Horror Games Mess With Your Head.” Glixel, November 1, 2016. Accessed April 24, 2017. http://www.glixel.com/news/how-vr-horror-games-mess-with-your-head-w448049.

Williams, Linda. “Film Bodies: Gender, Genre, and Excess.” Film Quarterly (1991): 2-13.

Filmography  

Alien: Covenant (Ridley Scott, 2017)

Amityville: The Awakening (Franck Khalfoun, 2017)

Annabelle: Creation (David Sandberg, 2017)

Black Mirror, “Playtest” (Dan Trachtenberg, 21 October 2016)

The Blair Witch Project (Eduardo Sánchez and Daniel Myrick, 1999)

Children of the Corn: Runaway (John Gulager, 2017)

Cult of Chucky (Don Mancini, 2017)

Devil’s Due (Matt Bettinelli-Olpin and Tyler Gillett, 2014)

Flatliners (Niels Arden Oplev, 2017)

Get Out (Jordan Peele, 2017)

Halloween: The Evil Night Died (Kohl V. Bladen and Jeffrey J. Moore, 2017)

Hellraiser: Judgement (Gary J. Tunnicliffe, 2017)

Jeepers Creepers 3: Cathedral (Victor Salva, 2017)

Insidious: Chapter 4 (Adam Robitel, 2017)

It (Andres Muschiette, 2017)

L’Arrivée d’un train en gare de La Ciotat (Auguste Lumière and Louis Lumière, 1895)

The Mummy (Alex Kurtzman, 2017)

Saw: Legacy (Michael Spierig and Peter Spierig, 2017)

Suspiria (Luca Guadagnino, 2017)

Raw (Julia Ducournau, 2017)

Resident Evil: The Final Chapter (Paul W.S. Anderson, 2016)

Rings (F. Javier Gutiérrez, 2017)

The Last Exorcism (Daniel Stamm, 2010)

Underworld: Blood Wars (Anna Foerster, 2017)

World War Z 2 (David Fincher, 2017)

Wrong Turn 7 (Director currently unknown, 2017)

 

 

 

 

 

 

Beyond Killer/Victim: Re-Inventing Monsters in Israel Luna’s Ticked-Off Trannies with Knives

Israel Luna’s 2010 horror film Ticked-Off Trannies with Knives marks a distinct change in the representation of transgender people in both horror film and mainstream media. When TIME’s Bureau Chief and journalist Katy Steinmetz declared the year 2014 to be a “Transgender Tipping Point,” she spoke to the seemingly sudden uptick in the representation of transgender characters in TV shows which characterised a larger social atmosphere that was beginning to take seriously the social issues facing transgender people in the US.[1] Since Steinmetz’s Time article, the transgender tipping point has tipped further with Caitlyn Jenner’s coming out and the Gavin Grimm case in US headlines. But what the transgender tipping point fails to recognise is that transgender people have consistently been staple characters in the predominantly American horror genre of the Slasher film.[2] The Slasher film, according to horror scholar Carol J. Clover, is “the immensely generative story of a psychokiller who slashes to death a string of mostly female victims, one by one, until he is subdued or killed, usually by the one girl who has survived.”[3] Many of the killers in these Slasher films, such as Norman Bates from Alfred Hitchcock’s Psycho (1960) and Buffalo Bill from Jonathan Demme’s Silence of the Lambs (1991), are gender-ambiguous, effectively conflating monstrosity and transgender identity.[4] The “transgender monster”[5] in these films has become so influential to horror that decades later Dafydd Goff, the culture subeditor of the Guardian UK, would remark that the 2012 film House at The End of the Street relied on “stock shocks and convoluted plot twists”[6] of the standard gender reveal which these earlier Slashers popularized. Indeed, transgender scholars, such as Joelle Ruby Ryan and Julia Serano, have criticised ‘the gender-ambiguous killer’ for being so influential as it has propped up and perpetuated the myth in Western culture of the transgender woman as predator, rather than a victim who is often targeted.[7]

What makes Luna’s film, Ticked-Off Trannies with Knives, different from recent horror films like House At The End of the Street is that he subverts the normative script provided to transgender characters by effectively fusing the victim and killer roles on-screen. Instead of utilizing the transgender killer as a plot device to reveal criminality, his transgender characters are the main characters who prevail at the end of the narrative. Furthermore, he uses the horror subgenre of the rape-revenge exploitation film (where victims seek revenge on their abusers) in order to demonstrate the real-world issues that transgender women face. By the end of his film, Luna has managed to recast the role of the “Final Girl” in horror film as that of a transgender woman, thereby making transgender women the main focus of a genre where they have regularly been cast as a villain. In this article, I use Patricia White’s concept of ‘retrospectatorship’ in order to effectively demonstrate how Luna infuses his horror film with memory and affect, thus creating a new perspective on older tropes that no longer resonate with the current culture on transgender storytelling. I examine the film’s relationship to the exploitation genre through its evocation of the hate speech ‘tranny’ and the violence that goes with hate speech through the film’s “missing reel”[8]; I then follow that analysis with a history of the transgender monster archetype in the Slasher film, and document how, through the inversion of the binaries of male/female, killer/victim, and cis/trans in the rape-revenge subgenre of the Slasher, Luna creates Ticked-Off Trannies with Knives as an homage to past horror film while also providing new roles for transgender women on-screen.

 

‘Tranny’ and The Missing Reel

The plot of Ticked-Off Trannies with Knives is simple. The film opens with the five main characters, all of whom are transgender women, talking to each other at a club they work at as drag performers. Rachel Slurr (William Bellini) and Emma Grashun (Erica Andrews) flirt with two men, Nacho (Kenny Ochoa) and Chuey (Geraldo Davila). When they learn of a third man, Rachel and Emma invite Bubbles Cliqot (Krystal Summers) along as his date. Her date ends up being a man named Boner (Tom Zembrod), whom she had met before; their previous date ended in her rape when he realised she was a transgender woman. The three men soon attack Rachel, Emma and Bubbles until Pinky La’Trimm (Kelexis Davenport) and Tipper Sommore (Jenna Skyy) come to help. The trans women are overpowered and the screen cuts to black. Bubbles wakes up in the hospital with Pinky and Rachel, only to realise that Tipper and Emma have been killed. After Bubbles recovers, their friend Fergus trains the three of them in martial arts and plot revenge. The rest of the film documents their successful attacks on each of the men, leaving Boner for last. Luna divides his film into five reels which act as five chapters, mimicking the three-act structure of most rape-revenge exploitation films from the 1970s.[9]

As a genre, exploitation film is meant to exploit the viewer for quick profit, but also the actors and identities being portrayed on the screen.[10] Luna is highly cognisant of the identity issues informing this particular genre, as he is on record for wanting to make Ticked-Off Trannies with Knives as a response to the “Fight hate with love” and “Love the bashers” campaigns he’d seen around LGBTQ hate-motivated violence.[11] He chose to focus his story on transgender women particularly because he realised that while they were often the victims of violence, their stories were not told on the news.[12] Effectively, Luna wanted to depict the precarious nature of transgender identity on the screen, exploit that instability through an act of dreaded and anticipated violence, and then use the following revenge as catharsis. His use of the word ‘tranny’ in the title demonstrates this affective framework most succinctly.

Tranny is a slur in the transgender community since it is often used in a derogatory fashion. Similar to the term ‘she-male,’ tranny has often been used in pornography to fetishise the trans (especially pre-operative) body, which works at dehumanising it.[13] Because of this, the word itself has been seen as emblematic of a violent act to the point where to say it is violence, especially for those outside the community.[14] The word ‘tranny’ in Luna’s title is one of the major reasons why Luna’s film was protested on release.[15] As a cisgender man (someone who identifies with the gender he was declared at birth)[i], he was seen as someone who could not use the word and was using it too callously since it was removed from its violent history. However, I posit that Luna’s use of ‘tranny’ was a deliberate attempt to draw attention to the term’s violent history because extreme violence is precisely the point of the exploitation film.

The film’s entire plot is constructed around two main acts of transphobic violence: Bubbles’ previous rape and the attack on the five transgender women. Bubbles’ rape happens before the beginning of the movie while the majority of the attack on the five women happens on a “missing reel” of film that the audience does not see.[16] By sparing the audience from witnessing the sexualised violence inflicted on Bubbles as well as the death of two transgender women, but keeping the word ‘tranny’ intact and often used by the attackers, Luna manages to make the word the violent act. Those who use the word “tranny” are those who facilitate acts of violence. This association does not stop for the transgender women, either. By having the women take the slur back as their own term, becoming the ‘ticked-off trannies with knives’ the violence that makes them the victim is evident—but so is their power to fight back. The word tranny becomes a weapon against the transgender women, only to be reclaimed by them in the second half of the film, while remaining equally as powerful. Whether the transgender women use it—or the attackers—the word itself becomes a way to demonstrate the everyday violent oppression of transphobia in action. Luna does all of this so well that he even dubs his particular rape-revenge grindhouse film a type of “transploitation.”[17] Through this term, he draws reference to the history of exploitation cinema and how the transgender body has been exploited on-screen.

At the beginning of each chapter in Ticked-Off Trannies with Knives, the screen flashes to black and the new chapter is announced, for example: “Chapter Three: Boo!”. At the height of the fight scene between Bubbles and Boner, the screen fades to black and leaves the audience with the unsettling image of Boner holding a baseball bat about to strike Bubbles’ head. Instead of announcing a new chapter, however, the message display reads: “The following film may contain one or more missing REELS. Sorry for the inconvenience.—Theatre Management”[18] This missing reel disrupts the viewing experience, which makes the audience aware they are in a physical place (“theatre”) and that they occupy a passive position to this violence. By drawing attention to the film’s inadequacies, Luna roots his film in the physical place where exploitation films were shown and enables the affective experiences that exploitation films demand.

During the 1970s, theatres known as ‘grindhouses’ emerged in the US as a way for the theatres to make quick and easy money with a “continuous grind [of] programming” and spectators.[19] Though scholar Glenn Ward acknowledges that the genre of “‘grindhouse cinema’ and ‘grindhouse film'” never really existed as a solidified genre, the popular use of the term and the nostalgia associated with the filmmaking aesthetics led to a commonly held association of what the term meant.[20] Grindhouse cinema was “sleaze” “retro” and “trash” that was shown in a particular place during a particular time period—in the “cinemas of New York 42nd street [that] specialized in exploitation films” during the 1970s.[21] The term ‘grindhouse’ is something that re-emerged in modern day retellings of this particular era; it is a memory as well as an associated style that never solidified as such during its peak. I bring up this term’s complicated cultural history to demonstrate how, when people like director Quentin Tarantino refer to grindhouse, they are evoking less of a lived reality and more of a shared fantasy of the exploitation genre. It is a low-fi production film with an allure of cultural “trash”—but its memory also evokes a physical place where people used to watch movies.

It is easy to see Tarantino’s influence on Ticked-Off Trannies with Knives. Along with the evocation of the grindhouse theatre through the misplaced reel, and Luna’s documented fascination with Tarantino’s Grindhouse (2008)[22], the training scene after the attack visually alludes to Tarantino’s film Kill Bill (2003) through a similar relationship between the master who imparts wisdom onto the women who have been abused. Luna’s cultural citation links his film to a genre that is both rooted in the physical and affective realms, which codes his filmmaking process with a layer of nostalgia. Because he draws from Tarantino’s work as a source text (through the films of Kill Bill (2003), Grindhouse (2008), and Jackie Brown (1997)[ii]), and because most of those films were nostalgic looks back on exploitation cinema to begin with, Luna’s act of new filmmaking bears resemblance to Patricia White’s concept of “retrospectatorship.”[23]

White defines retrospectatorship as a viewing experience which “is transformed by unconscious and conscious past viewing experience” meaning that “[c]ultural texts ‘outside’ the subject participate in th[e] structuring [of the film], and each new textual encounter is shaped by what’s already ‘inside’ the viewer”.[24] For White, this concept was useful to define lesbian cinema during the Hays production era which prohibited lesbian desire on-screen, but still utilised certain “cinematic codes”[25] to signal lesbian plotlines that viewers could interpret, which radically transformed their spectatorship practices. Similarly, scholar Rachel Carroll has characterised White’s concept as a “subjective fantasy [that] revises memory traces” of a previous experience.[26] In Luna’s case, he attempts to participate in a film genre that arguably never existed, thereby creating an almost dream-like pastiche, a grab-bag of associations that have something to do with the “sleaze”[27] of exploitation cinema, making his former spectatorship of the genre a retrospectatorship when he makes his own film. Luna must approach filmmaking as a spectator affected by memory and fantasy, blurring the genre of the grindhouse into something both real and imagined. Retrospectatorship, according to Carroll, “offers a valuable framework within which to conceptualize repetition, as a mode of cultural experience, and its relation to memory and affect”[28] and in this way, it is fundamental to the adaptation—or perpetuation—of a genre. As Ward argues, grindhouse may have never existed, but that does not matter, since the feelings it evokes are still real, and it is those feelings and cinematic codes which audiences interpret. In Luna’s case, he used the memory of the grindhouse/exploitation cinema to radically alter transgender representation.

 

Transploitation’ and Transgender Monsters

The 1970s marked a large period of cinematic visibility for transgender people, typified by what I would deem the quintessential ‘transploitation’ film, Doris Wishman’s Let Me Die a Woman (1977). Let Me Die a Woman contains many different scenes/techniques common in exploitation film, making it a seemingly endless array of subgenres. The endless gore through surgery shots align it with horror gore; it purports to be a mondo film[iii] that informs its audience about a topic; there are several soft-core sex scenes with a transgender character and the film was penned by Wishman, a prolific writer of sexploitation films. Let Me Die a Woman, along with other trans films from this era like John Dexter’s I Want What I Want (1972), Irving Rapper’s The Christine Jorgensen Story (1970), and Michael Sarne’s Myra Brekinridge (1970), solidified the filmmaking techniques surrounding the transgender body on-screen. Graphic images or details of surgery; a mise-en-scène that displays the transgender person’s pre- or post-op genitals; excessive montages and/or shots of cross-dressing, especially images of nylon stockings; and close-up shots framing the transgender person’s emotional confession are a few of the filmic tropes that solidified as “cinematic codes”[29] during this era.

Trans theorist Julia Serano, along with Joelle Ruby Ryan and Casey Plett, have also noticed these distinct discursive practices when it comes to current transgender representation. Trans people are either deceptive or pathetic,[30] “mere fantasies”[31] or they are stereotypes used to move the story forward.[32] A repeated trope in horror films involving transgender people is that of the transgender killer, psychopath, or monster—something of which Joelle Ruby Ryan studies in depth. She defines the “transgender monster” as:

“A recurring stereotype in the transgender media canon, most commonly seen in slasher films but occasionally in dramas, suspense and action films as well. While previously the demarcation between animal and human was cast as monstrous, historical developments and the tastes of audiences changed this. Audiences began to fear not some mythical animal-human hybrid creature that does not exist in reality, but the very real people who live right next door.”[33]

As K.E. Sullivan documents, the “very real people who live right next door”[34] facet of this monster archetype stems from the real-life arrest and interrogation of Ed Gein, a Wisconsin farmer.[35] Author Robert Bloch would use Gein’s possible cross-dressing and mother obsession for his depiction of Norman Bates in Psycho while Tobe Hooper, director of The Texas Chainsaw Massacre (1974), would come to depict the character of Leatherface as Gein’s obsession with making household items out of skin.[36] The most famous incarnation of Gein is notably in The Silence of the Lambs (1991), where he was the model for Buffalo Bill. In The Silence of the Lambs, Jame Gumb (birth name of Buffalo Bill) is referred to as a transsexual, though Gumb is rejected from surgery by John Hopkins University and then by Hannibal Lecter;[37] Gumb’s subsequent need to make a “woman suit”[38] without the help of doctors demonstrates how much the doctor’s narrative of gender affirmation surgery intertwines with the transgender person’s identity. Scholar Jay Prosser notes that transgender patients must “tell a coherent story of transsexual experience” and only after the doctor accepts the story will the surgery be performed.[39] This narrative construction always puts the transgender person on display, either physically through their body or through their life story and proper articulation of their gender identity.[40] Buffalo Bill, like the trans women in Let Me Die a Woman, are exploited on-screen through a “big reveal”[41] shot of their genitals, which, in the case of Buffalo Bill, also links transgender identity to monstrosity.[42] Since the creation of Buffalo Bill, the character has come to represent the quintessential trans monster,[43] an embodiment of transmisogyny,[44] “gender dysphoria gone horribly awry”[45] and an enactment of Judith Butler’s theory of gender performance as nothing but surface artifact.[46] The character’s impact and cultural legacy still lingers today in both what it means to be a transgender person on-screen and what it means to reveal a transgender killer on-screen, as House at the End of the Street and Goff’s[47] review attests to. In the horror genre, the desire/revulsion of the transgender body is demonstrated through “stock shocks”[48] where the transgender body is exploited and their gender identity is seen as a “convoluted plot twist.”[49] No matter the era, the goal of the trans killer as symbol is to point out an aberration in hegemonic masculinity and then destroy it so the social order is re-established.[50] The transgender monster became a repeated staple in the 1980s and especially potent once it was paired with the “Final Girl.”

In Carol J. Clover’s discussion of the Final Girl in Men Women, and Chainsaws: Gender in Modern Horror Film (1992), she remarks that the “surprise [of the Slasher film] is often within gender,” and refers to the films Psycho and Brian De Palma’s Dressed to Kill (1980) as examples of the gender-reveal occurring at the same time as the killer is revealed, effectively fusing these two identities together.[51] “In a striking number of cases,” she also writes, the gender surprise is “across it.”[52] Since the Final Girl character is often gender-ambiguous as well, the pairing of these two identities takes on another layer of the “surprise”; whereas the gender ambiguousness of the killer links them to monstrosity, the gender ambiguousness of the Final Girl seems to save her, since she is taken out of the sexual dynamics of the film through her tomboyish appearance and mannerisms.[53] “The gender-identity game” that these two figures face off against is actually an “integral element” of this genre.[54] The Slasher film becomes a play of binaries working together—male/female and victim/killer—until the Final Girl re-establishes order and becomes the hero through her annihilation of the deviant trans woman killer.[55]

This annihilation of the transgender monster has repercussions in real life. As Joelle Ruby Ryan notes, one of the main reasons why there is overkill in hate crimes involving transgender women is because of the revulsion/desire the (pre-operative) transgender body inspires.[56] Luna also echoes Ryan’s observation in his interview with Daniel Villarreal;[57] transgender women are in a precarious position when it comes to their representation on-screen and off because while they are often highly sexualised in a violent manner, they seem to remain utterly invisible from news coverage about their deaths.[58] When Luna turns to the exploitation genre to better represent transgender women, he does so with the history of transgender bodies being exploited and highly sexualized in mind; he performs yet another “retrospectatorship” on the genre.[59] In this instance, though, Ticked-Off Trannies with Knives becomes an exploitation film in aesthetics only; it is a pastiche of the genre, but not of transgender people. Unlike the transgender killers who have come before them, Bubbles, Pinky, and Rachel cannot—and do not—fall under the same trope of the aforementioned transgender monster or psychopath. Instead, Luna uses the rape-revenge subgenre of exploitation film to subvert the violence done to transgender bodies, and give voice back to transgender women who have been exploited.

 

Rape-Revenge Predators

Carol J. Clover views the woman at the centre of the rape-revenge storyline as an extension of the Final Girl trope since “the Jennifers[iv] of the rape-revenge films come closer than the Final Girls of slasher films to being ‘heroes,’ taking, as they do, the long remainder of the movie to calculate and then execute revenge on their assailants.”[60] As she documents in “Getting Even” her chapter devoted to the rape-revenge genre, the extended sequence of violence and trauma in these films allows for the typical male viewer to understand and then sympathise with the victim.[61] The rape-revenge genre “shocks not because it is alien but because it is too familiar, because we recognize that the emotions it engages are regularly engaged by the big screen but almost never bluntly acknowledged for what they are.”[62] Clover focuses on the point-of-view shots from Jennifer’s perspective in I Spit on Your Grave (1978) as they allow for the audience to take her side. Moreover, because the film offers no explanation and no redemption arc for the rapists, the audience is allowed “no outs” and no other social apparatus (such as the law) to help us with “intellectual displacement” of their violence; instead we must bear witness to the crime as it is.[63] Other rape-revenge films embody similar motifs, even those that do not have the woman surviving her rape (such as in The Last House on The Left (1972)), since the justice that is sought for the victim at the hands of parents or other loved ones still aligns the audience with the victim’s struggle.[64] The Final Girl is simultaneously both victim and killer—but her violence is coded as heroism, especially in the genre of rape-revenge. Even if her “Final” status may only be in memory in some rape-revenge genres, her existence is symbolic of something much greater: she is “the great equaliser of slasher films, the woman who, in outwitting the killer, forced male viewers to see themselves in her.”[65]

Because of her equaliser stance, she has been seen as a feminist icon—but not without some contention. In Andi Zeisler’s summary of rape-revenge, she pays homage to Carol J. Clover’s progressive assessment of the Final Girl, but quickly dismisses Clover since it was “men who made up a large share of its audience [and they] got plenty of pleasure out of seeing women terrorized, sexualized, and killed.”[66] Alexandra Heller-Nicholas and Linda Williams, however, tend to side with Clover’s stance that the rape-revenge genre can be subversive and transgressive since it allows for the audience (especially women) to “bear witness to her own powerlessness in the face of rape, mutilation, and murder.”[67] I rehash these opposing sides, not to necessarily pick one over the other (though I tend to fall more on Clover’s perspective), but to display the ways in which the discussion on rape-revenge in film is split along gender lines, but only as it pertains to cisgender identity. This is a battle between male perpetrators/spectators and female victims/characters; transgender identity never enters into these debates, even though the Slasher film has plenty of gender ambiguous characters.

As the horror film genre has progressed, there have been some counter-readings to Clover’s concept of the Final Girl as not precisely a girl, but as a “conceptual figure”[68] free of binary gender, but I have yet to find any theoretical framework that takes the gender ambiguousness of the Final Girl and reinterprets her as a transgender man. The closest that Carol gets to perhaps positing a stand-in for a transgender man in a horror film is through her analysis of the possession film, where a prepubescent girl’s body becomes the perfect vessel for Satan, who effectively makes her “macho”[69] especially in scenes where she speaks with a “male voice.”[70] This absence of trans-masculinity is significant since there have been multiple readings of the gender ambiguousness of the Slasher killers as trans women. To me, what this absence points to is another hidden binary in the horror genre and the culture of analysis around these films; not only is identity drawn around binary concepts of male/female and killer/victim, but cisgender/transgender as well. More than that, this battleground seems to pit transgender women and cisgender women against one another, which mirrors the radical feminist debate in the 1970s.[71]

In 1979, second wave radical feminist Janice Raymond released a book entitled The Transsexual Empire: The Making of The She-Male (1979). The book documents Raymond’s stance on an issue that had been erupting in the radical feminist movement for some time: whether or not to include transgender women in women-only spaces. For Raymond, trans women should not be accepted in these spaces as they are not women; they are men appropriating an identity to make a mockery of women, or they are only in disguise so they could enter these safe spaces and harm women.[72] While not every single radical feminist sought to delegitimise the transgender movement, there has been a continuous dissent among some radical feminists (often referred to as TERFS; trans-exclusionary radical feminists) about this issue. As Julia Serano documents, these exclusionary practices still occur today and function around the same issues of viewing transgender women as imposters and/or predators.[73] The myth of the transgender woman as predator stems from these radical feminist disagreements of the 1970s; it’s what influenced the “deceptive”[74] trope in cinema and what administrators still think of when they attempt to prohibit or limit transgender bathroom use.[75] Transgender women are repeatedly cast into the role of the predator-rapist[76] because they are not seen as ‘real’ women and it is assumed that they disrupt safe spaces with the threat of their male body. In the Slasher film, when a gender-ambiguous killer (who is often read as a trans woman) enters an assumed safe space—like a camp, a house, or teenage girl’s bedroom—to attack young women, and is only defeated/survived by a Final Girl who is boyish but is decidedly not transgender in cultural readings, the horror film itself seems to act as an adaptation of radical feminist politics. The implicit reading of the binaries in this cis/trans battleground is that the killer is trans and the Final Girl is cis, meaning that trans women, yet again, must be annihilated. This annihilation validates what TERF feminists think trans women are capable of (that they are rapists/murders) and it also gives them what they want (trans women out of safe spaces). In the most extreme sense, the Final Girl can be held up as a radical feminist icon because she makes both of these goals possible.

What this means for the horror genre is that the Final Girl/cross-dressing killer as a binary pair has persisted in films like House At The End of the Street while the “Jennifers”[77] of the rape-revenge genre do not change since heroism itself is still associated with cisgender womanhood. Transgender women, in spite of being an active part of the feminist movement,[78] have not been seen in the rape-revenge genre because they have always been seen as the rapist in both film and in some radical feminist discourse.[79] Ticked-Off Trannies with Knives manages to take both of these notions—that the trans woman is only a killer and that the final emblematic idea of survival is cisgender—and subverts their meanings. Luna’s film discards the transgender killer trope by subjecting the lead characters to oppression-based violence and demonstrating that they, as trans women, are the ones who need protecting. But instead of having cisgender authority figures swoop in and resolve the issue (as other heteronormative films have done)[80] Luna has the remaining trans women rally together as a community and take out the men harmed them. There is “no out” or “internal displacement”[81]—no law and order that will help the trans women because Luna is cognisant of the fact that not only do hegemonic structures (such as the news, the law, political campaigns) not care about transgender women—neither does the radical feminist movement which actively works on excluding them.[82]

The ‘knives’ in Luna’s title can then be read as referring to the trans women’s method of killing their attackers, while also referring to the long cinematic history of treating the gender-ambiguous killer’s penis as a phallic weapon[83], which also mirrors the long history of treating transgender women as rapists/killers who use their penises as a weapon in feminist and lesbian safe-spaces.[84] Bubbles, Pinky, and Rachel are coming with their knives-as-weapons and taking back their knives-as-penises at the same time, since it was precisely their ‘knives’ (as in the pre-op body) that caused them harm in the first place. Bubbles was raped by Boner because he did not know she was trans until he, presumably, saw her penis; now she takes back her body through her knives (penis and weapon) and uses both to annihilate him. Through the final battle, the film overwrites the original fight scene where two transgender women died; now we have three transgender women surviving and three cisgender men dead. The final act of the rape-revenge has consistently worked by inverting the power structure of victim/killer and male/female,[85] but with Ticked-Off Trannies with Knives, the power dynamic of cis/trans are also inverted. By surviving to the end of the film, these three trans women manage to become the “final girls” since “in outwitting the killer,” they force “male viewers to see themselves in her.”[86]

 

Conclusion

The last scene of Ticked-Off Trannies with Knives has the three remaining transgender women standing over the body of Boner. With their mission now over, they all sigh before Pinky laughs.

Pinky: You know the difference between us and them?

Tipper and Bubbles: No. What?

Pinky: Me either.[87]

Pinky’s ending line communicates what Luna has been articulating all along: there is absolutely no difference between transgender women and their killers—which means that transgender people are just like cisgender people. They are no more the victim than they are the killers in this story, but since transgender people have been systematically oppressed for decades, Ticked-Off Trannies with Knives represents an ending where, for once, they can prevail and survive.

Luna’s 2010 film marks a critical juncture in transgender cinema and exploitation film. Indeed, Luna’s film can only be understood by analysing both genres that have come before it through an affective framework of ‘retrospectatorship’ of the grindhouse era and a critical attention to the ways in which transgender bodies have been represented on screen and through the radical feminist movement. Luna’s transgender characters are not monstrous transgender bodies that a Final Girl can annihilate in order to re-establish hegemonic order; they are the Final Girls who survive in spite of violence and force a cisgender audience to see them as just like themselves. Pinky, Rachel, and Bubbles are women dealing with sexual violence like any main character of a rape-revenge film—but by including these trans characters alongside women like Jennifer of I Spit on Your Grave, Israel Luna presents a film that subverts the typical discourse surrounding trans women and grants them space and validation on the screen. For the future of the horror film, there need to be many more directors like Luna so that transgender women and their representation can continue to survive.

Notes

 

[1] Steinmetz, Katy, “The Transgender Tipping Point,” Time Magazine, 29 May 2014, (Accessed: April 9 2017).

[2] Ryan, Joelle Ruby, “Reel Gender: Examining the politics of trans images in media and film,” (PhD diss, University of Ohio, 2009), 180.

[3] Clover, Carol J, Men, Women and Chainsaws: Gender In Modern Horror Films, (NY: Princeton University Press, 1992), 21.

[4] Ryan, Joelle Ruby, “Reel Gender,” 180.

[5] Ibid.

[6] Goff, Dafydd, “House at the End of the Street – review” The Guardian, 24 September 2012, (Accessed: April 1 2017).

[7] Ryan, Joelle Ruby, “Reel Gender,” 180.

[8] TickedOff Trannies with Knives, Dir Israel Luna, (US: La Luna Entertainment Company, 2010).

[9] Heller-Nicholas, Alexandra, Rape-Revenge Films: A Critical Study, (Toronto: McFarland Company, 2011), 6-7.

[10] Brottman, Mikita, in Offensive Films: Towards an Anthropology of Cinema Vomotif, (Toronto: Praeger, 1997), 39.

[11] Villarreal, Daniel, “Gay Director Israel Luna is sick of Bashing Victims Sucking It Up. So he made a movie where they stab their attackers to death,” in Queerty.com, N.D. (Accessed: April 1 2017).

[12] Ibid.

[13] Julia Serano, Whipping Girl: A Transsexual Woman On Sexism and The Scapegoating of Femininity. (Berkeley: Seal Press, 2007), 253.

[14] Lowder, Brian J, “The ‘Tranny Debate’ and the LGBTQ Movement” in Slate, 30 May 2014, (Accessed: May 2017).

[15] Bolcer, Julie, “Tribeca Protested for Ticked off Trannies With Knives” The Advocate, 07 April 2010, (Accessed: April 1 2017).

[16] TickedOff Trannies with Knives, Dir Israel Luna, (US: La Luna Entertainment Company, 2010).

[17] GLADD.com, “Demand that Ticked-off Trannies With Knives Be Pulled From Tribeca Film Festival.” N.D. https://www.glaad.org/calltoaction/032510, (Accessed April 8 2017).

[18] TickedOff Trannies with Knives, Dir Israel Luna, (US: La Luna Entertainment Company, 2010).

[19] Smith, Phyll, “‘This is Where We Came In’: The Economics of Unruly Audiences, Their Cinema and Tastes, From Serial Houses to Grind Houses,” in Grindhouse: Cultural Exchange on 42nd Street and Beyond, ed. Austin Fisher and Johnny Walker, (NY: Bloomsbury Academic, 2016), 31; emphasis in original.

[20] Ward, Glenn, “Grinding Out The Grind House: Exploitation, Myth, and Memory,” in Grindhouse: Cultural Exchange on 42nd Street and Beyond, ed. Austin Fisher and Johnny Walker, (NY: Bloomsbury Academic, 2016), 13.

[21] Ibid.

[22] Lindsey, Steven, “Dallas Filmmaker Israel Luna premiering new film in New York to much controversy,” in Pegasus News, 26 March 2010, (Accessed: February 2012).

[23] White, Patricia, Uninvited: Classical Hollywood Cinema and Lesbian Representatbility, (NY: University of Indiana Press, 1999), 196-197.

[24] Ibid.

[25] Ibid, 91.

[26] Carroll, Rachel, Adaptation in Contemporary Culture: Textual Infidelities, (NY: Bloomsbury Academic, 2009), 43.

[27] Ward, Glenn, “Grinding Out The Grind House,”13.

[28] Carroll, Rachel, Adaptation in Contemporary Culture, 43.

[29] White, Patricia, Uninvited, 91.

[30] Serano, Julia, Whipping Girl, 40.

[31] Plett, Casey, “The Rise of the Gender Novel,” The Walrus, (18 March 2015, Accessed: 1 January 2017).

[32] Ryan, Joelle Ruby, “Reel Gender,” 1-9.

[33] Ibid, 180.

[34] Ibid.

[35] Sullivan, K.E., “Ed Gein and the figure of the transgendered serial killer,” Jump Cut, no. 43, July 2000, 38-47.

[36] Ibid.

[37] The Silence of The Lambs, Dir Jonathan Demme, (US: Orion Pictures, 1991).

[38] Harris, Thomas, The Silence of the Lambs, (NY: St. Martin’s Press, 1988), 360.

[39] Prosser, Jay, Second Skins: The Body Narratives of Transsexuality, (NY: Columbia University Press, 1998), 9.

[40] Prosser, Jay, Second Skins, 9-11.

[41] Connelly, Sherilyn, “The Big Reveal” Gender Outlaws: The Next Generation, (NY: Seal Press, 2010), 97.

[42] Ryan, Joelle Ruby, “Reel Gender,” 180-182.

[43] Ibid, 194.

[44] Staubs, Savannah, “The Not So Hidden Transphobia In The Silence of The Lambs,” in The Sociological Cinema Blog, 25 August 2014, (Accessed: November 2016).

[45] Garber, Marjorie, Vested Interests: Cross Dressing and Cultural Anxiety (NY: Routledge, 1997), 116.

[46] Halberstam, Jack. Skin Shows: Gothic Horror and the Technology of Monsters, (NY: Duke University Press, 1995), 168.

[47] Goff, Dafydd, “House at the End of the Street – review.”

[48] Ibid.

[49] Ibid.

[50] Sullivan, K.E., “Ed Gein and the figure of the transgendered serial killer,” 38-47.

[51] Clover, Carol, J., Men, Women, and Chainsaws, 56.

[52] Ibid; emphasis mine.

[53] Ibid, 51.

[54] Ibid, 56-7.

[55] Ibid, 4.

[56] Ryan, Joelle Ruby, “Death by Transphobia: Increasing Gender Awareness Through Teaching Transgender Day of Rememberance,” in Transformations: The Journal of Inclusive Scholarship and Pedagogy, Vol. 19, No. 2, TEACHING THE BODY (Fall 2008 / Winter 2009), 81-91.

[57] Villarreal, Daniel, “Gay Director Israel Luna is sick of Bashing Victims Sucking It Up.”

[58] Ibid.

[59] White, Patricia, Uninvited, 91.

[60] Clover, Carol, J., Men, Women, and Chainsaws, xii.

[61] Ibid, 119.

[62] Ibid, 120.

[63] Ibid, 119-120.

[64] Heller-Nicholas, Alexandra, Rape-Revenge Films, 5.

[65] Zeisler, Andi, Feminism and Pop Culture, (NY: Seal Press, 2008), 73.

[66] Ibid.

[67] Williams, Linda in Zeisler, Andi, Feminism and Pop Culture, 74.

[68] Maron, Jeremy, “When the Final Girl is not a Girl: Reconsidering the Gender Binary in the Slasher Film,” in Off Screen Journal, Volume 19, Issue 1 January 2015, (Accessed: May 10 2017).

[69] Clover, Carol, J., Men, Women, and Chainsaws, 72.

[70] Ibid.

[71] Stryker, Susan, Transgender History, 100-105.

[72] Raymond, Janice, The Transsexual Empire: The Making of the She-Male, (NY: Teacher’s College Press, 1979), 119-135.

[73] Serano, Julia, Excluded: Making Feminist and Queer Movements More Inclusive, (NY: Seal Press, 2013), 183-195.

[74] Serano, Whipping Girl, 40.

[75] Pham, Larissa, “Pseudo-Feminist Trolls are Still Trotting Out Tired, Anti-Trans Ideology,” in The Village Voice, 21 February 2017, (Accessed: April 1 2017).

[76] Stryker, Susan, Transgender History, 100.

[77] Clover, Carol J., Men, Women, and Chainsaws, xii.

[78] Stryker, Susan, Transgender History, 83-84.

[79] Ibid, 100.

[80] Ryan, Joelle Ruby, “Reel Gender,” 153-162.

[81] Clover, Carol, J., Men, Women, and Chainsaws, 119-120.

[82] Pham, Larissa, “Pseudo-Feminist Trolls are Still Trotting Out Tired, Anti-Trans Ideology.”

[83] Clover, Carol J., Men, Women, and Chainsaws, xii.

[84] Stryker, Susan, Transgender History, 100.

[85] Clover, Carol J., Men, Women, and Chainsaws, 120.

[86] Zeisler, Andi, Feminism and Pop Culture, 73.

[87] TickedOff Trannies with Knives, Dir Israel Luna, (US: La Luna Entertainment Company, 2010).

 

[i] The Latin prefix cis means ‘on the same side’, signaling that a cisgender person is someone who identifies with (is on the same side of) the birth gender they were given.

[ii] Like the film Jackie Brown, the character of Pinky can be viewed as a mixture of blaxploitation tropes. For more on blaxploitation, see Mikel J. Koven for more information.

[iii] A mondo film is one that presents real-life events, similar to a documentary, though it is mostly viewed from a sensational perspective. See Mikita Brottman for more information.

[iv] Jennifer is the main character from I Spit on Your Grave (1978)

Notes on Contributor

Evelyn Deshane has appeared in Plenitude Magazine, Postscript to Darkness, Strange Horizons, and in Tesseracts 19: Superhero Universe. Evelyn (pron. Eve-a-lyn) received an MA from Trent University and is currently studying for a PhD at Waterloo University. For more information about upcoming projects and collaborations, please visit: https://evedeshane.wordpress.com/

Bibliography

Bolcer, Julie. “Tribeca Protested for Ticked off Trannies With Knives.” The Advocate, 7 April 2010. Accessed: April 1 2017. http://www.advocate.com/arts-entertainment/entertainment-news/2010/04/07/tribeca-protested-ticked-trannies-knives.

Brottman, Mikita. Offensive Films: Toward an Anthropology of Cinema Vomitif. UK: Praeger, 1997.

Carroll, Rachel. Adaptation in Contemporary Culture. Ed. Rachel Carroll. NY: Continuum.

Clover, Carol, J. Men, Women and Chainsaws: Gender In Modern Horror Films. NY: Princeton University Press, 1992.

Connelly, Sherilyn. “The Big Reveal.” Gender Outlaws: The Next Generation. Ed. Kate Bornstein and S. Bear Bergman. NY: Seal Press, 2010. Kindle Edition.

GLADD.com, “Demand that Ticked-off Trannies With Knives Be Pulled From Tribeca Film Festival.” N.D. https://www.glaad.org/calltoaction/032510. Accessed April 8 2017.

Goff, Dafydd. “House at the End of the Street – review.” The Guardian. 24 September 2012. https://www.theguardian.com/film/2012/sep/24/house-at-end-of-street-review. Accessed April 1 2017.

Halberstam, Judith (Jack). Skin Shows: Gothic Horror and The Technology of Monsters. NY: Duke University Press, 1995.

Harris, Thomas. The Silence of The Lambs. NY: St. Martin’s Press, 1988. E-Book.

Heller-Nicholas, Alexandra. Rape-Revenge Films: A Critical Study. Toronto: McFarland Company, 2011.

House at the End of the Street. Dir Mark Tonderai. US: Relativity Media, 2012.

Koven, Mikel J. Blaxploitation Films. NY: Oldcastle Books, 2010.

Let Me Die A Woman. Directed by Doris Wishman. US: Hygiene Films, 1977.

Lindsey, Steven, “Dallas Filmmaker Israel Luna premiering new film in New York to much controversy.”Pegasus News, 26 March 2010. Accessed: February 2012. http://www.pegasusnews.com/news/2010/mar/26/dallas-filmmaker-israel-luna-premiering-new-film-n/

Lowder, Brian J. “The ‘Tranny Debate’ and the LGBTQ Movement.” Slate, 30 May 2014. Accessed: May 2017. http://www.slate.com/blogs/outward/2014/05/30/is_tranny_a_slur_or_an_identity_who_decides.html

Maron, Jeremy. “When the Final Girl is not a Girl: Reconsidering the Gender Binary in the Slasher Film.” Off Screen Journal. Volume 19, Issue 1, January 2015. Accessed: May 10 2017. http://offscreen.com/view/reconsidering-the-final-girl

Pham, Larissa. “Pseudo-Feminist Trolls are Still Trotting Out Tired, Anti-Trans Ideology.” The Village Voice, 21 February 2017. Accessed: April 1 2017. http://www.villagevoice.com/news/pseudo-feminist-trolls-are-still-trotting-out-tired-anti-trans-ideology-9695867.

Plett, Casey. “The Rise of the Gender Novel.” The Walrus. 18 March 2015. Accessed: 1 January 2017.

Prosser, Jay. Second Skins: The Body Narratives of Transsexuality. NY: Columbia Press, 1998.

Raymond, Janice. The Transsexual Empire: The Making of the She-Male. NY: Teacher’s College Press, 1979.

Ruby, Joelle, Ryan. “Death by Transphobia: Increasing Gender Awareness Through Teaching Transgender Day of Remembrance.” Transformations: The Journal of Inclusive Scholarship and Pedagogy, Vol. 19, No. 2, TEACHING THE BODY (Fall 2008 / Winter 2009), 81-91.

—-. Reel Gender: Examining The Politics of Trans Images in Film and Media. PhD Diss. Ohio: Bowling Green State University, 2008.

Serano, Julia. Excluded: Making Queer and Feminist Movements More Inclusive. Berkeley: Seal Press, 2013. Kindle Edition.

—-. Whipping Girl: A Transsexual Woman On Sexism and The Scapegoating of Femininity. Berkeley: Seal Press, 2007. Kindle Edition.

The Silence of the Lambs. Dir. Jonathan Demme. 1991. Burbank, CA: Orion Pictures. DVD.

Smith, Phyll. “‘This is Where We Came In’: The Economics of Unruly Audiences, Their Cinema and Tastes, From Serial Houses to Grind Houses.” Grindhouse: Cultural Exchange on 42nd Street and Beyond. ed. Austin Fisher and Johnny Walker. NY: Bloomsbury Academic, 2016.

Staubs, Savannah. “The Not So Hidden Transphobia In The Silence of The Lambs.” The Sociological Cinema Blog, 25 August 2014. (Accessed: November 2016). http://www.thesociologicalcinema.com/blog/the-not-so-hidden-transphobia-in-silence-of-the-lambs

Steinmetz, Katy. “The Transgender Tipping Point.” Time Magazine 29 May 2017. Accessed: April 9 2017. http://time.com/135480/transgender-tipping-point/

Stryker, Susan. Transgender History. NY: Seal Press, 2008. Kindle Edition.

Sullivan, K.E. “Ed Gein and the figure of the transgendered serial killer.” Jump Cut: A Review of Contemporary Media. No. 43, July 2000, pp. 38-47.

Ticked-Off Trannies with Knives. Dir Israel Luna. US: La Luna Entertainment Company, 2010.

Villarreal, Daniel, “Gay Director Israel Luna is sick of Bashing Victims Sucking It Up. So he made a movie where they stab their attackers to death,” in Queerty.com, N.D. Accessed: April 1 2017. https://www.queerty.com/gay-director-israel-luna-is-sick-of-bashing-victims-sucking-it-up-so-he-made-a-movie-where-they-stab-their-attackers-to-death-20100122/2.

Ward, Glenn. “Grinding Out The Grind House: Exploitation, Myth, and Memory.” Grindhouse: Cultural Exchange on 42nd Street and Beyond. Ed. Austin Fisher and Johnny Walker. NY: Bloomsbury Academic, 2016.

White, Patricia. Uninvited: Classical Hollywood Cinema and Lesbian Representability. Bloomington and Indianapolis: University of Indiana Press, 1999.

Zeisler, Andi. Feminism and Pop Culture. NY: Seal Press, 2008.

 

 

No Safe Space: Economic Anxiety and Post-Recession Spaces in Horror Films

Choice is freedom. Though the complexity of neoliberal ideology has much more baggage and background than this short phrase, one might still be able to communicate the crux of neoliberal life in these three words. What then, occurs when choice is taken away? The lack of freedom, or the lack of choice, is perhaps the ultimate neoliberal nightmare: the worst-case scenario in a culture obsessed with individual control. How does one have the freedom to choose in the first place? One must have the financial freedom to do as she pleases. Two recent films demonstrate the horror of not having a choice, or the horror of being forced due to economic instability, and both films demonstrate this horror primarily through the character’s movement through space. It Follows (2015 David Robert Mitchell) and Don’t Breathe (2016 Fede Alvarez) both demonstrate this principle, but by opposite means—in It Follows the characters, victims of a nameless curse, experience forced and constant movement. In Don’t Breathe the young protagonist attempts to steal money from an elderly man’s home to escape her financial straits, resulting in her entrapment inside his home. In both films, the protagonists suffer due to economic circumstances. The economic undertone is subtler in It Follows, but the films together demonstrate the beginning of a trend: horror films that increasingly address neoliberal fears in the aftermath of the 2008 economic recession. Though some academics and politicians declared the “death of neoliberalism” [1]after the recession, David Harvey promises otherwise, claiming that neoliberalism has been “a very successful project”.[2] Throughout this analysis of the ways in which these two horror films fittingly reflect middle-class horror at the idea of failing neoliberalism, I use Harvey’s definition of neoliberalism that emphasizes privatization, accumulation by dispossession, and the association of freedom with power as a consumer.

Though economic anxiety in both films is articulated substantially through the character’s relationships with space and mobility, I will also analyze the ways in which the specific spaces of homes, or domestic space, is navigated in the films. Another important trait uniting these films, despite their varying styles and approaches to character movement (or lack thereof), is their shared setting in Detroit, Michigan. I argue that in a neoliberal society, anxiety emerges in places that are inefficient in ways that “functioning” places of consumer capitalism work. These places feel entropic and dispersed, their chaos prevents the smooth flow of capital through them, and therefore they evoke anxiety for the neoliberal subject. Detroit and its surrounding areas have received attention as a recessionary “ground zero”, a city that has experienced some of the worst effects of the economic downturn.[3]  I include in this article an analysis of the significance of this specific geographical setting and its visual importance in the creation of anxiety. Finally, both films engage with visibility and invisibility, or the importance of what we see as an audience and what the characters can see in the films. Inevitably questions are raised about race and the invisibility of people of color in both films that take place in a city that has historically been and continues to be a site of significant racial inequality.

These films are simultaneously part of the tradition of making monsters of societal problems in horror films, whether those monsters are supernatural or otherwise, while paving the way for a shift in the horror genre. This shift centers on the decay of the post-recession city and its outlying suburban spaces as a symbol of cultural anxiety surrounding the destabilization of capitalist ideals. This paper continues the emerging practice of analyzing post-recession films as a way of interpreting the cultural importance of this recent economic catastrophe. Scholarly literature reveals that the horror genre has become a potent site for the articulation of economic anxieties in recent years. Drag Me to Hell (2009 Sam Raimi) for example focuses explicitly on a “domestic approach to recessionary horrors…and the financial fears of the ‘average’ white, middle-class American family”[4]. Most the films being analyzed by scholars in relation to the 2008 recession are indeed part of the horror genre which has long been the genre of choice for expressions of culturally significant fears. The connection between the rhetoric of economic crisis as a “force of nature” also has a precedent in a recent analysis of Eco-Catastrophe films, such as Take Shelter (2011 Jeff Nichols) whose “latent eco-anxiety then itself serves as a cover story of sorts for its depiction of recessionary woes”[5]. Though Boyle relates the language of economic crisis to the “once-in-a-lifetime credit tsunami”[6], he also refers to economist Joseph Schumpeter’s description of capitalism as “a perennial gale of creative destruction”.[7] The metaphorical language used to describe economic crises and the inability, or perhaps unwillingness to form straightforward explanations of these events has significance in It Follows which will be explored. Addressing the fears and anxieties present in domestic spaces in post-recession America are films such as Paranormal Activity (2007 Oren Peli) and Paranormal Activity II (2010 Todd Williams) which, “are tales of the recession, not only because they stress our blithe disregard for steady, inevitable advance of a monster, but also because they track the gradual collapse of consumer capitalist dreams”.[8] Similar themes emerge in both It Follows and Don’t Breathe, placing them squarely within the emerging practice of analyzing films specifically in relation to the economic recession of 2008.

Movement Through Space

After a scene in It Follows in which nineteen-year-old Jay has sex in the back seat of a car, she lays casually across the seat of the vehicle and soliloquizes as her date, twenty-one-year-old Hugh, goes around to the back of the car. She says,

“It’s funny. I used to daydream about being old enough to go on dates; drive around with friends in their cars. I had this image of myself; holding hands with a really cute guy, listening to the radio, driving along some pretty road, up north maybe; when the trees start to change colors. It was never about going anywhere really. Just having some sort of freedom I guess. Now that we’re old enough, where the hell do we go?”

As Jay finishes her speech, Hugh enters the back seat, affectionately embracing her before reaching around and knocking her unconscious with a cloth soaked in chloroform. So begins the unveiling of the curse: a person, who can take the form of anyone, friend, family, or stranger, in order to get close to you. The curse is passed on through sex, and no one knows how it began. In this scene, it is Hugh’s intention to pass the curse to Jay, therefore furthering himself from its effects. However, if the curse kills Jay, it will come after Hugh, and then the person who gave it to him, and so on. This film can be read as a profound commentary on the anxiety of millennials in post-recession America. The curse in It Follows is representative of the curse of economic collapse that may presumably follow younger generations indefinitely into their futures. The passing along of the curse mimics the inevitability of participation in an already corrupt system: characters have the ultimatum to be a part of the problem, or die. This timely concept is subtly explored in the film by means of movement and space. Jay shifts from a normal, middle class life to feeling terrorized by the need to keep on the move—the opposite of the freedom of movement she dreams of in her speech in Hugh’s car. This forced movement evokes an undercurrent reflective of economic anxiety in the film.

Don’t Breathe, on the other hand, depicts the spatial representation of economic anxiety in a drastically different way. The protagonist, a young woman named Rocky, similar in age to Jay, also must engage in corruption to try and escape her circumstances. The anxiety in Don’t Breathe is less mysterious, and more concrete than the curse in It Follows. Rocky is clearly affected by her financial situation from the start—she and her two friends, Alex and Money, are thieves, and choose to break into the home of an army veteran to steal the cash he supposedly keeps in his house. The man has the money from a legal settlement after the death of his daughter. It becomes clear that this money has not helped to alleviate the old man’s suffering or speed his mourning process. In the middle of the film viewers discover that he has kidnapped the women who killed his daughter in a car accident and is holding her prisoner in his basement. In this way, the film is straightforward about the idea that relying on capital as a means of freedom or happiness is insufficient, and that it can in fact lead to deeper corruption than the legal punishment the old man claims he would have preferred. He explains to Rocky that he believes the woman should have gone to jail, but laments that “rich girls don’t go to jail”. In lieu of state-sanctioned imprisonment, he perversely takes the matter of this perceived injustice into his own hands.

Early in the film Rocky believes that if she gets the money she needs she can be happy—but why has she resorted to stealing? In the film, there are several indicators of the depressed economy, such as the joblessness of the young people that lead to their delinquency, and the spaces of decay, such as the neighborhood where the old man lives, filled with foreclosed homes. Like It Follows, the setting of urban decay effectively represents the presence of economic recession. Though Jay and Rocky seem to be in opposite positions, one forced to constantly be on the move, and the other trapped inside a house, their situations are symptoms of the same economic problems, and representative of the same economic anxiety.

Domestic Spaces & Generational Tension

Domestic spaces are a site of contestation in both films because of economic downturn, which results in anxiety surrounding homes. Domestic space “ought” to be safe and comforting, but it becomes a contested space during times of economic instability. In It Follows, after Hugh drops Jay off at her home and disappears, she learns that Hugh is not his real name–he is actually Jeff. As it turns out, twenty-one-year-old Jeff is living at home with his parents. Though the film is anachronistic, both Jay and Hugh, and potentially the rest of the young adults, can be read as boomerang kids: young adults who choose or are forced to live with or move back in with their parents due to financial hardship. This aligns well with the nature of the curse following the young people forever, as “the negative impact of graduating into a recession never fully disappears”.[9] Though there are admittedly other factors involved in an adult child living with his or her parents, the 2008 economic recession caused a noticeable spike in this trend.[10] It is likely that even if they do make it out of their parents’ houses, the curse of financial hardship, like the curse in the film, will slowly follow them forever.

In Don’t Breathe Rocky’s home life is notably worse than Jay’s is at the beginning of the film. She lives in a rundown home where she clearly feels unsafe. Though we are not told Rocky’s age, she is perhaps also a boomerang kid, unable to support herself outside of her mother’s home, even though her motivation to get away from that home is strong. Early in the film, a short scene in Rocky’s home conveys the economic desperation of her family. Rocky, her young sister Diddy, and her mother all live in a small trailer. Her mother harasses her about how she makes her money, accusing her of engaging in sex work. This ninety-second scene is enough to highlight the strength of Rocky’s desire to get away from her unsatisfying home life. The home of the old man she and her companions break into is in a rundown neighborhood with many boarded up houses. This depiction of a post-recession suburb as a place where horrifying events occur feeds into neoliberal fears about economic downturn and the real places affected by them. It is likely that when the old man first arrived in this neighborhood, that it was a thriving suburb of middle class people. However, the housing crisis and economic recession have turned it into a space of anxiety-inducing decay.

The old man distrusts the bank to keep his money safe, so he keeps it in this isolated domestic space. In this way, the film calls attention to the instability of neoliberalism, which focuses on the importance of deregulation, or free market capitalism, as well as privatization of public goods such as utilities, welfare, and public institutions like universities.[11] The privatization of public goods has not benefitted people aside from the owners of these now private companies or corporations. The housing crisis that aided in setting off the 2008 recession is an example of this because in a capitalist economic system, “…there lies a deeper process that entails the springing of ‘the debt trap’ as a primary means of accumulation by dispossession…debt crises in individual counties, uncommon during the 1960’s, became very frequent during the 1980’s and 1990’s, culminating in the financial crash of 2008”.[12] No doubt the old man doesn’t trust a bank to keep his $300,000 settlement safe after a bank crisis, and after what he views as a failure on behalf of the court system to convict the young woman who killed his daughter in a car accident. And yet the old man’s distrust is conveyed as pathological in the film—he is a sadist and a murderer. Though he does not trust a bank with his money, he believes in the stronghold of his own home because of its familiarity, despite the precariousness of the housing market made visible by the entire street of foreclosed homes surrounding his. Despite the generational gap, the young people in the film distrust the system as well, albeit perhaps for different reasons. Were it not for this mistrust, perhaps they would not have turned to criminal activity to make money in the first place.

Urban Space & Decay

The economic anxiety reflected in the film highlights the disillusionment and fear of the generation for whom the 2008 recession could very well have the highest burden: young adults. The movement and entrapment of the characters throughout the film, particularly Jay and Rocky, show the ways in which the curse of a broken economy makes spaces typically deemed safe seem dangerous and unsettling. The setting of the film amidst the actual urban decay of Detroit is highly important for a study of the effect of place as it reflects economic anxiety in the films.

Director David Robert Mitchell takes advantage of the setting in Detroit and the surrounding area for It Follows, which results in scenes of urban decay as well as anachronism, both of which add to the potential for a symptomatic reading of post-recession economic anxiety. The anachronism of the film creates the sense that perhaps it is set in the past or present— but perhaps it is set in the future, and further in the future than we realize. This is because of the potential for ongoing economic problems for those who came of age during a recession. None of the characters have new or up to date cars or electronics, perhaps because they can’t afford them. In this way, the horror in the film is created by showing the potential worsening of economic conditions: “What art-horror often shows us is that it is being in the world itself in any of all of its manifestations that has become uncanny and monstrous”.[13] For the characters in both films, being in the world itself includes being within a capitalist system, which can be thought of as a monster itself. Though this monstrous system functions invisibly, the films make it visible. Place in the films is anything but inert scenery. The decay of the space of the houses and the city itself are problematic within a neoliberal ideology that only wants to acknowledge progress forward, without a recognition of the regression, decay and death that capitalism causes. The imminent decay of the domestic and urban environment show the material effects of economic downturn, and show that “Nothing need be as it is; anything could break apart at any moment”.[14] This way of thinking is in direct opposition to the notions put forth by neoliberal ideologies that refuse to acknowledge the possibility for decline as a potential outcome of a capitalist system.

In these films, the characters move in and out of these spaces of decay. In It Follows the landscape is introduced to the viewer mostly through panning shots of the broken-down houses and buildings from the window of a moving vehicle. This movement implies that these aren’t places in which one can or should stay, and they reflect the ways in which an ideological bubble—not just a housing bubble— popped after the recession of 2008. In a post-recession landscape of decay and uncertainty, forced from the safety of their homes, Jay and her friends are “dispersed beings”[15] along with the cityscape in a way that evokes anxiety. The space itself has entered a state of entropy, a state of lessened control and therefore lessened potential for economic productivity because of its decline. This spatial breakdown results in the embodiment of dispersion. In other words, Jay and her friends are dispersed beings because they now lack security, and “both security and the self have been understood in terms of spatial relations.”[16] Their relationship to space fundamentally changes once they are cursed.  In Don’t Breathe there are several aerial shots of the foreclosed neighborhoods in which the film takes place. This gives the impression that this master shot, this powerful view from an elevated position, is aware of the problems these neighborhoods face. This view from above, perhaps representative of the gaze of capitalistic systems of power, does nothing to intervene. The old man’s relationship with his house as a safe space par excellence conveys his personal fight against becoming a dispersed being, “Without [the house], man would be a dispersed being…it is body and soul”.[17] The man is ultimately less concerned about Rocky making off with his settlement money in the end than he is about the security of his home.

Fear, Anxiety & Intentional Obscurity

One of the major questions in It Follows is never answered: Where did the curse come from? How was it created? Significantly, it doesn’t have a name, nor does it earn one. This signifies an important distinction between fear and anxiety—fear springs from something that can be named, and potentially known and explained, and anxiety is created from the uncanny, something that cannot be named or pinned down.[18] Economic anxiety is partially due to the intentional obfuscation of how and why downturns happen—when people are unsure about how and why something bad occurs, the level of anxiety about it increases because of this obscurity. In this way, the curse is much like a financial crisis—uncanny because it seems impossible based on neoliberal ideals, yet it occurs nonetheless. Though there is most certainly a point of origin for the curse—logically, someone had to be the first carrier of it—this information is not provided to the characters or the audience. This lack of information, the “unease of indeterminateness”[19] gives the curse its power. The curse can appear as anyone, friend, family, or stranger, just as economic strife can take numerous disparate forms for those faced with its effects, and it can seem unclear why the crisis is happening.

Economic crises, however, far from being the “perfect storm”[20] of uncontrollable factors occurring simultaneously as they are often represented in the media, are the result of calculated but careless policy decisions at the corporate and government levels. Perhaps the true horror, then, is knowing that these decisions are being made behind closed doors, without citizens’ best interests in mind, and with intentional obscurity to more easily displace blame. If, in a capitalist system, those in power have so much control, how does the average person escape the ills of the economy from which she cannot extricate herself? It is here, at the intersection of the curse and the impossibility of escape, where anxiety and horror mix to create a subtle but scathing economic critique in It Follows. In Don’t Breathe, the old man the group plans to rob is blind. Throughout the film, he remains blind to the corruption he engages in, believing he is carrying out what he views as justice, and he ultimately gets away with it. The way in which the events occur in the house as we, the audience, see them, and the way in which they are then represented by the media at the end of the film, convey an important factor about what people see—which is that people see what powerful institutions want them to see, especially when it comes to complex situations like economic crisis. This often includes the twisting of facts and intentional obfuscation.

The final few minutes of Don’t Breathe are important as a final evaluation of the cultural critiques the film makes. As Rocky makes her way through the bus station with Diddy, finally on their way out of Detroit, stolen money in tow, she sees a news story on TV about the old man. The media is framing the old man as a victim of two young criminals—Alex and Money– abusing him. His veteran status is mentioned, the rhetoric of the “bullied hero” is used by the news caster, and most importantly, he is not dead. It appears to the audience that Rocky’s blows to the old man before she finally escapes his house are deadly; however, he is revived when the police arrive. Both the representation of the story on the news, depicting him as a victim when viewers know better, as well as his survival, are symbolic of the perpetuation of a corrupt system, even with Rocky’s temporary reprieve in her attempt to leave. Rocky is visibly horrified by the news story, even though she has the $300,000 she stole so she could move. Her palpable anxiety at the knowledge that this man is still alive, and that he is being protected by the law and painted as not only an innocent victim but as a hero, is representative of an awareness of a corrupt system, yet never being able to “truly” escape—a situation which creates ongoing anxiety. The final shot of the scene shows Rocky and Diddy walking away, their backs to the camera—as if they are being watched. The final shot in It Follows shows Jay hand in hand with a young man, Paul, with whom she now shares the burden of the curse. A mysterious figure walks after them in the background, out of focus. Though they are not panicking in this moment, that blurry figure causes the viewer a sense of dread—for Rocky, there is no true escape from her entrapment, and for Jay, there is no place of safety or respite where she will not be followed by the curse.

Visibility & Invisibility

The concept of sight plays an important role in both films worth expanding on further. After their sexual encounter, Hugh makes sure that Jay sees the curse following her so that she believes that it exists. In this way, he attempts to reveal to her the inevitable instability of the structure in which everyone is trapped. Without seeing the curse follow her, Jay would be unlikely to believe him about its existence. In order to show Jay the curse, Hugh partially immobilizes her. After knocking her unconscious, he ties her to a wheel chair. This scene opens in an abandoned parking garage, where Jay is simultaneously mobile and immobile—she is tied to the wheel chair, but the wheel chair itself can move. This is symbolic of the type of movement allowed in a neoliberal society; only certain types of movement are allowed, and the movement itself is an illusion of freedom. Freedom within a neoliberal ideology ties directly to consumer capitalism. If one is free to spend and make money, one is considered free. During an economic downturn, this freedom disappears for many people for whom it was not previously a concern, and instead of mobility by free will, one might become forced to mobilize, or on the other hand, forced to stay in place. The wheel chair scene captures this idea, while introducing to Jay and the viewer to what the curse looks like and how it behaves.

In Don’t Breathe, one of the significant details of the story is the old man’s blindness. The trio thinks that he will be easier to steal from because of this but they are proven very wrong. The old man’s blindness is indicative of his ignorance of the economic system of which he is a part; but his blindness does not hinder him. In fact, in strengthens him. Within his blindness, he is depicted as a non-threat. Though the fact of the old man’s blindness is open to myriad interpretations, his blindness and the power he retains in spite of it can be interpreted as a complex symbol regarding who “sees” and does not “see” the various facets of an economic crisis such as the 2008 recession. Neoliberal ideology strives to persuade that the world is flat; in other words, anyone is capable of horizontal movement that might allow them to make money, if they so desire, and if people are not able to obtain class mobility on their own, it is a fault of theirs as opposed to the fault of the capitalist system.[21] Governments that support free-market capitalism support this ideology, therefore turning a blind eye, as it were, to people who suffer within this system. Instead of addressing this suffering, “The idea is put about that problems arise only because of lack of competitive strength or because of personal, cultural, and political failings”.[22] Privatization, though originally lauded as a tool to stimulate weak economies[23] has proven a successful method of “accumulation by dispossession”.[24] In other words, citizens are forced to pay for services originally provided through the government. Thus, corporations and private shareholders gain more wealth, as lower classes lose wealth, and the gap continues to widen.[25] The depiction of the old man as a victim at the end of the film resonates with the way that corporations are depicted by the American mass media. Corporate entities tend to be depicted as helping the economy, creating jobs, and fueling free-market capitalism that “evens the playing field”. When corporations are accused of unfair practices, they are depicted as victims of harassment and slander. However, by inferring that these “blind” entities are adept and know exactly what they are doing, and that they do not exist to help, the film can be read as symptomatic of these complex relationships of ignorance and wishful thinking about corporate altruism and government protection from corrupt economic practices.

Though I argue for the specificity of both films settings in post-recession Detroit, the history of the city and its tense racial history also raises questions of visibility in these films. Notably, there are no people of color in either film. In this way, both films reflect the phenomenon of white flight from the inner city and the legacy of fear this created among those suburbanites who are perhaps depicted in both films. One of the biggest indicators of the curse in It Follows aligning with not only economic decline, but its association with racial tensions and anxieties is the progression of the spaces from which Jay is forced— and those that she and her group of friends are forced into—because Jay is being followed. Near the end of the film, Yara, Jay’s friend says, “When I was a little girl, my parents wouldn’t allow me to go south of eight-mile… and I didn’t even know what that meant until I got a little older. And I started realizing that’s where the city started and the suburbs ended.” As the group of friends was growing up, they were not allowed into the city proper, because it was a space coded as dangerous for them by their parents—likely the children of those who left the cities themselves. Issues of urban poverty have historically been largely under-addressed in mass media. Similar to the way in which the prison system in the United States claims to be “officially colorblind”[26], free market capitalism is the ultimate perpetrator of a similar blindness of both color and class. In urban areas such as Detroit however, race and class are always already enmeshed. Jay’s situation in It Follows is more representative of post-recession focus on the negative effects on mostly white, middle class people and their increasingly precarious economic stability, the same group of people that media focused on during the recession. Don’t Breathe perhaps resonates more closely with the invisibility of the urban poor—those who have been systematically oppressed by widening economic disparities for decades. Rocky becomes trapped. She has the desire for mobility, but she struggles greatly to attain it. Her struggle is highlighted and glorified in the film; the struggle to attain economic mobility for people of color living in the same area Rocky supposedly lives in are not only not glorified, but not represented at all.

The lack of racial representation in both films may be read as a continued failing on behalf of mainstream cinema to represent racial diversity on-screen, especially regarding stories of racial inequality. In Don’t Breathe the character Money, Rocky’s boyfriend at the beginning of the film, embodies a problematic appropriation of black racial identity. His death early in the film due to his aggression during the break-in is a troubling moment because of its racialized depiction of violence. Though neither film contains people of color, these issues haunt the periphery of both films. Jay and her friends are forced into the supposed dangerous racialized space of the inner city because of the curse following her, though the only danger they encounter there is that of the economic curse following them–the same “curse” that impoverished inner-city dwellers have experienced for decades due to not only economic disparity and lack of adequate public services, but ongoing and entrenched racism.[27] Rocky and those in her group of friends breaking the law to try to escape their circumstances are depicted as the underdog heroes of their story. Rocky escapes with her life, and with the money she sought, though her companions were not so fortunate. The old man does not report that she had been in his house—he only tells the police about her two companions. Rocky’s whiteness inevitably plays into this narrative. The old man may indeed be “colorblind” because he cannot see anyone, but the audience can. Rocky’s whiteness causes us to question who is not seen onscreen in Don’t Breathe, those whose stories remain untold in the wake of a recession whose news coverage paid strict attention to the white families affected by the economic downturn, while hiding from media view the deepening despair of those already in poverty.

Conclusion

Given the time during which It Follows and Don’t Breathe were released, 2015 and 2016, in addition to their setting in suburban and urban Detroit, it is reasonable to read for these sociocultural conditions as part of the subtext of the films. The distrust of the government to properly fix or even help after the recession of 2008 is expressed through the anxiety with which cursed characters such as Jay, or fearful characters such as Rocky must now live their lives. The forced movement of the characters in It Follows through a landscape of decaying cities and their suburbs creates the perpetual anxiety experienced by a young generation grappling with the failure of consumer capitalism and neoliberalism and left with no way out; with no sense of peace or hopefulness for the future. Likewise, the entrapment within a house in an isolated neighborhood from which everyone has fled or was evicted due to foreclosure in Don’t Breathe mimics the feelings of hopelessness that Rocky feels due to her financial instability, and the ongoing injustice and misunderstanding of the economic straights she experiences by the media, as depicted in the crucial final scene of the film. Within the focus on the anxiety surrounding economic downtown in the films, there remains much to be said about the ways in which gender plays a crucial role in both films, considering that the protagonist of each film is a young female who inevitably experiences space and movement through space differently than male characters. Sexuality and conservative values are also a potential site of ongoing analysis in It Follows especially, considering that the curse is passed on through sex; notably casual, premarital sex, which results in unending problems for those cursed characters. Though I analyze issues of race and invisibility in the films, this issue in the films could also evoke further significant scholarship. While the address of economic themes in both films is not necessarily meant as an evaluation of the quality of the films, I have aimed to analyze and compare an important emerging trend: post-2008 recession economic anxiety in two recent horror films geared toward young audiences—the very youth who are likely to be affected by these problems far into their futures.

Notes

[1] David Primrose, “Contesting Capitalism in the Light of the Crisis: A Conversation with David Harvey,” The Journal of Australian Political Economy 71 (2013): 5.

[2] Primrose, “Contesting Capitalism,” 6.

[3] “How Detroit, the Motor City, turned into a ghost town” Paul Harris, accessed March 5, 2017, https://www.theguardian.com/world/2009/nov/01/detroit-michigan-economy-recession-unemployment.

[4] April Miller, “Real-to-Reel Recessionary Horrors in Drag Me to Hell and Contagion,” The Great Recession in Fiction, Film and Television: Twenty-first-century Bust Culture (2013): 45.

[5] Kirk Boyle, “The Imagination of Economic Disaster: Eco-Catastrophe Films of the Great Recession,” The Great Recession in Fiction, Film and Television: Twenty-first-century Bust Culture (2013): 19.

[6] Boyle, “The Imagination,” 3.

[7] Boyle, “The Imagination,” 5.

[8] James D. Stone, “Horror at the Homestead: The (Re)possession of American Property in Paranormal Activity and Paranormal Activity II,” The Great Recession in Fiction, Film and Television: Twenty-first-century Bust Culture (2013): 51

[9] “It’s Official: The Boomerang Kids Won’t Leave,” Adam Davidson, accessed May 4, 2016, https://www.nytimes.com/2014/06/22/magazine/its-official-the-boomerang-kids-wont-leave.html?_r=0

[10] Sara E. Sandberg-Thoma, Anastasia R. Snyder, & Bohyun Joy Jang, “Exiting and Returning to the Parental Home for Boomerang Kids,” Journal of Marriage and Family 77.3 (2015): 87.

[11] David Harvey, “The Flat World of Neoliberal Utopianism,” in Cosmopolitanism and the Geographies of Freedom (New York: Columbia U.P., 2009): 68-69.

[12] Harvey, “The Flat World,” 70.

[13] Paul Santilli, “Culture, Evil, and Horror,” The American Journal of Economics and Sociology 66.1 (2007): 180

[14] Santilli, “Culture, Evil,” 182

[15] Samira Kawash, “Safe House?: Body, Building, and the Question of Security,” Cultural Critique 45 (2000): 202.

[16] Kawash, “Safe House?” 199.

[17] Kawash, “Safe House?” 202.

[18] Noëlle McAfee, “Abject Strangers: Toward an Ethics of Respect” in Ethics, Politics, and Difference in Julia Kristeva’s Writings (New York: Routledge, 1993): 122.

[19] McAfee, “Abject Strangers,” 122.

[20] “How the ‘Perfect Storm’ became the Perfect Cop-Out,” Charles Homans, accessed May 7, 2016, https://www.nytimes.com/2016/01/24/magazine/how-the-perfect-storm-became-the-perfect-cop-out.html

[21] Harvey, “The Flat World,” 67.

[22] Harvey, “The Flat World,” 67.

[23] Harvey, “The Flat World,” 56.

[24] Harvey, “The Flat World,” 68.

[25] Harvey, “The Flat World,” 61.

[26] Michelle Alexander, “The New Jim Crow” in The New Jim Crow: Mass Incarceration in the Age of Colorblindness (New York: New, 2010): 183.

[27] Patrick Sharkey, “Introduction” to Stuck in Place: Urban Neighborhoods and the End of Progress Toward Racial Equality (Chicago: U of Chicago, 2013): 15.

Notes on Contributor

Joni Hayward is currently earning a PhD in Media, Cinema and Digital studies at the University of Wisconsin-Milwaukee. Her research interrogates the intersections of social justice and economics, and she has also written about violence on-screen, as well as feminism and affect in contemporary cinema. Her most recent project expands into the documentary film genre, with a focus on the visual culture surrounding the environmental movement, environmental documentary, and activism.

Bibliography

Alexander, Michelle. “The New Jim Crow.” The New Jim Crow: Mass Incarceration in the Age of Colorblindness. Revised Edition ed. New York: New, 2010. 178-220. Print.

Boyle, Kirk. “The Imagination of Economic Disaster: Eco-Catastrophe Films of the Great Recession.” The Great Recession in Fiction, Film and Television: Twenty-first-century Bust Culture. Ed. Kirk Boyle and Daniel Mrozowski. Lanham, MD: Lexington, 2013. 3-27. Print.

Harvey, David. “The Flat World of Neoliberal Utopianism.” Cosmopolitanism and the Geographies of Freedom. New York: Columbia U.P., 2009. 51-76. Print

Kawash, Samira. “Safe House?: Body, Building, and the Question of Security”. Cultural Critique 45 (2000): 185–221. JSTOR Web. 6 April. 2016.

McAfee, Noëlle. “Abject Strangers: Toward an Ethics of Respect.” Ethics, Politics, and Difference in Julia Kristeva’s Writings. Ed. Kelly Oliver. New York: Routledge, 1993. 16-34. Print.

Miller, April. “Real-to-Reel Recessionary Horrors in Drag Me to Hell and Contagion.” The Great Recession in Fiction, Film and Television: Twenty-first-century Bust Culture. Ed. Kirk Boyle and Daniel Mrozowski. Lanham, MD: Lexington, 2013. 29-49. Print.

Primrose, David. “Contesting Capitalism in the Light of the Crisis: A Conversation with David Harvey.” The Journal of Australian Political Economy, no. 71, 2013, pp. 5–25.

Sandberg-Thoma, Sara E, Anastasia R Snyder, and Bohyun Joy Jang. “Exiting and Returning to the Parental Home for Boomerang Kids.” Journal of Marriage and Family 77.3 (2015): 806-818. Web.

Santilli, Paul. “Culture, Evil, and Horror”. The American Journal of Economics and Sociology 66.1 (2007): 173–194. Web. 23 Mar. 2016.

Sharkey, Patrick. “Introduction.” Stuck in Place: Urban Neighborhoods and the End of Progress Toward Racial Equality. Chicago: U of Chicago, 2013. 1-23. Print.

Stone, James D. “Horror at the Homestead: The (Re)possession of American Property in Paranormal Activity and Paranormal Activity II.” The Great Recession in Fiction, Film and Television: Twenty-first-century Bust Culture. Ed. Kirk Boyle and Daniel Mrozowski. Lanham, MD: Lexington, 2013. 51-65. Print.

Filmography

Don’t Breathe. Dir. Fede Alvarez 2016

Drag Me to Hell Dir. Sam Raimi 2009

It Follows. Dir. David Robert Mitchell 2015

Paranormal Activity Dir. Oren Peli 2007

Paranormal Activity II Dir. Todd Williams 2010

Take Shelter Dir. Jeff Nichols 2011

“We Won’t Eat You, Dear”: The Collision of Class, Scales, and Body Horror in ‘The Lure’

The Lure corki2

Promotional image provided, with thanks by Kino Świat

Heralded as a Polish cannibal horror mermaid musical, The Lure was released theatrically in the United States in early 2017 – no easy feat for a low-budget debut of a newcomer, Agnieszka Smoczyńska. Written by an acclaimed young Polish playwright and screenwriter, Robert Bolesto, the film “is inspired by the kitschy world of big dancehall parties from the era of communism” and revolves around two teenage mermaids, Silver and Golden, and their rocky journey towards adulthood.[i] Interestingly, Western mainstream reviewers, while applauding The Lure for its dizzying display of phantasmagorical sequences and noting its not-too-subtle commentary on girlhood and female desire, have failed to see its political undertones.[ii] The reason for this omission may be simply cultural differences that make it difficult for Western reviewers to trace the intricate web of social and political references and allusions, which is why they concentrate instead on the (supposedly) universal cinematic language, popular fairy-tale tropes, and familiar horror imagery. What is more, in contrast to other popular Polish films which have been warmly received by the West (such as The Collector, Feliks Falk, 2005; Aftermath, Władysław Pasikowski, 2012; Ida, Paweł Pawlikowski, 2013; Spoor, Agnieszka Holland and Kasia Adamik, 2017), The Lure does not wear its political badge proudly and visibly, and Western audiences do not get a piece of Polish political history served to them on a silver platter together with footnotes and easily accessible explanations. If anything, the politics of The Lure is elusive, meandering, and concealed in the myriad details, resonances, and obscure allusions that populate the screen and which, more often than not, resemble afterthoughts and afterimages rather than a straight-forward social commentary.

The way I will use politics throughout this essay echoes Rosi Braidotti’s distinction between politics and the political (or “LA politique” and “LE politique”), with the former being a form of organized, majoritarian politics “made of progressive emancipatory measures” and the latter understood as “radical self-styling” and “transformative experimentation with new arts of existence and ethical relations.”[iii] Granted, The Lure does not offer much in the way of “la politique,” as it does not engage with majoritarian narratives of Polish history. It does engage with the concept of “le politique” in that it enters into a multi-person dialogue with everyday Polish history (rather than the official History), popular music genres, the Polish entertainment scene of the 1980s, a variety of associations with mermaids and, more generally, Polish Romanticism. I would like to argue that these discursive layers cannot be extricated from the material planes, as The Lure also activates synaesthetic sensations and affective states that lead the viewers in and out of mnemonic trips, detours, and cul-de-sacs of the past.

The Lure is not an empty eggshell of a film that is all form and glitter, and no real substance at all. This is not to say that films need to transcend their form in order to lay high-brow, abstract nourishment at the viewers’ feet. Rather, all films are always already political and politicised, but some varieties of political engagement and social commentary are more difficult to identify than others or might be located on the affective rather than the discursive plane. Clearly, the two mermaid sisters’ savagery and frailty could be read solely in terms of female monstrosity, an uncanny fear of female genitalia, the horror of menarche, taboo fantasies of slippery hybridity and nonhuman sexuality (to name just a few potential avenues for analysis), but I would also like to examine how a different type of social commentary is proposed by Smoczyńska with and through her employment of the horrific, the surreal, and the fantastic.

In the first part I will briefly comment on my methodology and the ways the discursive-material approach may benefit from Deleuze and Guattari’s schizoanalysis. Then I move on to the figure of a mermaid (syrena) in Polish culture, and the ways in which The Lure imbricates itself in the discussion concerning the emergence of Polish middle-class and its attendant fears and anxieties. Thirdly, following the debate concerning social groups and classes in Poland, I would like to look at the uneasy relationship between the savvy capital city dwellers and the unpolished, yet hugely talented, outsiders, which can be traced through the deceptively simple lyrics of one of film’s dazzling musical numbers. Lastly, I am interested in the ways in which The Lure stylizes itself as a nostalgic nod towards the 1980s and how the horror is used to comment on and undercut this nostalgia.

 

Beyond the Screen: A word on methodology

My own work is heavily indebted to Anna Powell’s insightful book-length study Deleuze and Horror and her series of shorter articles on the potential applications of both Deleuze’s Cinema I and II books and Gilles Deleuze and Felix Guattari’s schizoanalytic approach developed mostly in their two-volume opus magnum, Capitalism and Schizophrenia. Though Deleuze concentrated on auteur and canonical cinema in his own writing on cinema, Powell convincingly argues for schizoanalytical readings of popular and mainstream films. Horror films, in particular, “are strong on affective impact and offer an intensive experience of fear and desire.”[iv] And thus Powell’s comment on the aesthetics of Oliver Stone’s Natural Born Killers (1994) can be applied to a number of contemporary horror productions: “[t]hey stimulate, repel, frighten, distress and disorientate the spectator in a dizzying vortex, schizophrenising us as we lose the clear distinction of inside and out during the film even.”[v]

In her analysis of Guillermo del Toro’s Hellboy (2004), Powell employs three types of books theorized by Deleuze and Guattari in A Thousand Plateaus: the root, the radicle, and the rhizome.[vi] While the arborescent or root book reflects the world without much consideration and replicates hierarchies and social formations, the second type, the radicle book, though cut off from the main root or maimed through formal experimentation, retains the structure and unity of the root and offers an imitation of the world rather than something entirely new. Finally, the rhizome book “is a much more conjunctive, inclusive and productive assemblage,” which connects disparate elements, or singularities, through a simple gesture of addition rather than through a complex chain of signification or cause and effect.[vii]

The Lure could also be read through these three types of organization, which, as should be stressed, are not mutually exclusive and can intertwine freely. As a root text, The Lure revolves around a well-known fairy tale (Hans Christian Andersen’s “The Little Mermaid”) set within the framework of a sparkly retro musical and a tragicomic coming-of-age story. The plot is thus highly predictable and the gory ending comes as no surprise. As a radicle text, The Lure self-reflexively comments on the figure of a Polish mermaid (which, in turn, generates a number of Romantic, urban, and communist associations), and attempts to break out of the constraints of a conventional musical by relying on idiosyncratic, eerie lyrics, whose role in pushing the plot forward is tangential at best. In The Lure’s case, the radicle smoothly intersects with the rhizomatic organization. It is within this last perspective that one can see the conjunctive synthesis of singularities, whose coupling rests on the flow of generative desire rather than a negative lack and a longing for the lost past. The affectionate nostalgia for the 1980s that The Lure espouses is celebrated and exaggerated, but also made horrific and uncanny. The “distinctive innovations” (or singularities, as Deleuze and Guattari call them) that are joined in The Lure encompass an excess of themes, which was jokingly noted by many reviewers in the tongue-in-cheek description of the film as a cannibal mermaid musical horror.[viii] This surplus of tropes and genres amuses and surprises, but they do actually work in Smoczyńska’s film.

Perhaps the most useful conceptual tool used to describe the cinematic event that is The Lure is the concept of a body without organs (BwO). Deleuze and Guattari describe BwO as “glacial reality where the alluvions, sedimentations, coagulations, folding, and recoiling that compose an organism – and also a signification and a subject – occur.”[ix] The two competing and cooperating directions – towards chaos and towards organization inform the way The Lure can be experienced by a viewer. Each stratum, each chain of signification, each instance of hierarchized order, each social formation that The Lure surveys is shaken and disturbed by lines of flight striving towards experimentation and smooth space. The most visible social formation that The Lure investigates is, of course, the late 1980s communist Warsaw and its dance hall scene. And yet as I would like to argue later this highly specific temporal and material setting does not serve as a mere retro backdrop or politically moot nod to the past, but rather works as a mnemonic and affective bridge that highlights a potential social critique of the present.

Powell notes that, for Deleuze and Guattari, artistic assemblages “ha[ve] nothing to do with ideology” as “ideologies are inevitably bound by the existing regimes of signification and representation in their milieu, and they replicate its structures. Art, meanwhile has nothing to do with signifying.”[x] It is the affective potentialities of art that interest Deleuze and Guattari, and Powell, respectively. Powell in Deleuze and Horror does not reject methodologies concerned more directly with discourse, power, and the political, but rather wishes to supplement them with schizoanalytic and materialist perspectives. Still, reading horror cinema solely through affective and materialist lens runs the risk of creating yet another formalist dogma divorced from wider cultural, political, and economic concerns. It would seem that such questions are especially pertinent in reference to horror cinema, a genre historically entangled with racism, sexism, misogyny, transphobia and homophobia, and objectification of female bodies, to name just a few cringe-worthy misalliances. Focusing on the schizoanalytic mantra of “the brain is the screen”, to the exclusion of culturally mediated meanings and discursive responses, creates an artificial division of studies concerned with the political and those concerned with the affective. Barbara Kennedy, the author of Deleuze and the Cinema of Sensation, when discussing Kathryn Bigelow’s Strange Days (1995) and its hyperviolent and highly stylized scenes of rape and murder, points to the risk of losing track of political implications of violence and its cinematic representations.[xi] For the very same reason, I remain sceptical about dismissing questions of representation and discursive analysis of cultural texts.[xii] My own approach benefits not only from feminist new materialist appreciation of intra-active entanglements and schizoanalysis, but also from feminist politics of location and more traditional perspectives developed in the 1980s and 1990s by feminist scholars of cinema and culture.

 

Dangerous Mermaids and Fragile Middle-classes

Even though The Lure only references two popular mermaid tropes directly: mythological sirens’ power to sway their male prey with their singing and Hans Christian Andersen’s rather gloomy and disheartening “The Little Mermaid,” one can follow other mermaids, other themes, other singularities as well. The act of following, as Deleuze and Guattari define it, belongs to the realm of nomadic rather than royal scientific procedures, and does away with the latter’s fixation on reproduction, deduction, and “the permanence of a fixed point of view that is external to what is reproduced.”[xiii] To follow is then to search for “the ‘singularities’ of a matter, or rather of a material,” which in this case is Smoczyńska’s film and its mermaid themes.[xiv]

Tracing all the meanings accrued by the figure of a mermaid in Polish culture and arts exceeds the scope of this essay, but two themes deserve a closer look. The fact that the mermaid sisters decide to surface in Warsaw rather than at the seaside connects directly with the Mermaid of Warsaw, a half-woman, half-fish hybrid with a shield and raised sword, the city’s symbol dating back to 14th century, included in its coat of arms, and present in its cityscape in manifold forms: street names, monuments, statues, bas-reliefs, neon lights, not to mention “syrenka” gadgets and memorabilia lurking in every tourist shop and museum in the capital.[xv] Interestingly, the Museum of Modern Art in Warsaw opened its doors in March 2017 with an inaugural exhibition devoted to the mythological siren and its “cultural connotations [as] Warsaw’s symbol, and its universality in the context of creating a modern urban identity.”[xvi] The exhibition title, “The Beguiling Siren is Thy Crest,” comes from a poem by one of Poland’s leading romantic poets, which points to another salient meaning of a mermaid as featured in the “uncanny Slavdom.” This term, theorized by a renowned scholar of Polish literature and culture, Maria Janion, stands for brutally repressed pre-Christian folk and pagan traditions hopelessly entangled with an unacknowledged guilt as an Eastern European colonizer.[xvii]

What one finds in Janion’s book is “a postcolonial Polish mentality [that] can be defined as a combination, or a vicious circle….of a sense of inferiority toward the [Latin, Christianized, civilized] west and of superiority toward the [pagan, uncivilized] east.”[xviii] This West/East split, as I argue later, has also been restructured along the classist city-countryside axis. Agata Pyzik in Poor but Sexy: Culture Clashes in Europe East and West, also looks to Janion’s uncanny Slavdom for explanation behind the lack of coherent identity among Poles. Poland’s double-status as a country that was repeatedly colonized by multiple invaders, but which also acted as an active colonizer of Eastern European lands forms the crux of uncanny Slavdom. And while the colonized status has been enshrined in highly popular romantic notion of Poland as “the Christ of nations,” its colonizing position has been all but disavowed or turned into manic fantasies of Great Poland.[xix] The issues of power, guilt, martyrology, and in(ter)dependence are tightly connected with the spectral images of Poland as a triumphant, virulent, and revolutionary masculinity and as a desecrated, frail, and melancholic femininity. In this context, Golden and Silver play with such gendered visions of Poland and its people popularized during Polish Romanticism.[xx] While the two sisters bewitch Warsaw with their siren call, and colonize the desires of everyone they encounter, Silver is concurrently colonized by her own desire to become a human girl. As Janion skilfully argues, the Slavic presence resurfaced in Polish Romantics’ writing in the form of All Hallows’ Eve pagan rituals, the figures of dryads, rusalkas, and specters, dark and earthy magic, and the occult. From this perspective, the mermaids in The Lure mark a violent and inevitable return of brutal past, unresolved traumas, and undisclosed shame. They are outsiders because of their pre-Christian and nonhuman origins, and they point to the lie behind the myth of the Mermaid of Warsaw – they have come ashore to eat men rather than protect them. And even though the two sisters initially take to the city and its people, ultimately there is no place for them in this reality. They become an embarrassment, a broken instrument, an obsolete remnant of a past that promised so much but delivered so little.

A different take on the Polish mentality is offered by Andrzej Leder in his Prześniona Rewolucja: ćwiczenia z logiki historycznej (Over-dreamt Revolution: Exercises in Historical Logic), in which he formulates an interesting, if controversial, thesis about modern-day Polish middle-classes and their lack of cohesion and political self-awareness. Utilizing a psychoanalytic perspective, he argues that Poles “slept through” a two-part social revolution which took place between 1939 and 1956, the former being the Holocaust (and for all intents and purposes an annihilation of an emergent Jewish middle-class) and the latter being the elimination of aristocracy and landed gentry via nationalization and manumission carried out by communist regime in the first decade after the World War II. Because contemporary middle-classes refuse to acknowledge their forefathers’ and foremothers’ role in and moral responsibility for these purges, they remain caught between two phantasmatic (and phantasmagorical) pseudo-identities: a pre-war idyllic lifestyle of Polish landed gentry (whose power and economic stability rested on feudalism and de facto enslavement of peasants that continued well into late nineteenth century) and a borrowed Westernized (globalized) dream of consumerism and neoliberal market relationships. Leder locates the second stage of the emergence of Polish middle-class in the late 1980s and early 1990s transition era, where certain practices and habitual ways of thinking coalesced around a new modern Polish middle-class.[xxi]

This introduction to modern-day Polish identity is crucial if one is to understand one of the central motifs in Smoczyńska’s movie – the lure of a big urban metropolis and its effect on naïve, if dangerous, outsiders from the country. This uneasy relationship is played out through a song by Ballady i Romanse, “I came to the city,” which appears soon after the two sisters land a gig as backup singers and strippers at the dance hall, Adria. Since the official English translation smoothes out the ambiguities embedded in the lyrics I translated a few lines in a more direct, if less poetic, way. The musical number, probably the biggest and most difficult to stage in the whole film, chronicles the girls’ makeover.[xxii] The singer – Krysia – wearing a fur coat and elegant hat cuts through an unruly crowd waiting in a disorderly queue in front of the iconic Warsaw department store – Sezam.  The three enter brightly-lit, all-white space with two escalators (an icon of modernity associated with communist-era department stores) and shelves filled with Western products (though in a true PRL fashion the shelves are not all that full).[xxiii] A giddy collective dance number follows. Their playfulness is reminiscent of kids having fun in a big store, but being placed in a shopping cart also points to their status as yet another product. But by becoming a product, Golden and Silver also point to the fact that their newly-acquired urban identity rests on visual markers and as such this identity can be bought, stylized, and copied (successfully or unsuccessfully). After a compulsory catwalk scene, the mermaids are ready to take on Warsaw, symbolized by its most iconic communist-era architectural piece – the Palace of Culture and Science – a highly contested gift from the Soviets. Together with an all-girl school trip and dozens of teenagers, they drive to the top of the Palace to take in the view. Still, the view is not shown to the audience, and the camera focuses rather on the two girls, now happily joining in the song with Krysia and the dancing crowds. The happy song ends on a darker note when Silver faints after swirling too fast, while her dark-haired sister, Golden, takes over the lyrical focalization and ends the song with “Hands that got dirty doing dirty deeds / and their admiration / such a pity to look at.”

Throughout the song the city is presented consistently as a place which is full of mind-boggling smells and flavours, sites and objects such as neon lights, cars, pigeons, horns, potted plants, and escalators. But, most importantly, the city “will tell us what we lack,” as the chorus repeatedly explains over the sound of an ecstatic response: “YES-YES-YEESSS!” Still, the first couple of lines introduce confusing intentions and desires: “I came to the city / I wanted to present my best self / to change, change anything / to turn heads / she turned everything back.” The last two lines play on the verb “zwrócić,” which might mean both “to take something back,” “to return” but also “to vomit.” The following three lines present a stark contrast with the fantastic vision of the department store extravaganza and bright lights: “Wings cut by disgusting cadaver (of life itself) / I walk through the city / everywhere smog and pollution.” It would seem city life is not all neon lights and flower beds; urban makeover requires sacrifices, which foreshadows the film’s tragic ending.

The apparent tension between the sophisticated urbanites and the crude newcomers has been a hot topic for many years now in the Polish media. The derogatory names circulating both in the press and seeping into everyday language point at people who “do the urban living” wrong – they are called “słoiki” (jars) or “lemmingi” (lemmings), or in the context of Warsaw, “warszafka” (little Warsaw). Even though all three designations have emerged in different political and cultural contexts and apply to different imagined social groups, in each case certain lifestyles or habits are deemed unsatisfactory and excessive; all three groups are accused of failed mimicry, lower than average intelligence, and impropriety. In most cases it is suggested that their mistakes stem from being outsiders who ineptly pretend to be urbane and urban. Thus, the two mermaids singing “I came to the city / I wanted to present my best self” comments on how the newcomers are typecast by the city dwellers (who sometimes have spent only a few years more in the city than the urban neophytes). The commentary seems both naïve and ironic at the same time. The musical number exudes such unabashed joy (visually, aurally, tactilely) at discovering Sezam – the PRL temple of (limited) consumerism – that the viewers are caught in an affective tide of bright images, verbal and non-verbal nostalgia. A catchy pop melody triggers a kinaesthetic desire to dance with/to the song. And, finally, Polish viewers over the age of thirty are flooded with half-forgotten memories of never-ending queues, semi-religious visits to a department store, and a mandatory school trip to the Palace or simply to the capital. Still, the figure of a simple girl from the country, a stock character of so many vicious jokes in Poland’s memosphere, cannot be easily set aside, and the words “to change / to change anything / to turn heads” sound ironic and cruel, especially in the light of later events. The two ingénues, Silver and Golden, who truly are the epitome of the uncouth, ill-mannered, marginal Other invading the urban centre, represent different ways of adapting to the big city and its harsh lights. In the beginning, the two sisters relish the city’s jobs, clothes, cigarettes, vodka, music, and quirky individuals, but the moment they begin to look for something more (Silver for Mietek’s love and Golden for an independent life and their father’s acceptance), they realize the city’s offer is limited to the play of surfaces, cheap nylon, and incandescent lights. They are unwelcome disruption because their somewhat funny, somewhat sad attempts to mimic proper urban lifestyle actually reveal not only a performative nature of middle-classness, but also the fact that everyone is already involved in mimicking and copying other, supposedly more sophisticated (that is, Western) fashions and trends.[xxiv]

 

Terrific and Terrifying: The Horror and Nostalgia of the 1980s

On the one hand I find it striking that The Lure’s temporal setting went largely unnoticed by Western commentators. On the other, I am painfully aware that the Polish 1980s are usually read through the Solidarity movement, the Martial Law (1981-1983) as well as pervasive visual drabness and low-key melancholy perhaps captured best in Krzysztof Kieślowski’s The Decalogue (1989).  And yet, the so-called transition from communism to capitalism had already begun in the second half of the 1980s. Even before the political transformation of 1989 and the ensuing neoliberal shock therapy of the early 1990s took place, Western pop-cultural texts, selected economic practices, lifestyles, and fashions had been seeping into Polish reality via official and unofficial channels. The resulting mish-mash of old and new trends, competing ideas, peripheral and centric systems of signification (which were indistinguishable to an untrained post communist eye of the consumer) meant that the transition era was also a time symbolized by excess and cultural overcoding. That excess was marked specifically by the embarrassing (and embarrassed) subject who enacted capitalism or the West incorrectly and desperately tried to find a bearing in a rapidly changing reality.

But everyday life was more than meets the camera eye. Resting their eyes from a dull palette of mustard yellows and earthy browns associated with state-controlled public spaces (bars, trains, schools, buildings), women enjoyed joyous excess of sequins and neon hues, puffed-up perms, large shoulder pads, vivid eyeshadows, while men experimented with Miami Vice loose suits in light colours, polo shirts, New Romantic thin ties, mullets and carefully groomed facial hair. Pyzik argues that Western popular culture reached Poland only in the late 1980s, but because state-owned media favored high-brow production, Poles “didn’t have permissiveness for schlock.”[xxv] And because Poles did not have time and space to develop an ironic attitude towards low-brow entertainment and, as a consequence, took Western pop culture seriously and, to some extent, reverentially, they also lacked “postmodern easiness or ironic distance towards the schlock.”[xxvi] One could argue that Smoczyńska’s film with its frenzy of intensities (colours, lights, textiles, textures, synthesizers, voices) is not citing the 1980s from a safe (ironic) distance. In fact, The Lure manages to remain both very close to and quite far from the dance halls of the 1980s. Its intimate absorption in the past is revealed, for instance, in the first long shot of Adria where camera accompanies the club’s boss as the searches for the “fishy” smell and checks on his employees. The camera captures a series of familiar PRL stereotypes (oily pony-tailed bouncer, waiters in black-and-white tackling unruly customers, busy kitchen ladies and their hypersexualized supervisor), which in my own case has triggered a wave of rhizomatic conjunctions of screen-shots, photographs, scenes from the 1980s cultural texts as well as my own life. Still, at one point the camera forgets about its role of trailing the boss and instead lingers behind to get closer look at a woman dancing by herself in an almost empty room. The gesture disrupts the narrative focus and reminds the viewers of the camera’s line of flight away from structure in order to spy on the lithe dancer.

This nostalgic closeness becomes unbearable in the scenes set in the musicians’ two-room flat, in which three people and two mermaids live side by side crammed in spaces already besieged by ugly furniture, cheap knick-knacks, leopard print blankets, and dreary wallpaper. Still, as in any other film marked by postmodern nostalgia, the past looks a bit brighter, a bit more vivid, and simply more enticing than it actually was. In this sense, The Lure keeps its distance from the past. Underneath the glam, the frenzy, and the somewhat unfocused, glazed looks of all the human characters, the colours are still deep, the little details unnervingly on target, and the schlock both corn-fed (it is Eastern Europe, after all) and classy (Western) at the same time.

Pyzik reacts strongly against the contemporary boom for nostalgia of the East (sometimes called Ostalgie in German): retro-dining and vodka tours, rediscovery of 1960s-1980s music genres, renewed appreciation for socrealist architecture and art, newfound affinity for communist-era furniture, clothing, patterns, design, typography, etc. For Pyzik such nostalgic attachments are a way of reliving the trauma of the transition without openly addressing what really happened during the early 1990s. It is safer, according to her, to look back with nostalgia (or condemnation, sometimes both) at the communist regime rather than to analyze what happened during the implausibly brutal shock therapy of the early 1990s. More than that, she links nostalgia and aestheticization of the communist period with political passivity.[xxvii] Various iterations of this anti-nostalgia argumentation appear also in connection to highly successful Polish mainstream films that deal with actual historical figures: Wałęsa. Człowiek z nadziei (Andrzej Wajda, 2013), Bogowie (Łukasz Palkowski, 2014), and Sztuka Kochania (Maria Sadowska, 2017). The painstaking meticulous efforts to bring PRL back to life on screen (using specific types of potted plant, the right hue of wooden panelling, the use of yellow filter, etc.) unearth a material longing for PRL that effectively undercuts the discursively expressed condemnation of PRL political repression and brutality. However, in defence of nostalgia, Dominik Bartmanski argues that “[b]eyond idolizing, longing, missing or ironizing, there are other distinct modes of successful engagement with a failed past.”[xxviii] In other words, instead of reading nostalgia exclusively as a melancholic desire for a failed and irrevocably lost past, he sees the role of certain visual artefacts, architectural sites, and cultural practices as mnemonic bridges to the communist past and ways towards a potential, if not reconciliation, then understanding.

Patricia Pisters writes that the paradigm shift proposed by Deleuze for film studies moves “from considering cinema and the spectator as a ‘disembodied eye’ (defined by the look and the gaze, desire and identification) to considering cinema and the spectator as an embodied brain (defined by perception – even illusory ones –, selections – even random ones –, memories – even fake ones –, imaginations, suggestions and above all emotions as pure affect).”[xxix] The concept of an embodied brain offers a way to tackle discursive-material entanglements of The Lure and to move beyond conventional interpretations that focus on narrowly defined discursive elements (such as dialogue or plot). What is at stake is not simply adding “the material” to “the discursive” (as this sets up a false dichotomy and a non-existent boundary), but rather showing how the discursive is always already material and vice versa. For instance, the fishy smell, to which characters allude to a number of times, triggers olfactory sensations associated with marinated herring+pickles+vodka+cigarettes (which, sans the cigarettes, forms now a clichéd vignette resurrected in popular vodka bars mushrooming in Eastern European cities). Half-forgotten, half-fabricated memories of late-night celebrations of countless name days from my early childhood swing gently between pleasantness and unpleasantness, joy and anxiety, and as such, mirror the nostalgic trajectory explored in The Lure.

One could ask, then,  what role The Lure’s horrific elements play. Do they exclusively serve as a vehicle for the monstrous feminine, fear of pollution associated with young women’s sexuality, and the spectre of vampiric lesbianism that threatens to destabilize patriarchal system of signification? Or can they be understood differently as well? I would like to argue that the horror of The Lure resides not only in the mermaids’ inhuman (and feminine) monstrosity, but also in the film’s relationship to the past it imagines and the human (and non-human) interactions it shows. In this sense, Smoczyńska’s movie taps into a vision of the social horrific reminiscent of Piotr Szulkin’s 1980s SF cinema, in which he employed typical SF tropes such as an alien invasion and post apocalyptic themes.[xxx] Despite their official SF generic affiliations, Szulkin’s low-budget movies (The War of the World: Next Century, 1981; O-Bi, O-Ba: The End of Civilization, 1985; Ga, Ga – Glory to the Heroes, 1986) are often remembered as the horror cinema of the 1980s, as they locate the horrific in everyday malice and in human penchant for sadism, boiling underneath the surface and just waiting to burst through the thin veneer of sociality and sociability. The horror of social relations is also mentioned by Pyzik, who comments on the perceived unfriendliness and brusqueness of Poles, often noted by outsiders.[xxxi] Poles do not smile; they are intolerant, mistrustful, and unwilling to help each other, but they are more than happy to engage in aggressive verbal and physical altercations. It is unclear whether Pyzik tries to trace the origins of these stereotypes or treats the supposed Polish hardness as a fact in need of deconstruction. Arguably, she manages the former, but not the latter.[xxxii] Still, if taken as a telling stereotype, boorishness and cruelty, often associated with the so-called hardening of Poles under the communist regime, reveals itself not only in the violent resolution of Golden and Silver’s encounter with the city, but also in the myriad little indignities suffered by the characters and their brusque exchanges, which culminate in the musicians’ family mêlée.

When the family begin to suspect that the mermaids might be behind a ghastly murder, they try to get rid of them by knocking them unconscious, wrapping their bodies in carpets, and, finally, throwing them into the Vistula river. What follows is one of the film’s most horrific scenes in which the mother, father, and son fight wildly and uncontrollably in their tiny flat. Stripped to their underwear, they seem drunk on violence and self-hatred. When it is over, their flat resembles a war zone, while their sprawling, black and blue bodies seem dead. It is hard to say whether the violent outburst is caused by guilt or maybe represents a belated reaction to the mermaids, or a curse-like madness bestowed by the two sisters. In a dream-like sequence, another singer comes to their flat with a drip feed to bring them back to life. This image brings to mind associations with hospital recovery, but in the context of dozens of vodka bottles strewn around the flat, the “glucose” drip feed (as the song lyrics clarify) is also reminiscent of a detoxification centre (a staple of the uphill battle against alcoholism of the communist-era).

The eruption of familial violence could be linked to sisters’ uncanny sexuality. In an earlier scene, Krysia has a dream-like erotic fantasy while having sex with her husband – the drummer. She imagines herself as a sleek, dark-tailed mermaid mother with the two little mermaids suckling her breasts. Immediately on waking up from this half-dream she projects her own shameful desires onto her husband, angrily accusing him of smelling like a fish. The ridiculous exchange triggers several associations with the fishy smell: the mermaids and the spectre of their erotic irresistibility; the allegedly fish-like smell of female genitals, which would point to the drummer’s all-too-human infidelity; and, last but not least, the ubiquitous marinated herring, which ironically is also the husband’s official line of defence. This short scene is just one of many in which the two mermaids’ presence destabilizes the family’s (and the city’s) volatile organization of eroticism, desire, and sex. And yet, the mermaids might have disrupted more than just sexual desire; they also force the characters to confront the failed mimicry of their pseudo-successful, fake-Western existence in Adria, which they usually drown in alcohol.[xxxiii]

The mermaids may also stand for the brutality of the communist regime, which metaphorically rips people’s hearts (souls?) out, chews and spits them out. This becomes clear in the film noir subplot, where a female militia officer is hunting Golden. In one scene the whole family and the two mermaids are gathered watching television in one of the few images of domestic happiness. What starts as a comedic interlude – the drummer has requested a song for his wife (“Chronos” by Chase) on a listeners’ choice program and goes on to dance for her and even attempts a semi-serious striptease – quickly devolves into a tense quarrel. The drummer’s serenade is interrupted by a popular criminal chronicle, Magazyn Kryminalny 997, which recounts the grisly murder committed at the Vistula river and in which the female lieutenant, now dressed in her official MO uniform, implores viewers to come forward with any information pertaining to the crime. Interestingly, for 24 years the opening titles of Magazyn Kryminalny 997 used the very same song that the drummer requested for his wife, which crafts an interesting intratextual link, reminding the audience how quickly meanings could be and were switched in the PRL – from a love song to criminal chronicle, from domestic bliss to domestic violence, from desire to fear of outsiders.

 

Conclusion

The manifold desires populating The Lure come in all materials and colours: on one hand, ardent reds and bright yellows, blonde wigs and white suits connect with the images of the affluent West, city nightlife and triumph; on the other, greenish blue, dark and fluorescent turquoise recall murky waters of the swimming pool, Adria’s backstage, and the Vistula river. The latter hues are associated with the mermaids, as in their first solo number, which is more harsh punk than soft rock of Figs ‘N’ Dates. Singing their dark and violent song about “vicious love” and “black magic,” they are wearing fauxhawks, copious amount of black kohl, and matching black sequin mini-dresses with scaly high shoulder pads reminiscent of New Wave futurism, while Adria’s crazed audience is throwing money and red carnations at them. Though the patrons of Adria throwing banknotes triggers associations with the West and female performers in night clubs, red carnation is the quintessential communist flower – given to both men and women for official and nonofficial celebrations of all kinds. The marriage of West and East is fleeting, however, and the short-lived success quickly turns sour as Golden is rejected by her father and Silver fails to become a sexually available girl for Mietek.

The above-mentioned Adria scene encapsulates perfectly the relationship between stratified layers of social formations and the emerging BwO, to return to Deleuze and Guattari’s nomenclature. The intensities released through the angry play of lights, sounds, words, pop-cultural associations, gestures, and movements speak to the two sisters’ unbridled desires that struggle against the stratum represented by Adria, its patrons, and the musicians. The sisters come close to a total unraveling, a complete deterritorialization through the musical frenzy, but somehow manage to stay in control, within the stratum, and to explore all the possibilities it offers, potential lines of flight (punk rock, New Wave aesthetics, incestuous doubling of female desire, etc.), and new conjunctions of desiring machines that are formed against all expectations, logic even.

The embodied brain that emerges in the event of watching The Lure does not have to be bound by “the maudlin, even morbid, desire of psychoanalysis… doomed to dream forever of recovering the ideal object that is has lost” but rather may look forward to new interrelationships which have not yet been formed, which do not yet exist.[xxxiv] This orientation towards the future yet to come opens up new avenues of understanding, not necessarily based solely on reading and deciphering deep structures of cinematic language. Paradoxically, in this essay the orientation towards the future (rather than the past) stands for the communist past, which remains under-theorized, misplaced, and brushed aside, or, alternatively, squeezed into majoritarian narrations of Solidarity, wartime heroics, and Komuna (a derogative term for both communist regime and communist era). Instead of focusing on an ahistorical conceptual framework of the monstrous feminine, I have opted to look at The Lure politically and socially, but through “le politique” of ordinary lives. In this I have joined the notion of an embodied brain with that of a situated brain, which combines freely the material-discursive singularities with affective states, and context- and time-specific references.[xxxv] I hope to have shown that The Lure’s generic hybridity and its emphasis on the sensual rather than the cerebral and its highly synaesthetic form do not obscure or hinder a potential political analysis, but may, in fact, become the film’s main vehicle for social and political commentary.

[i] Agnieszka Smoczyńska, “The Lure: An Introduction,” SeeThroughFlicks Youtube channel, 1:57, 2 January, 2016, https://www.youtube.com/watch?v=vI2UHxMPk4I

[ii] See, for instance, Justin Lowe for The Hollywood Reporter, David Ehrlick for Indiewire.com, Matt Goldberg for Collider.com, Simon Abrams for RogerEbert.com, Guy Lodge for Variety. Lodge’s final comment is the closest any of the reviewers get to the notion of the political: “Whether the 1980s period trappings are merely there for their own substantial kitsch value, or whether a degree of political subtext is present in these shenanigans, is among a number of questions left unanswered in the surf.”

[iii] Rosi Braidotti, Nomadic Theory: The Portable Rosi Braidotti (New York: Columbia University Press, 2011), 268-269.

[iv] Anna Powell, “The Daemons of Unplumbed Space: Mixing the Planes in Hellboy,” in Deleuze and Film, ed. David Martin-Jones and William Brown (Edinburgh: Edinburgh University Press, 2012), 174.

[v] Powell, Deleuze and Horror Film (Edinburgh: Edinburgh University Press, 2005), 58.

[vi] It is worth noting here that these do not constitute three separate types, but rather point to certain forms of organization which at any given moment may gain ascendancy over the other two. See also “Introduction: Rhizome” in Gilles Deleuze and Felix Guattari, Capitalism and Schizophrenia II: A Thousand Plateaus, trans. Brian Massumi (Minneapolis: University of Minnesota Press, 2005 [c.1980]), 1-28.

[vii] Powell, “The Daemons,” 176.

[viii] Ibid., 179.

[ix] Deleuze and Guattari, A Thousand Plateaus, 185.

[x] Powell, “The Daemons,” 185.

[xi] Barbara M. Kennedy, Deleuze and Cinema: The Aesthetics of Sensation (Edinburgh: Edinburgh University Press, 2002), 182.

[xii] See, for instance, Rebecca Coleman, “Inventive Feminist Theory: Representation, Materiality and Intensive Time,” Women: A Cultural Review 25, nb.1 (2014): 27-45.

[xiii] Deleuze and Guattari, A Thousand Plateaus, 433.

[xiv] Ibid.

[xv] Another popular image associated with the mermaid is the Syrena, a Polish car manufactured between 1957 and 1972; a widely popular, if perennially faulty automobile became one of the symbols of the fall of communism, when in the early 1990s thousands of Syrenkas (as Poles lovingly called them) were abandoned and even set on fire. See also, Olga Drenda, Duchologia polska: rzeczy i ludzie w latach transformacji (Kraków: Wydawnictwo Karakter, 2016), 39.

[xvi] Though both siren and mermaid are translated into “syrena” in Polish, the two creatures are not necessarily synonymous. The siren is a wider category which includes half-woman and half-bird or half-dragon creatures, not necessarily only half-woman and half-fish. See also museum’s website: http://artmuseum.pl/en/wystawy/syrena-herbem-twym-zwodnicza

[xvii] Maria Janion, Niesamowita Słowiańszczyzna: fantazmaty literatury. Kraków: Wydawnictwo Literackie, 2006.

[xviii] Elżbieta Ostrowska, “Desiring the Other: The Ambivalent Polish Self in Novel and Film.” Slavic Review 70, nb. 3 (September 2011): 503.

[xix] The name comes from the seminal work of the most famous Polish romantic poet Adam Mickiewicz – Dziady, Part III (1832).

[xx] Yet another surprising connection to Polish Romanticism comes in the form of Ballady i Romanse, sister music duo who composed the soundtrack for The Lure and who appear briefly as wedding singers in the last part of the movie. Ballady i Romanse (Ballads and Romances) is the title of Mickiewicz’s collection of romantic ballads, which features a number of Slavic supernatural elements and is sometimes cited as Polish Romanticism manifesto. The name of the band, however, comes from a communist era poet (Władysław Broniewski) who took Mickiewicz’s work and remade it after his own fashion to offer a merciless retelling of the original ballad, this time set during the World War II and concerning little Jewish girl’s execution by the SS.

[xxi] The book was met with both lavish applause and sharp criticism. Jan Sowa, in his review for Le Monde Diplomatique Polska rightly points out a confusion of terms employed by Leder: his concepts of “middle-class”, “bourgeoisie”, and “urbanites” are ill-defined, which weakens his overall thesis. See also Jan Sowa, Review of Prześniona rewolucja: ćwiczenia z logiki historycznej by Andrzej Leder, Le Monde Diplomatique Polska 06/100 (June 2014), http://monde-diplomatique.pl/LMD100/index.php?id=1_5

[xxii] Adria’s boss, “Pan Kierownik” (Mr. Manager – a popular appellation used during communist era to refer to men managing all kinds of public spaces, offices, institutions, etc.) tells the singer to get some human clothes for the two naked mermaids. In Polish language his order has a two-fold implication: the two sisters not only lack proper human attire but they also do not look proper, that is just like young urban girls should.

[xxiii] Polska Republika Ludowa (PRL), or The Polish People’s Republic, covers the period between 1952 and 1990. Following a brief period of economic stability and relative prosperity of the 1970s, the 1980s saw a gradual collapse of the communist regime. Today, the 1980s are still remembered mostly via images of empty shop shelves, martial law (1981-1983), the rise of Solidarity movement, and a slow embrace of Western goods, lifestyles, and culture.

[xxiv] See also Magda Szcześniak, Normy widzialności: tożsamość w czasach transformacji. Warszawa: Fundacja Nowej Kultury Bęc Zmiana: Instytut Kultury Polskiej. Wydział Polonistyki. Uniwersytet Warszawski, 2016.

[xxv] Agata Pyzik, Poor but Sexy: Culture Clashes in Europe East and West (Zero Books: 2014),

136.

[xxvi] Ibid.

[xxvii] Pyzik, Poor but Sexy, 7.

[xxviii] Dominik Bartmanski, “Successful Icons of Failed Time: Rethinking Post-communist Nostalgia,” Acta Sociologica 54, nb. 3 (2011): 227.

[xxix] Patricia Pisters, “Delirium Cinema or Machines of the Invisible?” in Deleuze and the

Schizoanalysis of Cinema, ed. Ian Buchanan and Patricia MacCormack (London: Continuum, 2008), 114.

[xxx] I have purposefully avoided discussing Polish horror cinema, which arguably consists of a handful of titles that could be roughly divided into two categories: high-brow psychological dramas and low-brow campy productions of the 1980s. And it is still too early to say if Smoczyńska’s The Lure and Marcin Wrona’s Demon (2015) might signal a new wave of horror cinema in Poland.

[xxxi] Pyzik, Poor but Sexy, 58.

[xxxii] Pyzik addresses three typical explanations: historical serfdom, communist regime, and neoliberal shock therapy that left people deeply scarred.

[xxxiii] For more on the concept of mimicry applied in postcolonial studies see also Homi Bhabha, “Of Mimicry and Man: The Ambivalence of Colonial Discourse,” Discipleship: A Special Issue on Psychoanalysis 28 (Spring, 1984): 125-133.

[xxxiv] Nick Mansfield, Subjectivities, Theories of the Self, From Freud to Haraway (New York: New York University Press, 2000), 142-143

[xxxv] I would like to thank Anna Kurowicka for the concept of a “situated brain.”

Notes on Contributor

Agnieszka Kotwasińska, PhD, is a cultural studies researcher and has graduated from the Institute of English Studies and American Studies Center, University of Warsaw. In her doctoral thesis she looked at the transformations of kinship in contemporary horror fiction by American women writers. Since 2012 she has been an adjunct at American Studies Center, University of Warsaw, where she offers courses in genre fiction, horror cinema, and new media. In her research she concentrates on the canonization processes in literature and cinema, embodiment in the so-called low genres, and the reproduction of death in horror texts.

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Janion, Maria. Niesamowita Słowiańszczyzna: fantazmaty literatury. Kraków: Wydawnictwo Literackie, 2006.

Kennedy, Barbara M. Deleuze and Cinema: The Aesthetics of Sensation. Edinburgh: Edinburgh University Press, 2002.

Leder, Andrzej. Prześniona Rewolucja: ćwiczenia z logiki historycznej. Warszawa: Wydawnictwo Krytyki Politycznej, 2014.

Lodge, Guy. Review of The Lure by Agnieszka Smoczyńska. Variety.com. 7 March 2016. Accessed 10 February, 2017. http://variety.com/2016/film/festivals/the-lure-review-1201722757/

Mansfield, Nick. Subjectivities, Theories of the Self, From Freud to Haraway. New York: New York University Press, 2000.

Ostrowska, Elżbieta. “Desiring the Other: The Ambivalent Polish Self in Novel and Film.” Slavic Review 70, nb. 3 (September 2011): 503-523.

Powell, Anna. “The Daemons of Unplumbed Space: Mixing the Planes in Hellboy.” In Deleuze and Film. Edited by David Martin-Jones and William Brown, 173-191. Edinburgh: Edinburgh University Press, 2012.

Powell, Anna. Deleuze and Horror Film. Edinburgh: Edinburgh University Press, 2005.

Pisters, Patricia. “Delirium Cinema or Machines of the Invisible?” In Deleuze and the

Schizoanalysis of Cinema. Edited by Ian Buchanan and Patricia MacCormack, 102-115. London: Continuum, 2008.

Pyzik, Agata. Poor but Sexy: Culture Clashes in Europe East and West. Zero Books: 2014. Kindle.

Smoczyńska, Agnieszka. “The Lure: An Introduction.” SeeThroughFlicks Youtube channel, 1:57. 2 January, 2016. Accessed 10 February, 2017. https://www.youtube.com/watch?v=vI2UHxMPk4I

Sowa, Jan. Review of Prześniona rewolucja: ćwiczenia z logiki historycznej by Andrzej Leder. Le Monde Diplomatique Polska 06/100 (June 2014). Accessed 10 February 2017. http://monde-diplomatique.pl/LMD100/index.php?id=1_5

Szcześniak, Magda. Normy widzialności: tożsamość w czasach transformacji. Warszawa: Fundacja Nowej Kultury Bęc Zmiana: Instytut Kultury Polskiej. Wydział Polonistyki. Uniwersytet Warszawski, 2016.

 

Filmography

Aftermath (Pokłosie). Directed by Władysław Pasikowski. 2012. Monolith, 2013. DVD.

The Art of Loving. Michalina Wislocka’s Story (Sztuka Kochania. Historia Michaliny Wisłockiej). Directed by Maria Sadowska. Next Film. 2017.

The Collector (Komornik). Directed by Feliks Falk. 2005. Tim, 2006. DVD.

The Decalogue (Dekalog). Directed by Krzysztof Kieślowski. 1989. Criterion Collection, 2016. Blu-ray.

Demon. Directed by Marcin Wrona. 2015. Kino Świat. 2017. DVD.

The Lure (Córki Dansingu). Directed by Agnieszka Smoczyńska. 2015. Kino Świat, 2016. DVD.

Ga, Ga – Glory to the Heroes (Ga, ga: Chwala bohaterom). Directed by Piotr Szulkin. 1986. Filmostrada. DVD.

Gods (Bogowie). Directed by Łukasz Palkowski. 2014. Agora, 2014. DVD.

Ida. Directed by Paweł Pawlikowski. 2013. Artificial Eye, 2014. DVD.

O-Bi, O-Ba: The End of Civilization (O-Bi, O-Ba. Koniec cywilizacji). Directed by Piotr Szulkin. 1985. SPI. DVD.

Spoor (Pokot). Directed by Agnieszka Holland and Kasia Adamik. 2017. Next Film.

Walesa – Man of Hope (Wałęsa. Człowiek z nadziei). Directed by Andrzej Wajda. 2013. Metrodome. 2014. DVD.

The War of the World: Next Century (Wojna światów). Directed by Piotr Szulkin. 1981. SPI. DVD.

This Footage is Yet to be Found: Outlast and the Found Footage Aesthetic

I’m sorry, my son, I didn’t want to have to do this to you. But you can’t leave, not yet.

There is so much yet for you to witness.

– Father Martin Archimbaud in Outlast

The opening of Red Barrels’ 2013 title Outlast establishes a classic horror atmosphere: after receiving a mysterious letter, the game’s protagonist is called to a remote location in search of answers on its horrifying reputation. Wielding little else but a camcorder, Outlast allows the player to star in their own found footage film, borrowing from the now familiar aesthetic of the form. Yet in a videogame, the ability to interact with the game changes the dynamic between footage and viewer. Rather than watching old material recovered from the asylum, Outlast offers an experience akin to the ‘making of’ of a found footage film, where the protagonist is creating the record of his experiences as the game is played. Using the Outlast franchise as the central case study, my aim here is to examine the status of the game as a found footage artefact in relation to theoretical work on the same phenomenon in film. This includes a discussion of the implications of this sub-genre for its audiences, and by extension, the possible impact of Outlast and its plot on the player. Casting the player as the creator of what I term ‘footage-yet-to-be-found’, the game changes the familiar dynamic of found footage films and poses wider questions about player agency, the potential of interactive horror, and the blurring of multiple media forms as videogames and cinema continue to move closer together.

Although it is widely acknowledged that the interactive nature of videogames creates an experience that is different to film, games do often make use of cinematic devices, and it is easy to see that connections exist between the technologies and strategies employed by cinema and videogames. Many games use cut-scenes and in-game videos as part of their narrative, alongside the interactive sections, and there is evidence of a direct and knowing borrowing between the two media. An obvious example of this are adaptations from game to screen (such as Tomb Raider (2001), DOOM (2005) and Assassin’s Creed (2016)) or the creation of game titles as movie tie-ins (such as the LEGO games which have adopted franchises such as Harry Potter (2010-2011) and Lord of the Rings (2012)). Not just residing in cut-scenes and adaptations, these crossovers are becoming more elaborate, with Hollywood actors taking starring roles in games. Recent high profile titles such as Beyond: Two Souls (Quantic Dream, 2013) and both Call of Duty: Advanced Warfare (Activision, 2014) and Infinite Warfare (Activision, 2016) have used actors Willem Dafoe, Ellen Page, Kevin Spacey and Kit Harrington to portray in-game characters. Similarly, auteur-developer Hideo Kojima, best known for the Metal Gear Solid series (Konami, 1987-2015), has stated that “games, novels and films will merge into one type of entertainment”, because “the time you have to choose what media or entertainment you experience is dwindling. More and more people are looking at types of media that combine elements together” [1]. With Norman Reedus, Mads Mikkelsen and Guillermo del Toro featuring prominently in the trailers for Kojima’s new project Death Stranding, it seems the developer has already taken the first steps in this direction.

Yet the connection between the two forms runs deeper than adaptation and acting: games often borrow visual styles and techniques from the big screen, employing elements of genre and iconography to draw players into their worlds. Representations of action, science fiction, and even film noir have found their way from the cinema to the console, bringing with them familiar imagery and settings. The horror genre has seen a similar fate, with its old castles, dark cemeteries and seminal monsters quickly finding a place in gaming. However, it is not simply plots and settings which have made their way from the big to the small screen, and certain games embrace a particular aesthetic: the slasher horror tropes of Until Dawn (2015) and the zombie infestations of games such as Left 4 Dead (2008 and 2009) and Dead Rising (2006-2017) offer players an opportunity to engage more fully with the cinematic conventions they have become familiar with. Another example of this is the Outlast franchise, which draws on the aesthetics of the found footage horror film to deliver its narrative terrors.

I start feeling sick just looking at this place 

At the time of writing, the Outlast franchise, produced by independent Canadian developer Red Barrels, consists of two main games, titled Outlast (2013) and Outlast II (2017), as well as the downloadable content Whistleblower (2014), which serves as a companion piece to the original game. Although the plots and protagonist differ for each entry, they share certain characteristics, and the framing of the main character as a journalist and investigator, combined with the use of a camcorder as a core gameplay mechanic, allow for a particular reading of the games. Before offering such an analysis, I will briefly outline the plot and the role of the camera in each game.

In the original Outlast, players take on the role of Miles Upshur, investigative journalist, who receives an anonymous email outlining the questionable goings-on in the Mount Massive Asylum. Upshur travels to the facility to investigate, and as he makes his way through wards, cell blocks and sewers, he bears witness to the results of the horrific experiments conducted by the Murkoff Corporation. Led by doctor Wernicke, a German scientist enlisted by the United States after the Second World War, the Murkoff Corporation attempted to advance Project Walrider. A strange combination of the supernatural and the technological, Walrider uses dream therapy and human hosts to create a biotechnological swarm of nanites. Ultimately, this single malevolent entity finds a new host in Upshur himself.

The immediate follow-up to Outlast, Whistleblower, features Waylon Park as its protagonist. The game opens as Park is sending an anonymous email, the same email received by Upshur in the main game. A software engineer working at Mount Massive for the Murkoff Corporation, Park tries to blow the whistle on the activities inside the asylum, but upon being discovered, he is volunteered as a subject to the experiments. Whistleblower frames Outlast in interesting ways, providing prequel, background and additional closure to the events of the main game. It uses similar mechanics to its predecessor, giving Park access to a camera early on. Unlike Upshur, however, Park escapes the asylum and is able to upload the videos onto a website called VIRALeaks. He managed to get out of Mount Massive, and so has his footage.

In Outlast II, the focus shifts from the confines of a mental institution to the sprawling Sonoran desert. Blake Langermann, assistant and cameraman to his journalist wife Lynn, has travelled to Arizona with her to investigate the death of a young woman. When their helicopter crashes, Langermann loses track of Lynn and sets out to find her. In his way are both the inhabitants of a small village, hidden away from civilization and inhabited by a strange religious cult, and memories of his troubled past and the death of Jessica, a childhood friend of his and Lynn’s. Although there is no direct link with either protagonist or location, Outlast II takes place in the same universe as the first game, and the sequel includes numerous hints that point to the Murkoff Corporation, the Walrider experiments, and their influence on the region and its inhabitants, including Langermann. 

In each of these scenarios of torture, insanity and death, the importance of the camera quickly becomes apparent, offering players a tool to (seemingly) record their in-game actions. The camera becomes an integral part of the game experience. In Outlast and Whistleblower, the camcorder includes a zoom function and night vision. Key events are recorded in the form of hand-written notes, saved to the player’s in-game journal, but there is no way to review the footage. Outlast II features a more advanced camera, keeping zoom and night vision, as well as adding a microphone function, which allows players to hear nearby enemies. The notes are replaced by recordings: using the footage shot by the player, these are saved to the journal and accompanied by voice-over commentary from Langermann.

Rather than a gimmick or narrative device, the camcorder and in particular its night vision capabilities are integral to the gameplay. Each instalment of the franchise informs its players that they are not fighters, and that their options are to run, hide, or die. The camera’s features enable players to navigate dark corridors and paths in an attempt to escape. In addition to its necessity for traversing the game space, the camera allows players a certain level of authorship and players are given the freedom to act as if they are recording events for some future audience. Each feature of the camera is explained early on and certain lulls in the gameplay allow for the careful selection and framing of shots. Whenever the camera is in use, its interface is in view, indicating battery power, level of zoom, framerate, and recording light, constantly reminding the player of the presence and function of the device. Although the footage that is recorded in both Outlast and Whistleblower is not accessible in any meaningful way outside of the direct experience of playing the game, the process of recording is deeply embedded. In Outlast, the opening text stresses to “stay alive as long as you can, record everything” [2]. Similarly, Park’s first note in Whistleblower states that he hopes the camera is found with his corpse, so that “the evidence on it does what I couldn’t, expose the truth” [3]. By contrast, the use of actual gameplay footage for its recordings in Outlast II further enforces the notion of authorship and creation. These features link the games to the aesthetics of found footage horror, not simply borrowing its style, but also the framing and the way in which they position their creation and audience. In order to fully explore this relationship, it will be necessary to discuss the form and its implications before returning to a more detailed analysis of the videogames. 

Maybe it was a glitch in the camera. Or maybe this place getting to me. 

Found footage was defined by Scott Meslow as being “built on the conceit that the movie was filmed not by a traditional, omniscient director, but by a character that exists within the film’s world – and whose footage was discovered some time after the events of the film” [4]. Heller-Nicholas similarly notes that “[f]ound footage horror films rely on the fictional premise that the footage from which they are constructed existed previously, and has been reutilized into a new, separate work” [5], and finally, Aldana Reyes focuses on editing and visual treatment: “Generally speaking, in found footage horror we watch a recording that has been discovered by someone else, who remains almost always unmentioned, and has been edited for ease of consumption. On the other hand, the images must look rawer and less edited than those of a mainstream film” [6]. What follows from these definitions is that found footage does not solely rely on its content, but rather draws on framing and cinematography, as well as the intervention of an unseen editor, to convey its narrative. The function of these framing devices is clear, namely to convince its audience that the recorded events have indeed occurred: “The formal construction of these films encourages a sense of verisimilitude and suggests that what is being shown is raw, unprocessed “reality”” [7]. Most commonly, they are presented as “either an un/official governmental record, a tape or digital file that plays as it would on someone’s camera, phone or computer which had been left behind or unattended, or as a home video taken home and then rewound and played” [8]. This emphasis on the supposed reality of the footage creates a greater proximity to its viewer and thus a more terrifying experience. As McRobert argues, found footage films contain “the implication that the filmic world is the same as the audience’s” [9], creating a situation where “the audience is not there, instead the filmic horror is potentially here” [10]. The fictional world that is recorded is close to the real world, and may not be so fictional, after all.

In addition to the use of narrative framing, the cinematic style of found footage horror equally offers audiences a chance to get up-close and personal. The size of the cast is small, often exceeding no more than four principal actors, and they themselves are in charge of the recording. The omniscient director is removed; instead, characters film whatever occurs and whatever their attention is drawn by, their raw footage joined by unedited commentary and physical responses to the events. This first person viewpoint can create a more direct connection between character and viewer, positioning the latter as if they were present and reacting alongside the cast, thus allowing “[f]ound footage horror [to] exploit its peculiar aesthetics to bolster this corporeal interaction, for example by including damaged stock that simulates the effects of external attacks on the camera holder or the recording apparel” [11]. Not only are the film’s characters placed alongside the audience, but so is their fate: when they are attacked, so, by extension, is the viewer. Interestingly, this proximity to the viewer simultaneously draws them in and frustrates them, as Heller-Nicholas discusses:

Implied in the camera’s presence here is a frustrating of visual control. Rather than acting as a surrogate eye that does our seeing for us, the camera obscures our vision, and stands between our eye and the things we wish to see. Additionally, we often want to look in places that the camera refuses to go. There is a mechanical slowing down that suggests a lack of agency working in direct opposition to the supposed sense of autonomy that a free-moving hand-held camera implies. [12]

Similarly, Bordwell notes the camera ubiquity present in most fiction films, a position which is clearly altered by the use of a single handheld camera [13], and Heller-Nicholas describes the camera as being “deliberately and consistently exposed as faulty”, affording found footage the ability “to undermine the dominant and often sadistic supremacy of the gaze by exposing this inadequacy to fully see” [14]. Viewer alignment is the reason behind these choices, as Aldana Reyes explains:

Found footage imposes natural limitations on the field of vision, especially if images are shot at eye or shoulder level […]  Given that found footage aims to strengthen the artificial alignment between vision/body of the film and vision/body of the viewer via the camera holder, a restricted visual field potentially makes that link more organic. [15]

By filming in this way, the cameraman becomes essentially invisible to the viewer and forces them into a first person viewpoint, bringing them closer to what is being filmed and the process of filming. This creates an interesting tension within found footage: on the one hand, there is the conceit of reality. The footage has been recovered; it is raw, organic, close to the audience’s responses, yet on the other hand, it is an experience which is tightly controlled, both by the intervention of an unknown editor, and through frustrating the view due to the quality and movement of the camera. Found footage signifies a lack of control, both on the part of the filmmaker and of the viewer. Arguably, this puts the form at odds with the player agency within a videogame as it is the notion of interactivity which is seen as the defining distinction between games and cinema. In order to explain this tension, I will return to a discussion of the two media.

…I’m going to be a witness… 

I have discussed the intersections between cinema and videogames, positioning Outlast as an example of found footage form. More needs to be said, however, in relation to what is arguably the distinction between cinema and games: the interactivity of the latter form. These ideas are the focus of the 2009 essay “Movie-Games and Game-Movies” by Douglas Brown and Tanya Krzywinska. The authors start by noting the similarities between the two media, stating that: “Like film, digital games are screen-based, and as such utilize many cinematic features, providing thereby one of the more basic and formal reasons for the increasing numbers of movie-game tie-ins” [16]. Indeed, the non-interactive cut scenes contained within most games “often utilize multiple points of view and editing, generally in the service of establishing place of situation” [17]. Yet the relationship is not simply a one-to-one comparison:

Digital games often employ aspects of cinema to make more meaningful and lend resonance to the activities undertaken by players in a game, yet what defines games generally, distinguishing them from other media, is that a game has to be played. This necessarily involves the player in making choices that affect in some way the state of the game and that the game responds to those choices. [18]

Due to this emphasis on interactivity and player agency, the cinematic dimensions of games operate differently than in film. Brown and Krzywinska note that “the camera is […] controlled by the player” and indeed that “[i]n many first and third person games that take place in a realized world across a range of platforms and game types, point-of-view and framing are anchored directly to the character whom the player controls” [19]. As a result, the ability of a director to carefully frame and compose shots is compromised. Cinematography is one of the core tools available to cinema to construct both narrative and affect. Although editing is of importance during scripted cut-scenes in videogames, for most of its duration, it is the player who is in control of the character and indeed the camera, diminishing the role of cinematography. This dichotomy raises interesting questions in relation to the case study: if the viewing of found footage removes control by frustrating the ubiquity of the camera, how can this be translated to an interactive experience, where the player is very much in control? The Outlast franchise manages to mitigate this contradiction, imitating the cinematic control and intended affect whilst allowing players the freedom to become the creators of their own found footage film.

Equally, the relationship between horror and interactivity is more complicated than in most videogame genres. Although gameplay is still key to the experience, this tends to focus on exploration and the discovery of terrifying events, often emphasizing narrative over player action. In her essay “Hands-On Horror”, Tanya Krzywinska explores this approach and its benefits for the genre. She reiterates the idea of games as interactive, stating that “games place a strong emphasis on the act of doing that extends beyond the kinetic and emotional responses that are common in cinema” [20]. However, Krzywinska notes, this process of doing is not present throughout the entirety of the game: “In each game there are periods in which the player is in control of gameplay and at others not, creating a dynamic rhythm between self-determination and pre-determination” [21]. She notes the importance of this ebb and flow in horror games as “in these particular games it takes on a generically apposite resonance […] because it ties into and consolidates formally a theme often found in horror in which supernatural forces act on, and regularly threaten, the sphere of human agency” [22]. The character in the game, and indeed the player, is out of control because of the antagonist(s) they are dealing with. Although all games include elements which promote or limit player agency, Krzywinska argues that in the case of horror games, “[t]hroughout the game, the effects of a higher power are always in evidence, [and] horror-based videogames are strongly dependent on their capacity to allow players to experience a dynamic between states of being in control and out of control” [23]. The reason for this is related to the supernatural forces as “[t]he operation of the game’s infrastructure invokes for the player an experience of being subject to a pre-determined, extrinsic, and thereby, Othered force, which is balanced against the promise of player autonomy offered by the game’s interactive dimension” [24]. It is not the game or its designer which frustrates the player’s control, but rather a malevolent outside agent who influences their progress throughout the game. Where found footage films appear to remove the agency of both filmmaker and viewer, the Outlast franchise uses the rhythm described by Krzywinska to position and affect its players. 

Whoever finds my corpse – trust no one and tell everyone 

As evidenced in a discussion of the original game by Phillipe Morin, co-founder of Red Barrels, these tensions between being in and out of control were part of the discussion throughout the game’s development. In an insightful post to the Gamasutra website, Morin charts the origin story of the game and the decisions made by the team in creating the title: “Out [sic] first debate was about the core gameplay. We wavered between a Resident Evil-style approach to guns, but with very limited ammo, and a no-combat-at-all, Amnesia-style approach. We decided to go with no combat because it would allow us to build a more focused experience” [25]. This vision of a combat-less experience defined a lot of the design process. Morin explains:

Having decided that we would use “night vision,” we needed a protagonist that required it. We considered a member of some kind of SWAT team with night vision gear, but we wanted to sell the “no combat” concept, so we dropped any kind of law enforcement characters. At the time, a lot of movies were using the found footage concept, so we thought, “why not games?” Camcorders also have night vision, so it fit nicely. [26]

This led to the creation of the protagonist of the first game and his role within it: “After more brainstorming, we hit on the idea of a reporter. A reporter doesn’t usually have combat skills, and has a good reason to be carrying a camcorder, particularly if he’s in the course of doing an investigation” [27]. It was these ideas that informed the original game, as well as the downloadable content and the sequel. Red Barrels have cast the players as a specific protagonist, with abilities to match, and Outlast clearly frames their position within the game in its introductory text: 

You are Miles Upshur, an investigative reporter whose ambition is about to earn him an intimate tour of hell on earth. Always willing to dig into the stories no other journalist would dare investigate, you will seek out the dark secret at the heart of Mount Massive Asylum. Stay alive as long as you can; record everything. You are not a fighter; to navigate the horrors of Mount Massive and expose the truth, your only choices are to run, hide, or die. [28]

This initial text is interesting for numerous reasons. Although the game employs first person perspective throughout, players are given a name and some background as to who they are within this world. It also frames their experience and behaviours in a particular way: as an investigative journalist, they are here to “seek out the dark secret” in the asylum location. In doing so, they will need to “stay alive as long as [they] can” and, perhaps more importantly, they are instructed to “record everything”. As the designers tell them, they “are not a fighter”; rather, they are here to “expose the truth” [29]. A similar text is absent in Whistleblower, but returns in Outlast II:

Lynn Langermann is an investigative journalist seeking the answers behind a pregnant woman murdered under impossible circumstances in rural Arizona. You are Blake Langermann, her husband, assistant, and cameraman. Record everything. Neither of you are fighters; to navigate the horrors waiting for you in the desert, your only choices are to run, hide, or die. [30]

The language used is close to that of the original, on the abilities and limitations of Langermann, as well as the subject of his investigation. Although the game does not actively enforce it, I would argue that the assignment set at the start of each game influences the role of the player. In framing both Outlast and its sequel in such a way, the developers have set down clear guidelines on how players are to interact with the world and what they are supposed to film as they are instructed to investigate and record everything. In addition, these messages clearly signpost the abilities and vulnerabilities of the player, where, from the outset of the game, they are positioned as a victim rather than a hero. This supposed lack of control manifests itself both within the story of each game, as well as in aspects of gameplay, and it is the plot elements which I will discuss first.

The narrative of both Outlast and Outlast II reiterates the experience of, in Krzywinska’s words, being out of control. This dynamic is reinforced by certain secondary characters, whose actions influence the in-game events in a variety of ways. In Outlast, the character of Father Archimbaud, an inmate of Mount Massive, openly interacts with Upshur and even hinders his progress. After responding to the initial objective to investigate the asylum, Upshur soon discovers that not all is well: the building is in disarray, and evidence of violence is everywhere, in the form of broken furniture, pools of blood and even dead bodies. There is, however, no sign of the perpetrators, or indeed of any living soul, and it is only when Upshur is grabbed and violently thrown to a lower floor by the burly inmate Chris Walker that he realises that he is not alone in the facility. As Upshur drifts in and out of consciousness, he is attended to by Father Archimbaud, and as the priest examines Upshur’s camcorder, he appears to experience a revelation: “I… I see. Merciful god, you have sent me an apostle. Guard your life, son, you have a calling” [31]. When Upshur regains his senses, the Father is nowhere to be seen, but he has left behind a message, written in blood: PROCLAIM THE GOSPEL. Aware that whoever, or whatever, is still inside Mount Massive is more than he bargained for, Upshur’s objective has changed: the investigation no longer matters, and instead, the game instructs the player to escape by unlocking the main doors. His assessment of his meeting with Father is brief: “There are words scrawled in blood everywhere. I’m getting an ugly feeling in my gut that the “Priest” is writing them, and for my benefit” [32]. Alongside his occupation as an investigator, the priest has assigned Upshur the role of witness, effectively taking control of the actions of the journalist.

Archimbaud will remain an instrumental figure throughout the early part of the game. After Upshur reaches the security control room from where the doors can be unlocked, the priest is seen on one of the monitors, flipping the switch to the main power supply and scuppering Upshur’s attempt at escape. A return to the control room after switching on the generator causes Archimbaud to once more approach Upshur directly, injecting him with a sedative in an attempt to keep the journalist within the asylum walls, commenting that: “I’m sorry, my son, I didn’t want to have to do this to you. But you can’t leave, not yet. There is so much yet for you to witness” [33]. Guided by notes and instructions left by Archimbaud, painted in blood, Upshur is led deeper into Mount Massive. Despite his distrust for the priest, he realises the weight of what he may have uncovered: “If he’s telling the truth, now I’ve got a way out. And a story to tell. He wants me to spread his gospel. I’ll tell the whole fucking world” [34]. Rather than a supernatural force, it is Archimbaud’s insistence on the act of witnessing which forces Upshur deeper into Mount Massive to discover the Walrider. It is his own free will which brought him, and the player here, and although players are able to control Upshur, it is Father Archimbaud who guides the journalist, showing a constant awareness of and control over what is witnessed. The final encounter with Archimbaud, now nailed to a crucifix and about to be set alight by fellow inmates, and his last words, are indicative of this: “You alone shall escape to tell them. This is your penultimate act of witness. […] You will watch and record my death, my resurrection. And together we will be free” [35]. Upshur finds himself beaten, bruised and tortured, barely hanging on to his consciousness and his sanity, yet he has a role here: Archimbaud has cast him as a witness, an apostle, who will see and record, before being rewarded with his freedom and proclaiming this gospel to the world. By that point, however, both Mount Massive and the Walrider have too great a hold on Upshur, and his reward ultimately escapes him. The ending of the game, with Upshur remaining at the facility, overcome by what he was sent to discover, clearly echoes the conclusion of many found footage offerings.

Within the plot of Outlast II, Langermann’s wife Lynn and childhood friend Jessica take on a role similar to Archimbaud, in which they (indirectly) control the player and their actions. After being separated from his wife in the helicopter crash, Langermann’s initial objective is simple: find Lynn. This will remain the goal throughout the game and brief encounters with Lynn only serve to reinforce this objective and Langermann’s desperation to save his wife. This emphasis on Lynn’s role is also evident in the opening text of the game, which frames Langermann as Lynn’s “husband, cameraman and assistant” [36]. Interestingly, this message differs from the text that was used in the 2016 demo, which predates the 2017 release by some months. In the demo, Langermann is framed as a central and more proactive protagonist:

You are Blake Langermann, a camera man working with your wife, Lynn. The two of you are investigative journalists willing to take risks and dig deep to uncover the stories no one else will dare touch. You’re following a trail of clues that started with the seemingly impossible murder of a pregnant woman known only as Jane Doe. The investigation has lead you miles into the Arizona desert, to a darkness so deep no one could shed light upon it, and a corruption so profound that going mad may be the only sane thing to do. [37]

By contrast, the final release foregrounds Lynn as the primary figure, both within the narrative and in terms of gameplay. As a result, Langermann, and by extension the player, have already lost some agency over their situation: this story is not about them, and it is all they can do but to find Lynn and perhaps survive.

The same can be said for the role of Langermann’s childhood friend Jessica, who is another main influence within the game. Although the majority of the action of Outlast II plays out within the cultist village in the Sonoran desert, these segments are intercut with what appear to be memories of Langermann’s schooldays, and in particular, the time he shared with Jessica. The girl was found dead as a result of tragic events at a young age, and the game remains ambiguous as to whether Jessica was accidentally killed or took her own life; however, Langermann’s lingering guilt in relation to these events is palpable. Within this sub-plot, the school location serves as a metaphor for Langermann’s unconscious mind and pent-up guilt, revisiting and reliving Jessica’s death as an act of penance. The status of these sequences remains unclear throughout the game: although players can move through and interact with the school building and objects within it, any recordings made while inside the school are saved only as static, leaving players to question the reality of these moments. The framing of these sequences as ‘in the past’, or perhaps ‘inside his head’, also means that players have no control over what occurs, instead simply navigating that which has already come to pass. Neither Lynn nor Jessica actively guide Langermann in so direct a way as Archimbaud does for Upshur; however, both Langermann’s history (the loss of his friend) and his possible future (the loss of his wife) offer clear motivations for his actions throughout the game. This is not Langermann’s assignment, nor is he here of his free will; rather, he has followed Lynn to Arizona to assist her. The events that befall him are on account of her disappearance, and his conviction to not lose her the way he lost Jessica. Indeed, Langermann’s dialogue near the end of the game starts confusing the two women, using Jessica’s name to refer to Lynn. Whereas Upshur’s control is removed by Archimbaud, and subsequently by the Walrider and Mount Massive itself, Langermann’s guilt means he was never in control in the first place.

A final point to mention in relation to the game’s narrative is the protagonist’s voice. Both Upshur and Park, in Whistleblower, function as what is essentially a blank canvas: players are provided with a name and a minimal context, but from that moment on, the men become largely invisible. Any noise they make are gasps and grunts of surprise, exertion or pain, and although both storylines feature a specific moment of body horror in which Upshur and Park are captured and tortured, there is not enough detail in the depiction of their bodies to create a disconnect with the player. By contrast, Langermann’s body is never fully visible, yet some of his features are more distinct. He wears glasses, and his vision will become blurred when he loses these. In addition, Langermann has a voice: rather than simply producing noise, he narrates and comments on events, both during gameplay and in the recordings. The absence of Upshur and Park will help sustain the illusion of player agency, even as they are coerced by other characters, whereas the presence of Langermann serves to further highlight his lack of control over his entire situation and indeed his own mind. In the design of both the protagonists and the secondary characters, Red Barrels have offered players a first person view and the ability to control Upshur, Park, or Langermann, whilst at the same time placing them in a situation in which their fate is influenced and, in many ways, already decided.

Not all elements that impact player agency are part of the plot, and some of them are embedded in the mechanics of the games. In borrowing the concept of found footage and handing the players a camcorder, they are granted a particular type of control over their experience. They are able to record as they play, focusing and framing as they see fit, and the information discovered is, in many ways, theirs alone. Most videogames will use a system of notes and artefacts that can be recovered by players to further illuminate the narrative and each Outlast game includes numerous documents that can be found such as letters and emails relating to other characters and unseen events. Whereas these materials, as in most games, can be uncovered through exploration, Outlast’s notes and recordings rely more strongly on player agency. These items cannot be discovered unless players are filming and unless they are filming the right moment in order to trigger the recording. If players wish to uncover all the game’s secrets, they will need to become the investigator and found footage filmmaker, keeping a record of their journey at all times, turning the camera this way and that in order to capture everything. At the same time, however, the camcorder is incomplete: like the camera in found footage films, the view of the camcorder is often frustrated and can be lost if the player fails to collect the batteries necessary for it to operate. In addition, each of the games includes a sequence where the camera is lost or damaged: in Outlast, for example, Upshur drops the camera, only to discover a cracked lens and occasional glitches when recovering it, thus further frustrating the supposed all-seeing eye. This example recalls the comments of both Heller-Nicholas and Aldana Reyes about the alignment of the viewer and the cameraman in found footage narrative, and the promise of damage to both character and audience. In addition, the damage to the camera further frustrates the visual control, the cracked lens and occasional glitches making it even harder to see.

What happens to the footage is also of note: any recordings taken by the player are registered, but not saved or indeed accessible after they have been captured. As a result, the player is put in a position similar to the filmmaker in found footage: everything is captured, but it is reviewed by someone other than the person who recorded it. Ownership has been transferred, whether players are aware of this or not. This idea is present most strongly in the original game, where recordings are saved as handwritten notes. The player knows what they have seen, and they have the evidence in the form of Upshur’s notes, yet there is no way to retrieve it. Control has been lost, or perhaps handed over, leaving them to question the reality of what they have witnessed. Outlast II both increases and lessens the control in this respect. The recordings saved to the journal use the footage collected by the players, yet these clips are tied to specific locations within the game, and are combined with a voiceover from Langermann, commenting on what has been captured. The player has agency over what has been filmed, but the authorship appears to be with Langermann, who interprets the footage. It is only in Whistleblower that the player is the author: although it uses a mechanic similar to Outlast, where recordings are made and saved as written notes, Park and his footage manage to leave Mount Massive alive and he is able to transfer it to the VIRALeaks website. At the same time, there are consequences to this transference of ownership, as is explained by an unseen figure during the ending of the game: “I need you to understand the bridge you are crossing here. You will do irrevocable damage to the company, you might even get close to something like justice. But. Once you click upload, your life is over” [38]. In each game, the player is given authorship over the footage, choosing what to focus on, yet in the act of recording, their ownership is removed, ultimately leaving them in the position of the found footage filmmaker, with no control over what has been captured.

The levels of control are not only tied into the narrative and the recordings, but also the gameplay itself. As is clear from the introduction to each game, as well as Morin’s comments on creating a combat-less experience, players have no option, as “your only choices are to run, hide, or die” [39]. As opposed to other horror titles, where players may obtain weapons in order to defend themselves and take down enemies, Outlast removes any such mechanics. The use of the camcorder precludes any real power being awarded to the player: in not allowing them access to weapons, players are unable to obtain any mastery over their assailants and forces them into a particular type of behaviour in how they navigate the game space. They are left vulnerable, unable to overcome, or even face up against, their enemies. In a direct confrontation, they have no chance, and the chase sequences present in each game work to enforce this vulnerability. In order to survive, players cannot attack, but rather, they need to navigate the game space to either run or hide. Indeed, the game space itself further highlights the lack of control players have. The interior of Mount Massive Asylum in Outlast and Whistleblower is littered with ways in which player movement is hindered: locked doors, broken furniture and blocked corridors, combined with the interference of other characters, funnel players down a particular path, to their salvation or their doom. Outlast II’s desert setting creates a different dynamic and makes use of large outside spaces. Certain obstacles are still in place to guide the player in the right direction, but overall, they are given much more freedom as to how they traverse the space. Interestingly, this does not grant more control to the players: the openness of the space removes their ability to mentally map the area. Upon turning a corner or ducking under a fence, players may face a change in landscape, a blocked pathway, or the appearance of a new enemy. This requires constant adjustment, leaving them unable to fully master the space in the same way they would be able to do with an inside location. Running, ducking and diving, the camcorder shaking, the traversal of the space of the asylum and the Arizona desert fully mimics the quality of most found footage films. Directorial control gives way to pure terror. As I have shown here, Krzywinska’s ideas of being in and out of control and their influence on player agency are found in the Outlast franchise in a several ways. Despite offering players agency over both the main character and the camera, Red Barrels uses both narrative and gameplay elements to frustrate control and guiding them through the experience. 

In the article “Return to Paranormalcy”, Bordwell notes that “I haven’t yet mentioned one creative problem discovered-footage filmmakers need to confront. Who’s responsible for what we see?” [40]. In Outlast, the answer to this question is simple: it is the player, in the form of Miles Upshur, Waylon Park and Blake Langermann, who picks up the camera to record their experience. In both its narrative and gameplay, the franchise is able to give and take control from the protagonists and, by extension, the players. Moving away from the directed experience of cinema, (horror) videogames allow their audiences to interact with the material, yet this supposed agency is often manipulated. The Outlast games use the framing and aesthetics of found footage films to establish and remove player agency, both allowing and removing control as the game progresses. In doing so, they position the player as filmmaker, witnessing and recording everything, but never able master their experience or retain authorship of the footage. The games answer the question as to who has made the recording, but what has happened since remains unclear. The result for each protagonist remains the same: the footage is out there, somewhere, as is the evil they wished to record: all too real and not yet beaten. As for the players themselves, they have met the inevitable ending of most found footage films, finding themselves missing, presumed dead. 

Notes  

[1] Steffan Powell, “Hideo Kojima says games and films will merge together,” BBC Newsbeat, January 26, 2017, accessed March 1, 2017, http://www.bbc.co.uk/newsbeat/article/38737220/hideo-kojima-says-games-and-films-will-merge-together

[2] Red Barrels, Outlast, 2013.

[3] Red Barrels, Outlast: Whistleblower, 2014.

[4] Scott Meslow, “12 Years After ‘Blair Witch’, When Will the Found Footage Fad End?” The Atlantic, January 6, 2012, accessed: March 1, 2017, https://www.theatlantic.com/entertainment/archive/2012/01/12-years-after-blair-witch-when-will-the-found-footage-horror-fad-end/250950/

[5] Alexandra Heller-Nicholas, Found-Footage Horror Films: Fear and the Appearance of Reality (Jefferson: McFarland, 2014), 14, author’s emphasis.

[6] Xavier Aldana Reyes, “Reel Evil: A Critical Reassessment of Found Footage Horror.” Gothic Studies 17:2 (2015), 129.

[7] Heller-Nicholas, Found-Footage Horror Films, 24.

[8] Aldana Reyes, “Reel Evil”, 128-129.

[9] Neil McRobert, “Mimesis of Media: Found Footage Cinema and the Horror of the Real,” Gothic Studies 17:2 (2015), 138.

[10] McRobert, “Mimesis of Media”, 140, author’s emphasis.

[11] Aldana Reyes, “Reel Evil”, 130.

[12] Heller-Nicholas, Found-Footage Horror Films, 23.

[13] David Bordwell, “Return to Paranormalcy,” Reflections on Film Art, November 13, 2012, accessed March 1, 2017, http://www.davidbordwell.net/blog/2012/11/13/return-to-paranormalcy/

[14] Heller-Nicholas, Found-Footage Horror Films, 23, author’s emphasis.

[15] Aldana Reyes, “Reel Evil”, 130.

[16] Douglas Brown and Tanya Krzywinska, “Movie-Games and Game-Movies: Towards an Aesthetic of Transmediality,” in Film Theory and Contemporary Hollywood Movies, ed. Warren Buckland (London: Routledge, 2009), 86.

[17] Brown and Krzywinska, “Movie-Games and Game-Movies”, 87.

[18] Brown and Krzywinska, “Movie-Games and Game-Movies”, 86.

[19] Brown and Krzywinska, “Movie-Games and Game-Movies”, 87, author’s emphasis.

[20] Krzywinska, Tanya, “Hands-On Horror”, in ScreenPlay: Cinema /Videogames / Interfaces, eds. Geoff King and Tanya Krzywinska (London: Wallflower, 2002), 207, author’s emphasis.

[21] Krzywinska, “Hands-On Horror”, 207.

[22] Krzywinska, “Hands-On Horror”, 207.

[23] Krzywinska, “Hands-On Horror”, 208, author’s emphasis.

[24] Krzywinska, “Hands-On Horror”, 208.

[25] Phillipe Morin, “Horror in the Making: How Red Barrels Outlasted Outlast,” Gamasutra, January 29, 2015, accessed: March 1, 2017, http://www.gamasutra.com/view/news/234588/Horror_in_the_Making_How_Red_Barrels_outlasted_Outlast.php

[26] Morin, “Horror in the Making”.

[27] Morin, “Horror in the Making”.

[28] Red Barrels, Outlast.

[29] Red Barrels, Outlast.

[30] Red Barrels, Outlast II, 2017.

[31] Red Barrels, Outlast.

[32] Red Barrels, Outlast.

[33] Red Barrels, Outlast.

[34] Red Barrels, Outlast.

[35] Red Barrels, Outlast.

[36] Red Barrels, Outlast II.

[37] Red Barrels, Outlast II: Demo, 2016.

[38] Red Barrels, Whistleblower.

[39] Red Barrels, Outlast.

[40] Bordwell, “Return to Paranormalcy,” author’s emphasis.

Notes on contributor

Dr Madelon Hoedt lectures at the Faculty for Creative Industries of the University of South Wales. She has completed her PhD entitled “Acting Out: The Pleasures of Performance Horror”, and she has published and presented papers on horror on screen and stage. Her current research focuses on immersive and pervasive experiences, paying particular interest to issues of narrative, stagecraft and embodied experience in live performance and video games (specifically in relation to horror and the Gothic).

Bibliography  

  • Aldana Reyes, Xavier. “Reel Evil: A Critical Reassessment of Found Footage Horror.” Gothic Studies 17:2 (2015): 122-136.
  • Bordwell, David. “Return to Paranormalcy.” Reflections on Film Art, November 13, 2012. Accessed March 1, 2017. http://www.davidbordwell.net/blog/2012/11/13/return-to-paranormalcy/
  • Brown, Douglas and Krzywinska, Tanya. “Movie-Games and Game-Movies: Towards an Aesthetic of Transmediality.” In: Film Theory and Contemporary Hollywood Movies, edited by Warren Buckland, 86-102. London: Routledge, 2009.
  • Heller-Nicholas, Alexandra. Found-Footage Horror Films: Fear and the Appearance of Reality. Jefferson: McFarland, 2014.
  • Krzywinska, Tanya. “Hands-On Horror”. In: ScreenPlay: Cinema /Videogames / Interfaces, edited by Geoff King and Tanya Krzywinska, 206-223. London: Wallflower, 2002.
  • McRobert, Neil. “Mimesis of Media: Found Footage Cinema and the Horror of the Real.” Gothic Studies 17:2 (2015): 137-150.
  • Meslow, Scott. “12 Years After ‘Blair Witch’, When Will the Found Footage Fad End?” The Atlantic, January 6, 2012. Accessed: March 1, 2017. https://www.theatlantic.com/entertainment/archive/2012/01/12-years-after-blair-witch-when-will-the-found-footage-horror-fad-end/250950/
  • Morin, Phillipe. 2015. “Horror in the Making: How Red Barrels Outlasted Outlast”. Gamasutra, January 29, 2015. Accessed: March 1, 2017. http://www.gamasutra.com/view/news/234588/Horror_in_the_Making_How_Red_Barrels_outlasted_Outlast.php
  • Powell, Steffan. “Hideo Kojima says games and films will merge together.” BBC Newsbeat, January 26, 2017.  Accessed: March 1, 2017. http://www.bbc.co.uk/newsbeat/article/38737220/hideo-kojima-says-games-and-films-will-merge-together
  • Red Barrels. Outlast. PC; PlayStation 4; Xbox One. Computer game, 2013.
  • Red Barrels. Outlast: Whistleblower. PC; PlayStation 4; Xbox One. Downloadable content, 2014.
  • Red Barrels. Outlast II: Demo. PC; PlayStation 4; Xbox One. Demo, 2016.
  • Red Barrels. Outlast II. PC; PlayStation 4; Xbox One. Computer game, 2017.

The Reflection of Contemporary Anxieties in the Contemporary French Horror Cycle

Since the beginning of the 21st century, there has been a proliferation of a certain kind of film in contemporary French cinema. They are films that are challenging to watch, often pairing graphic sexuality and brutal violence, incorporating imagery traditionally belonging to horror and pornography cinemas. There have been ongoing debates as to whether they actually say something or if they simply aim to provoke the spectator. There is no doubt that the spectator is provoked: accounts of people feeling nauseated and leaving the theatre to vomit have been recorded at the screenings of films such as Irreversible (2002, Gaspar Noé) and In My Skin (2002, Marina de Van).[1] However, more than simply creating bodily responses in spectators, the directors of these films are also concerned with intellectual provocation as they attack the foundational principles of the French Republic and force the spectator into confrontation with their own prejudices and belief systems.

Out of these films that combine elements of horror and pornography, a strand of horror blossomed to become a new wave in French filmmaking in and of itself. Horror, regarded as a ‘low genre’, was not considered worthy of critical exploration in France until the 21st century. So this new strand of horror breaks from the cinematic tradition of France by engaging with genres never before considered as critical. Although the first horror film ever made is considered to be the three-minute-long The House of the Devil (1896, Georges Mélies), those made afterwards are not necessarily horror films per se, but rather contain elements of horror. Considered “generically peripheral”[2], Diabolique (1955, Henri-Georges Clouzot), Eyes Without a Face (1960, Georges Franju) and Possession (1981, Andrzej Żuławski) appear in most lists. Looking at the scarcity of this historical background demonstrates the fact that it is only in the post-2000 period that France began to produce its own horror cinema.

The horror in recent French horror cinema is grounded in everyday, immediate social environments, as opposed to fantastic evil forces threatening existence. Connecting cycles of horror film surges with historical context, where socio-political developments lead to social panic, which is then reflected in cinematic tendencies, has been exemplified in the works of Sigmund Karacauer, as well as Mark Jancovich. Martine Beugnet allocates the horror film tropes present in the films as being “simply the irreducible echo of the inexcusable suffering that takes place in our reality, the manifestation of that which remains in ‘excess’ of historical and moral reasoning”.[3] As a matter of fact, it is exactly the events that France is unable to ‘face’, unable to ‘deal with’, that defy the ideals of French national identity that these films engage with. From gender relations, to the discussions of same-sex marriage which defy French universalist ideals, to the status of immigrant French nationals, the films bring to the surface anxieties that, if unleashed, would shake the very foundation on which France is built. As a result then, the films cannot be separated from their socio-cultural context. This context will be laid open in this article in order to comprehend the discourses in circulation and how they translate and are challenged in the films, as well as how the films themselves have an adversarial relation to the contemporary culture and society. In addition, textual analysis will demonstrate how the films’ audio-visual components strengthen the experience and reception of these discourses.

Theories of horror

Genre films reflect society’s values and enforce the status quo. When talking about the horror genre in particular, what needs to be added is that this genre, in addition to society’s values, also reflects its fears. The horror film aims to play on spectator’s primal fears, where a disturbing ‘other’ force threatens the status quo. The monster of the horror film, whatever form it takes, is the projection of the anxieties present in dominant ideologies and norms. These anxieties come to the surface, in what Robin Wood calls the return of the repressed; that which civilization has tried to repress and oppress but which comes out into the open. Wood states that the core of the horror film is “our collective nightmares […] in which normality is threatened by a monster”.[4] Indeed, Charles Derry also states that horror films are about “issues that are often painful for us to deal with consciously and directly”.[5] Despite horror films addressing society’s shared fears and cultural anxieties, spectators still flock to these films. Thus, there is a pleasure and fascination in facing these fears. Horror allows for an opening where the values and concepts of one’s culture can be challenged, questioned and put under threat. Furthermore, certain desires, unacceptable in reality, can be fantasized about, only to be safely contained by the end of the film, firmly re-establishing and re-confirming social norms.

France at the turn of the 21st century: creating “the other”

At the turn of the 21st century, the French people were in a state of disenchantment. The latest attempt by left-wing governments to make a change worthy of re-invigorating faith in an alternative political system failed dramatically. The socio-economic gap widened, leading many to blame the hypocrisy of the left-wing government. Max Silverman summarizes the debates on culture and society as caught between “a profound nostalgia for a golden age of culture and national unity and an extreme rejection of the hierarchies that characterized that age”.[6] Indeed, this enchantment is also evident in the extensive voter abstentions in the 2002 Presidential elections.

With strict measures on migration imposed by Interior Minister Nicolas Sarkozy, the tension within the nation rose rapidly and exploded in the riots of 2005 where cars were burned as well as public buildings, symbols of state power.

Urban riots were not new in France, but the riots of 2005 were “a collective revolt against state violence that lacked any form of collective organization and whose members were not politicized”.[7] The rioters came from working class families, impoverished by mass unemployment and insecurity.

Instead of responding to the problem of fracture sociale[8] by looking at their root causes, far-right politicians saw Sarkozy’s approach as an opportunity to further discriminatory agendas, going as far as suggesting in parliament that the citizenship of rioters should be revoked. Furthermore, Prime Minister de Villepin declared a tightening of the control on immigration. These measures were protested, with many stating that they would lead to greater scrutiny and mistrust of immigrants, stirring up racism and further polarization.

Some have argued that these riots forced France to face itself and slowly start to accept the fact that the Republican model was not functioning as ideally as hoped for and that “its integration paradigm had become a cover for the denial of its institutional racism”.[9] On the other hand, others have argued that the riots did not demonstrate the failure of the republican model and its integration policies, but that on the contrary, the riots should be interpreted as “the manifest evidence that most of the frustrated men feel entirely French and that they simply want to be accepted by the Nation, and more prosaically, to be part of a modern consumerist society”.[10] Thus it is the failure to put ideals into action and translate what is on paper into applied policies, as opposed to the rejection of these ideals that caused outcry.

François Hollande won the elections of 2012, making him the second left-wing President of the Fifth Republic after Mitterrand. This win came after seventeen consecutive years of centre-right-wing rules. However, despite the presidency of a left-wing politician, his agenda has barely differed from the previous governments. Furthermore, police brutality against the people has not decreased, while terrorist attacks have been on the rise. As a matter of fact, measures proposed by the ‘socialist’ government after the November 2015 terrorist attacks were to remove national identity from citizens who were loosely connected to any terrorist activity. This type of policy was previously proposed by governments of the right, suggesting that the current left-wing government is unsure about on what political steps to take after the terrorist attacks in the capital.

In this context, the horror wave of France insisted on engaging with that which the French government has preferred to keep in the dark and ignore. France firmly stands by ideals that were decided over 200 years ago, as opposed to facing the problems of their socio-economic reality. Certain progressive steps such as discussions surrounding parity and legalising same-sex marriage lead to many debates, especially with regards to the basis of French identity and the meaning of universalism[11] in this context. France is traditionally a patriarchal society where women have always been set up as the other of men. It is man who defines woman, relative to him, not regarding as an autonomous being. Man is the point of reference, the point from which meaning is constructed. Women’s traditional role was to be fertile and to be a submissive wife. In France gender roles are strongly codified and powerfully naturalized. Women had to struggle for their rights because there was no sign of any progressive political action to change or diversify the roles allocated to them. The discussions surrounding parity were considered preposterous because they engaged in the politics of difference, which defied the principles of the Republican ideology of universalism. However, the aim of feminists in prompting this discussion was formulated on the basis of universalism. Indeed, arguments for equal representation had nothing to do with essentialism or about what women could bring to French politics; the sole argument was a universalist one. They searched for ways to expand the notion of the individual in Republican terms, so as to include differences, where French universalism could transcend differences of sex, and not be simply synonymous with ‘male’.  They pushed for an understanding that ‘human’ entailed a ‘duality’ – male and female – and that both should have equal rights in representing the very humanity that they constitute. A parallel approach was undertaken during the debates regarding same-sex marriage; but a vast majority of the population were outraged and called on representatives to support traditional family values. Protests around the nation with slogans such as “A father and a mother: it’s hereditary” demonstrated how in such moments, the darkest, most separatist thoughts, and the lack of tolerance towards any kind of difference, made themselves evident. Thus the horror wave in France can be seen as a response to “France’s increasing renunciation of the possibility of relation, revolution or community reborn”.[12]

The films

These anxieties over Republican identities are clearly engaged with in films such as High Tension (2003, Alexandre Aja), Them (2006, David Moreau, Xavier Palud), Inside (2007, Julien Maury and Alexandre Bustillo) and Martyrs (2008, Pascal Laugier). The films bring to light anxieties in relation to ‘the (racial) other’, sexuality and religion. These French horror films do not safely tuck away anxieties and re-establish the status quo: instead, something about them lingers on. The spectator is left with an uneasy feeling as opposed to pure thrill, which is generically expected. The traces of a reality repressed manage to escape the cracks.

One of the first examples is High Tension. The film can be categorized as a slasher film, but holds a twist in the plot that breaks slasher film conventions. However, this break, although innovative as a choice because it plays with spectator expectations, holds disturbingly conservative implications with regards to the perception of family structure and homosexual desire. Thus, the film uses slasher film tropes such as the jump scare, indestructible killer and insane asylum, yet breaks with the moral framework set up historically by the subgenre.

The film tells the story of Marie and Alex, who are two female university students, heading to the French countryside, where Alex’s family lives. On the night of their arrival, a man dressed in a mechanic’s suit and driving a rusty old truck, comes into the house, kills Alex’s father, mother and little brother, and kidnaps Alex. Marie manages to evade the killer and follows him in order to save Alex. However, it is revealed that the killer is a figment of Marie’s imagination: she has been doing the killings all along. Her desire for Alex repressed, she is finally defeated, and locked up in a mental hospital. In the opening sequence of the film, Marie is pictured in a mental hospital, recounting the events to a camera. The story of the film is told by her point of view, as a flashback. Thus, the whole film and the events unfolding are about her subjective experience of them. “Are you recording?” is the question she asks, before the film delves into the story. From the outset, the story comes from her mind. The binary opposites of the horror film – the monster and the norm – here, reside within the same person, co-existing in the same body, where there is a metaphysical struggle between man’s rational and animal instincts.

In her study on the modern slasher film, Carol Clover states that there must always be two oppositional figures: the female hero (the Final Girl) and the male killer. Marie is set up as the Final Girl of the film. The Final Girl is the last woman left in the slasher film. She confronts the killer after everyone else is eliminated. She often has masculine traits and becomes a male surrogate: “she is a boyish girl (making it possible for the mainly young adolescent and male fan base able to identify with her) of the horror film, even named something like Stevie or Will or Stretch, but a girl nonetheless”.[13] Despite, the Final Girl destroying the killer by the end of the film, it is not enough for her to be considered a hero in conventional terms: Clover identifies the Final Girl as the victim-hero because throughout the film, she, and thus the spectator, has been chased and hurt. She has screamed, run and seen friends and family being killed. Then, at the last minute, she manages to kill this person who has caused so much terror.

In the case of High Tension, Marie is the character with whom the spectator is made to identify from the outset. She is set up as heroic and smart. Traits identified by Clover with regards to the Final Girl are also clearly depicted in Marie’s character and appearance; Marie has short hair and an athletic look. Furthermore, she is also not interested in men, unlike Alex. Alex teases Marie for acting “that way” with men and if she continues that way she will “end up alone”. Marie calls Alex a “slut” for running after men. Yet, Marie’s sexually non-active stance and masculine traits have less to do with the sexually non-active Final Girls of the 1970s slasher films, and more to do with a new element added in in High Tension: her lesbian desires for Alex. The film clearly indicates that Marie likes Alex ‘more than just a friend’. Alex is placed as the object of Marie’s desire, as Marie watches Alex showering, shot from Marie’s point of view. After this scene, a scene of Marie masturbating is intercut with the members of the family sleeping, directly linking Alex’s naked body in the shower to the awakening of Marie’s desire. Furthermore, her masturbation is also intercut with the killer’s truck slowly approaching the house. Marie’s climax is correlated with the killer’s arrival: as Marie comes, the killer comes through the door of the house.

The revelation that the killer is a figment of Marie’s imagination is, although an innovative device for the slasher film, problematic. The expected Final Girl is actually the killer. These two different characters merge into one: Marie is both Final Girl and killer. When she becomes the killer, Alex is transferred from victim to Final Girl. The film plays with the assumption of the horror film, where a male is allocated to the active role of the killer and the female is linked to victimhood. Here, evil is allocated to both sexes, where Marie embodies both the masculine and the feminine. The monstrous is not clearly allocated or defined. Furthermore, this leads to a betrayal in the relationship created with the spectator, for whom Marie was the point of identification. This revelation leads to the realization that the gruesome murders that have been witnessed from the outset of the film were carried out by Marie, the one person the spectator had identified with from the outset.

What is problematic in the revelation is the form this externalization of Marie’s repressed lesbian desires for Alex takes: this desire is represented in the form of a crazed, bulky and dirty mechanic killer. She is never able to kill him because she is unable to repress her urges. He keeps coming back. The film assigns evil to both genders, and instead of creating the duality of the slasher film between the sexes, it creates duality by pitting the normative family structure against non-hetero-normative desire. The title of the film is a reference to this: the tension caused by same sex desire and the contradiction between this kind of desire and the established hetero-normative order. This tension referred to in the title is also demonstrated in the mis-en-scène of the film. Alex’s family household is portrayed as dark, claustrophobic and eerie, whereas the world of female bonding is illustrated in bright colours, with the sun hitting them as they drive along the French countryside, accompanied with music, giving a sense of freedom. This world cannot survive within the order of things. The normative sexual world of the family is portrayed with stereotypical activities allocated to the family members: the mother is taking down the laundry as she also deals with her young boy, while the father works away in front of his computer. This set up suggests that Marie’s murderous rampage is an attack on all normative sexual roles forced upon her by French society. Thus her (lesbian) desire destroys (literally kills) the nuclear family one by one. She literally decapitates (separates the head from the body) the father; the ‘head’ of the family in this order.

The twist ending and revelation however lead to many questions, which are left unanswered by the end of the film. The narrative plausibility is put under scrutiny at this point: but what should not be forgotten and thus gives a reason to these unanswered questions is that from the outset of the film, the spectator is given Marie’s story. It is Marie who is telling the story which the spectator has just witnessed. The gaps in narrative are simply the subjective interpretation of Marie, who at this point, is locked up in a mental hospital. There is no solid ground from the outset on which to rationally base the events unfolding. This in and of itself is the very thing that leads the film to be progressive in terms of its formal innovations, which Matthias Hurst describes as an “[e]xplosion of gross violence combined with the implosion of narrative logic literally deconstructs the genre”.[14]

Furthermore, at the end of the film the ‘monster’ does not die; the monster is not killed. It is merely, ‘put away’, until ‘further notice’. Thus this ‘homosexual’ threat to heteronormativity remains. This kind of conclusion, to a film made in 2003, trying new things with the formulaic slasher film, demonstrates the conservative nature of the films within the horror film genre.  Aja’s take on non-heterosexual desire as something that needs to be suppressed at all costs or else it will destroy the foundation of modern society, is step back in terms of the message it delivers and in contrast to the formally innovative choices he has made

High Tension reworks genre codes and conventions in order to bring to the surface the assumptions of the normative patriarchal ideology that lie at their base. However, although the film brings to the surface these assumptions, the film is not critical of them and instead reaffirms these norms by relegating those that do not fit into them to the margins. In this sense, the subversion of generic expectations stays superficial, as it re-instils the status quo, thus in line with the traditional horror film.

The film Inside directed by Julien Maury and Alexandre Bustillo, is also a slasher film that pushes the limits of onscreen use of gore. In the same vein as High Tension, the role of the protagonist is transferred to someone else, taking the film to a whole new place, confusing the polarities of good and evil. But more importantly, Inside uses the horror genre in order to represent political events of France, specifically to the riots in the suburbs of Paris of October 2005.

Inside is the story of Sarah, who, having lost her husband four months prior in a car accident, is now heavily pregnant and home alone on Christmas Eve, preparing for the birth of her child due the following morning. During the evening a stranger comes knocking on her door, asking to use her phone. Sarah does not let her in, but this does not stop the stranger from breaking in. Her aim is to steal Sarah’s baby at all costs.

The blood-drenched aesthetic of the film is introduced in the opening sequence, where a car accident has taken place and a blood-soaked Sarah (the red of the blood in contrast to her white clothing) turns to her equally blood-soaked husband, who is motionless. Blood dripping from her chin, she hugs her pregnant belly. This opening sequence is followed by the opening credits, to which red, bloody textures and layers serve as background. Abject images enriching this aesthetic shortly follow, with a nightmare scene serving as an excuse for Sarah to be seen vomiting litres of white liquid. Furthermore, the interior of Sarah’s house is dark, claustrophobic and with a red hue throughout, creating a womb-like atmosphere. The title, in this sense works on several different layers. “À l’intérieur”, meaning inside, refers to the inside of the house, as well as the inside of Sarah’s womb. There is constantly a threat from the outside to both of these insides, starting from the car accident at the very beginning. Before the accident is shown, there is a shot of a baby sleeping happily inside its mother’s safe womb. All of a sudden its sleep is disrupted by an abrupt shock coming from the outside that physically jolts the baby. The film forces the limits of borders, to the point where the body’s interiors literally become exterior.

This threat to the inside from the outside works on several different levels; the directors also use it as a social commentary in the film. There is a constant reference to the riots of October 2005. Sarah’s friend Louise is happy Sarah is not working “what with everything that is going on out there at the moment”; Sarah’s boss Jean-Pierre is on the phone talking about the “burning cars and the whole fucking mess in the suburbs”. A news report on the events unfolding can be heard on the television in Sarah’s house. This situates the film in a specific time period of France, and does the very thing horror films set out to do: talk about social anxieties. This anxiety is in relation to those living within the walls of Paris and how the riots in the Parisian banlieue affect their security inside these very borders. This threat, unlike High Tension, is not contained. The unnamed stranger manages to steal the baby from Sarah’s stomach as she herself performs a C-section (the inside of the body exposed to the outside). However, before this occurs, there is a surprise for the spectator, just like with High Tension, destabilising the clear-cut distinction between good and bad. A flashback, cued by the stranger’s voice-over, takes the film back to the opening car crash. This time, the accident is given through the perspective of the other car, revealing that the stranger, also pregnant, has lost her baby as a result of this accident. Thus, the reason and the character’s motivation for the murderous rampage that has unfolded are finally given: the need to collect a baby that the stranger feels is rightfully owed to her.

Although not contained and managing to destroy whatever is inside, this threat from without is not evil without its reasons, suggesting perhaps a step back when discussing the unrest in the banlieue as well, as it might entail that those living in the banlieue share some of the blame for their situation. However, this destabilization in the character identified as evil from the outset creates a void, and leads to the obliteration of those who are good. This ending is unnerving and unleashes an anxiety within the spectator because they are all of a sudden aligned with the character that was designated as evil, forcing identification with the ‘other’. Justice, in the conventional sense, is denied, but what is designated as evil is forced to be questioned.

Another film in the surge of horror films that uses the riots in the banlieue of Paris as events to suggest that the country is literally being torn apart from the inside is Frontier(s) (2007, Xavier Gens). This film is about the racial tensions within France, and talks about this through references to Vichy France in order to criticize the Sarkozy government as a continuation of that same mentality. Like Inside, the aim is to show violence, and thus gore becomes a key feature. Furthermore, by referencing the riots, the film solidifies Carroll’s argument regarding horror film cycles appearing in times of social stress.

The social commentary in Frontier(s) is more obvious than Inside. Gens states that his idea for the film came from the events of 2002, after the presidential elections in France, where Jean-Marie Le Pen was able to make it to the second round. Gens remembers it to be the worst day of his life.[15] In the film, this extreme right-wing party actually wins and takes power. The collapse of the social order forces racial others to flee the city, which they have barely left previously. The five friends hit the road; Yasmine is pregnant and her brother Sami is dying at the hospital after being shot at by a police officer. In the countryside, they stop at a motel, which is run by the neo-Nazi Von Giesler family. Hereon after, they fight for survival before becoming meat to the cannibal family. None of them survives, except Yasmine, who ends up surrendering to the police, whom she was escaping initially. Thus her fate is left under threat and ambiguous.

The use of stock footage of the actual riots of 2005 in the introduction to the film, explicitly situates the film within the context of the political unrest that had taken over France just two years prior the film’s release. These images highlight police brutality and, in the soundtrack, reference the recent elections and the rise of the far right. The stock footage is followed by the opening sequence of the film, where a similar chaotic and brutal environment is portrayed, making it barely possible to make out the difference. Thus, there is a direct link made between contemporary events and the filmic world. Furthermore, the use of hand-held camera from the start situates the spectator within the action, creating an immediacy and direct relation to the events unfolding in that specific environment. The rough, tense and anger-fuelled relationship amongst the five characters – Yas, Sami, Alex, Farid and Tom – upholds the chaos and immediacy of the setup. Not until they leave the city does the pace slow down. But of course this is not for long. Abject images of animal guts and vomit-like liquid food are introduced inside the motel; this is only the beginning of the ensuing bodily dissections. Fast cuts are used to pick up the pace as Tom and Farid try to escape the motel after being held at gunpoint, as spectators try to understand the motives behind the violent attacks. It is soon revealed that the Von Giesler family eats humans and aim to create a new ethnically pure race. The Nazi reference is hard to miss, with Nazi paraphilia around the motel, and the fact that the Father Von Giesler speaks German.

But more importantly, their presence is no different than the newly elected government of the time. Nicolas Sarkozy’s presidential win during the 2007 elections legitimized his separatist and polarizing policies that he implemented as Interior Minister during the previous government.  The government is considered legitimate, because they are elected through democratic means. In this context, the Von Giesler family is representative of the xenophobic fascism ruling over the country. Thus, the film is a reflection of France’s memories of the past, which it wishes to erase, but keeps coming back in various forms because they are not dealt with face on and are rather swept under the carpet.

Yasmine is Clover’s Final Girl in the film because she “alone looks death in the face, but she alone also finds the strength either to stay the killer long enough to be rescued or to kill him herself”.[16] Her fear soon becomes her strength, as she not only discovers the bodies of her friends, but also those of the numerous other victims of the Von Giesler family. Even though the Von Giesler family is killed off and Yasmine escapes, her safety is in no way assured. She surrenders to the police, who are blocking the road. If the argument is that the Von Giesler family is the personification of the elected right-wing government, then Yasmine’s surrender only means more oppression for her to face. She is in the hands of the very forces from which she was escaping to begin with, and who killed her brother Sami. At the beginning of the film, their escape is contextualized through the following phrases uttered by Yasmine: “[s]omeone once said that all people are born free and equal in front of the law. The world in which I live in is exactly the opposite. Who would want to be born into a world ruled by chaos and hatred?”. It is this kind of world that Yasmine returns to, there is no safe space, and the spectator is left with this open ending as to what fate awaits the pregnant Yasmine.

Conclusion: The future of horror in France

The rise in the number of horror films since the beginning of the 21st century signals a new form of exploration in French cinema that was not present before. The reasons for this can be tied to the cultural mood in France, and, for that matter, the world, where intellectual questioning is no longer enough and a direct confrontation with fears on an emotional level provides the shock that one is faced with on a day-to-day basis. Hence, the spectator physically feels the terror faced in contemporary culture, and cannot leave it behind in the darkness of the cinema hall once the film is over. Andrew Tudor calls this kind of horror film “paranoid horror” because these films do not have clearly marked binaries and their narratives rest unresolved, reflecting an unsafe world. They do not safely contain the powers that terrorize the status quo and leave a sense of unease, suggesting the possibility of a spiralling out of control even after the end of the film. Thus, if such films have proliferated in France at the turn of the 21st century, and have been able to find spectators, then they have responded to specific cultural anxieties with regards to the other – whether it be the sexual other or the racial other – that are very much on the surface and cause for concern. Seen as a threat and only temporarily contained, politicians play on these concerns in order to forward racism and xenophobic agendas, in the name of keeping France’s cultural identity.

Today, films using excess as a visual style and mixing genres in order to confront spectators, have started to appear in other national cinemas. What is important to explore is whether or not these films, like in France, come from similar feelings of malaise or are just a mimicry of a trend that can be commodified. French horror cinema had actually attained the status of being an alternative to Hollywood horror, both in terms of box office success as well as transforming the genre by playing with generic expectations and thus, its relationship with spectators. In the post-2010 period however, this practice has been abandoned. Although horror films still continue to be produced within France, many of the horror film directors have continued their careers in Hollywood, making remakes of classic horror films. In contrast, the films they had made in France had been bringing new vigour to the genre and they had become recognized names within European horror circles. Alexandre Aja’s project following Haute Tension, though staying within the horror genre, was the Hollywood-financed remake of The Hills Have Eyes (2006), while directors of Them David Moreau and Xavier Palud have directed an American remake of the Hong Kong horror thriller The Eye (2008). On the other hand, 17 year-old Nathan Ambrosioni made a splash in the horror arena, with two feature horrors Hostile (2014) and Therapy (2016). The same applied for Bustillo and Maury, who have continued their horror collaboration with Among the Living (2014) and Livid (2011). French cinema is nowadays incorporated into Hollywood more than ever before. Instead of becoming a strong alternative, Hollywood has integrated French filmmakers and artists, as French cinema has internalized Hollywood conventions within its own structure. The possibilities that occurred in cinematic expression in the 2000s were abandoned in post-2010. Since it has been argued that the films are a response to their socio-economic context, then this abandonment can also be related to the events that have unfolded on a national level. French politics has not faced the foundation of its errors; each attempt to do so, has brought out the underlying darkness of the apparent tolerance and open-mindedness that France likes to parade itself as having. This is especially the case in crisis situations, where polarizing and exclusionary politics have been the immediate responses to problem solving. One of the longest lasting problems in France regarding the French banlieue prevails; there is still no social activity to resolve the problems. The state has disappeared from these regions, and instead of finding solutions, has aggravated the problems, by bringing measures that would further alienate the predominantly Muslim citizens in the region. Measures such as the burkini ban on French beaches is not a situation to the problem that visible minorities face because they do not address and acknowledge their lives and lifestyles and do not incorporate their realities in a new conception of Frenchness. Thus, it can be argued that since the attempts made by filmmakers in the 2000s failed to create a change, a loss of fate in a new configuration of French identity that would encompass and include citizens coming from other backgrounds, has led them to search elsewhere for hope.

Notes

[1] Palmer, Brutal Intimacy, 59.

[2] Allmer et al., “Section Introduction”, 91.

[3] Beugnet. Cinema and Sensation, 26.

[4] Wood, “The American Nightmare”, 31.

[5] Derry, Dark Dream 2.0, 21.

[6] Silverman, Facing Postmodernity, 6.

[7] Mauger, L’émeute de Novembre, 82-83.

[8]This is a term that is utilized in France to designate the division amongst members of society based on social class. The term implies a division where certain members – in essence those living in the banlieue – are excluded from society due to their low level of income, education, and so on.

[9] Fassin, “Riots in France”, 2.

[10] Canet et al., “France’s Burning Issue”, 272.

[11] French universalism can be defined in opposition to particularism, universalism sees human nature impervious to cultural and historical differences; identical regardless of culture or history.

[12] Asibong in Fox, “Auteurism, Personal Cinema, and the Fémis Generation”, 215.

[13] Clover, Men, Women, and Chain Saws, x.

[14] Hurst, “Subjectivity Unleashed”, 111.

[15] “Horror’s New Frontier(s)”

[16] Clover, Men, Women, and Chain Saws, 35.

 

Notes on Contributor

Şirin is a research assistant at Istanbul Kültür University. She has completed her Ph.D. dissertation in January 2017. She lectures and writes on film history, film genres, film editing and contemporary European cinema. Furthermore, Şirin works as a producer and advisor for independent productions, as well as directed her own short films.

Bibliography

Allmer, Patricia, Brick, Emily, and Huxley, David. “Section Introduction”. In European Nightmares: Horror Cinema in Europe since 1945, edited by Patricia Allmer, Emily Brick, and David Huxley, 89-92. New York, Chichester and West Sussex: Columbia University Press, 2012.

Amner, Darren. “Horror’s new Frontier(s)”. 1 May 2016. http://www.eyeforfilm.co.uk/feature/2007-10-24-xavier-gens-interview-about-frontieresfrontiers-feature-story-by-darren-amner

Austin, Guy. “Contemporary French Horror Cinema: From Absence to Embodied Presence” In A Companion to Contemporary French Cinema, edited by Alistair Fox, Michel Marie, Raphaelle Moine and Hilary Radner, 275-288. West Sussex: John Wiley & Sons, Inc., 2015.

Beugnet, Martine.  Cinema and Sensation: French Film and the Art of Transgression. Edinburgh: Edinburgh University Press, 2007.

Canet, R., Pech, L. & Stewart, M., 2015. France’s Burning Issue: Understanding the Urban Riots of November 2005, in Crowd Actions in Britain and France from the Middle Ages to the Modern World, pp. 270-292, Davis, M. T. (Ed.). New York: Palgrave and Macmillan.

Carroll, Noël. The Philosophy of Horror or the Paradoxes of the Heart. New York and London: Routledge, 1990.

Clover, Carol J. 1992. Men, Women, and Chain Saws: Gender in the Modern Horror Film. Princeton and Oxford: Princeton University Press.

Derry, Charles. Dark Dreams 2.0: A Psychological History of the Modern Horror Film From the 1950s to the 21st Century. Jefferson, North Carolina and London: McFarland & Company, Inc., Publishers, 2009.

Faraci, Devin. “Exclusive Interview: Alexandre Aja (High Tension)”, 6 September 2005. Accessed 25 April 2016. http://www.chud.com/3284/exclusive-interview-alexandre-aja-high-tension/

Fassin, D., 2006. Riots in France and Silent Anthropologists. Anthropology Today, 22 (1), February 2006, pp. 1-13.

Fox, Alistair. “Auteurism, Personal Cinema, and the Fémis Generation: The Case of François Ozon”. In A Companion to Contemporary French Cinema, edited by Alistair Fox, Michel Marie, Raphaelle Moine and Hilary Radner, 205-229. West Sussex: John Wiley & Sons, Inc., 2015.

Hurst, Matthias. “Subjectivity Unleashed: Haute Tension”. In European Nightmares: Horror Cinema in Europe since 1945, edited by Patricia Allmer, Emily Brick and David Huxley, 103-116. New York, Chichester and West Sussex: Columbia University Press, 2012.

Mauger, Gérard. L’émeute de Novembre. Une révolte Protopolitique. Broissieux: Éditions du Croquant, 2011.

Palmer, Tim. Brutal Intimacy: Analyzing Contemporary French Cinema. Middletown: Wesleyan University Press, 2011.

Silverman, Max. Facing Postmodernity: Contemporary French Thought on Culture and Society. London and New York: Routledge, 2002.

Wood, Robin. “The American Nightmare: Horror in the 70s”. In Horror, The Film Reader, edited by Mark Jancovich, 25-32. London and New York: Routledge, 2002.

 

Filmography

Among the Living (2014, Alexandre Bustillo, Julien Maury, Aux yeux des vivants)

Diabolique (1955, Henri-Georges Clouzot, Les Diabolques)

Frontier(s) (2008, Xavier Gens, Frontière(s))

Eyes Without a Face (1960, Georges Franju, Les Yeux Sans Visages)

High Tension (2003, Alexandre Aja, Haute Tension)

Hostile (2014, Nathan Ambrosioni)

In My Skin (2002, Marina de Van, Dans ma Peau)

Inside (2007, Julien Maury, Alexandre Bustillo, À l’Intérieur)

Irreversible (2002, Gaspar Noé, Irréversible)

Livid (2011, Alexandre Bustillo, Julien Maury, Livide)

Possession (1981, Andrzej Żuławski)

Martyrs (2008, Pascal Laugier)

The Eye (2008, David Moreau and Xavier Palud)

The Hills Have Eyes (2006, Alexandre Aja)

The House of the Devil (1896, Georges Mélies, Le Manoir du Diable)

Them (2006, David Moreau,  Xavier Palud, Ils)

Therapy (2016, Nathan Ambrosioni)

 

Scary Business: Horror at the North American Box Office, 2006-2016

Despite horror films representing business ventures intended to turn profit, box office analyses of the genre have remained rare in scholarly literature.[i] Our study attempts to fill that gap through an examination of 117 horror films that reached the top 100 in domestic grosses in the North American film market from the years 2006 to 2016. The eleven-year timeframe of the study encompasses a period of monumental change in Hollywood film production, one where the average budgets for blockbuster films have routinely exceeded $100 million (and even $200 million)[ii] and one where Hollywood’s major studios have jettisoned or significantly downsized their specialty units that have often handled genre productions such as horror.[iii]

Our analysis will, in part, decipher the role horror films play in this new production environment. In contrast to other box office assessments of horror, which end before 2011, we find a steady reliance on possession and supernatural horror films, many of which can easily obtain a PG-13 rating. We also see the growth of a new model of low-budget genre production as exemplified by Blumhouse Productions. Finally, we register a slight dip in the production of queues of studio distributed horror films. Our discussion proceeds by first elaborating upon our data and methodology. We then set the stage of the study by briefly outlining the industrial and social context that deeply informs the production strategies of mainstream horror films, which will be followed by a quantitative overview of the films in our dataset. Next we offer summative synopses of the major content trends that emerged and conclude by speculating on the shape of horror to come.

The study is significant for horror scholars not least because the trends receiving the most academic coverage (e.g., torture porn, vampire, and zombie films) in fact turn out to constitute a fraction of horror films finding mainstream release and success. While academic scrutiny of these and other trends is warranted, it is also important to be mindful of what films in the genre are the most successful and to understand the reasons behind their popularity. Our study also has general relevance to film scholars in that it tracks how one of Hollywood’s most enduring, yet undervalued, genres has been handled in a new social and production environment.

Data/Method

Our assessment of horror at the North American box office draws from several sources of data. Box office totals and rankings are taken from Box Office Mojo (http://www.boxofficemojo.com/), which tabulates the performance of every film receiving a theatrical release in the United States. In order to to classify films, first as horror, and then by subtype of horror film, we consulted reviews and articles about the films in Variety (the leading trade publication in film), the Los Angeles Times (headquartered near the hub of film production), and the New York Times (the largest national newspaper).[iv] This technique resulted in the identification of ten subtypes of horror – action horror, historical, home invasion, monster, slasher, supernatural, thriller/psychological, torture porn, vampire, and zombie.

Given the substantial overlap of horror film subtypes, it can be argued that several films in our dataset are cataloged arbitrarily (or erroneously). However, as Peter Hutchings observes, such points of contention are “unavoidable” as there “can be no fixed once-and-for-all list of horror films,”[v] much less an inarguable list horror film subtypes. Moreover, we are confident that the subtype labels that emerge from our analysis capture actual and meaningful categories. The frequencies of these films are summarized in the table below, which will be the order in which they are presented in our discussion. As a top-down perspective of horror cinema, our study necessarily excludes analysis of many significant horror films that fall below the threshold for inclusion such as It Follows (2014) and highly regarded international films like The Babadook (2014). Also, we do not consider found footage or remakes to be separate subtypes of horror. Both are worthy of deeper examination, but neither emerged as a distinctive subtype in our sources. Instead, they were used to specify a horror subtype (e.g., a slasher remake, a found footage supernatural film). Finally, as a summary of box office trends, it is beyond the scope of this article to unsheathe the broader meaning and cultural work performed by these films. We leave this important work to other scholars. We leave this important work to other scholars.

Table 1: Horror Films by Subtype, 2006-2016

N %
Supernatural 46 38.5
Thriller/Psychological 16 13.7
Action Horror 11 9.4
Slasher 10 8.5
Vampire 9 7.7
Zombie 7 6.8
Torture Porn 6 5.1
Historical 5 4.3
Home Invasion 4 3.4
Monster 3 2.6
117 100

Industrial and Social Context

The look and content of modern horror films have been underwritten by several shifts in the logic of film production as well as a number of diffuse social changes. Perhaps most notably is what industry scholar Thomas Schatz has labelled Hollywood’s transition into the “conglomerate era.”[i] Under this auspice Hollywood’s major studios have become subsumed into larger corporations where filmmaking comprises a small amount of their parent companies’ profits. Across the nineties, Hollywood’s major studios either acquired successful independent companies or launched their own semi-autonomous independent divisions.[ii] This restructured the business of filmmaking into three distinct production tiers: 1) blockbuster productions with expanding budgets targeted toward mass, global audiences, 2) specialized, modestly budgeted, genre faire, most notably horror films, emanating from the studios’ semi-autonomous divisions, and 3) truly independent film production, usually operating on shoestring budgets.[iii]

Within this system there had existed three significant mini-majors (smaller companies that compete with the production values of major studios): Lionsgate, Summit Entertainment, and Relativity Media.[iv] These companies “carved special niches for themselves by releasing mid-range and sometimes offbeat pictures”[v] which included many horror films that were considered too risky or too excessive for even the majors’ subdivisions (e.g., Lionsgate’s Saw films, Summit Entertainment’s adaptation of the Twilight series [2008-2012], and Relativity Media’s Zombieland [2009]).[vi]

As the timeframe of this study progressed, major studios began to scale down or phase out the specialty units that often handled horror films. This process, which culminated in 2009, entailed a slight dip in the production queues of mainstream horror films and, therefore, resulted in a reduction of horror films reaching the top 100 in the North American box office (see table 2). The decline in output would be more noticeable were it not for the sudden arrival of Blumhouse Productions in 2007, the production company behind Paranormal Activity (2007) and the company that accounts for just under 18 per cent of the films in our database after signing a first-look deal with Universal (more on this below).

Table 2: Number of Horror Films Reaching the Box Office Top 100, 2006-2016

scarybusines_table2

Industrial dynamics are not the only factors influencing horror film production. Indeed, while we do not specifically build on scholarship that links shifts in the content of horror to broad, widely felt social stresses, we draw from it to help make sense of why some horror films have become incredibly lucrative and why some subtypes dominate in the timeframe considered. Two sociopolitical events are widely agreed to have shaped horror film productions in the period under discussion: the attacks on September 11, 2001 and their aftermath, as well as the ‘Great Recession’ of 2008.[i] Both events produced large-scale and widely-felt anxiety over issues of security and safety. Arguably, horror films that managed more or less overtly to tap into such anxiety were perceived as particularly relevant and effective by audiences looking for an emotionally rousing movie experience.

Cultural critics have attempted to trace the influence of 9/11 and its aftermath on popular culture, including horror films. Wheeler Winston Dixon, for instance, claims that “the arts” in the years following 9/11 “have been transformed into a mirror of the fear, death, paranoia, and uncertainty that now pervades American existence.”[ii] In the eyes of Angela Ndalianis, this has provided fertile ground for “a new kind of horror film that is not only dark and vicious in the worlds it depicts but which is also socially aware and critical of the cultural context that gave birth to it” by “incorporating iconic events and images – collapsing buildings, the destruction of cities, torture, war – into its generic structure.”[iii] To give two examples, scholars have seen the aftermath of 9/11 as significant to the rise in the popularity of zombie cinema in the early-2000s given that the imagery associated with the zombie apocalypse so closely resembled news scenes of the attack.[iv] Likewise, the growing fear of terrorism and ambivalence toward the Bush administration’s use of “enhanced interrogation techniques” has been viewed as the driving force behind torture porn.[v] However, these subtypes reached the zeniths of their popularity just prior to the starting line of this study and petered out within its scope. This suggests that something else took over as the most prominent topical force informing horror productions.

Following the aftermath of 9/11, the recession of 2008 is assumed to have had a significant effect on horror film production. Several scholars have argued for a causal link between the Great Recession and the rise of supernatural horror films. Craig Ian Mann, for instance, posits how the Great Recession “has been the cause of an extraordinary amount of misery, particularly for a demographic facing a future in which the milestones that should punctuate and enrich a lifetime – finding a job, buying property and starting a family – are ever harder to reach.”[vi] This bleak new world which offers new generations the potential for “a lifetime of economic struggle”[vii] has been the animating force of many of the films that appear in our dataset. The aftereffects of the crisis are viewed as providing the tinder for haunted house films, especially those focusing on foreclosure and repossession.[viii] Meanwhile, the growing division of the haves and have nots has informed the narratives of a cluster of home invasion films such as The Purge series (2013-).[ix] Commentators have already speculated that the rise of Donald Trump will inspire future horror films.[x]

The combination of industrial and social forces touched upon above helped to sire a heterogeneous collection of horror films that reached mainstream success. Despite this diversity, our data show that two types of horror films are particularly prominent in the period under discussion: supernatural horror films (accounting for 38.5% of output) and thriller/psychological horror (accounting for 13.7% of output). We discuss the basic quantitative trends below.

The Shape of Horror, 2006-2016

In their study of horror films at the box office, Blair Davis and Kial Natale note that “there is a significant market among American audiences for most horror films” and that “many subgenres earn a remarkably similar average amount at the box office.”[xi] Our study, more or less, replicates this finding. In terms of overall averages, the budgets for films in our dataset averaged just under $30 million while the domestic gross was roughly $65.5 million. By comparison, Neil Terry and others reported budgets of just under $27 million and domestic grosses of just over $45 million for horror films in the years between 1978 and 2010 (adjusted for inflation).[xii] In other words, while profits have significantly increased, budgets have only moderately done so. Table 3 shows the basic quantitative overview of the 117 horror films of our sample.

Table 3 Quantitative Overview of Sample

Subtype Total Budget Domestic Box Office % PG-13 % Remake % Sequel
All 117 29,973,405 63,628,824 40.2 17.9 35
Supernatural 46 16,285,109 52,221,840 46.7 13 30.4
Thriller/Psychological 16 26,533,333 50,194,461 50 31.25 6.25
Action Horror 11 66,136,364 51,259,892 27.2 9.1 54.5
Slasher 10 22,010,000 46,927,125 10 80 40
Vampire 9 72,777,778 194,715,664 88.9 11.1 36.4
Zombie 7 61,942,857 75,156,050 28.6 0 57.1
Torture Porn 6 11,100,000 53,502,589 0 0 83.3
Historical 5 27,600,000 37,992,342 50 25 0
Home Invasion 4 7,750,000 67,061,725 0 0 50
Monster 3 19,333,333 49,456,288 66.6 0 0

 

Table 4 shows the relation between average budgets and domestic box office across the study. The drop in production costs witnessed in the latter part of the sample can be attributed to the conclusion of several high-cost franchises such as The Mummy (1999-2008) and Twilight and rise of Blumhouse Productions, a company that has, in part or in full, supplied twenty-one films that appear in our sample. Where the average budget of their films was $4.9 million with none exceeding $10 million, the average box office was $55.6 million. The company has arguably revolutionized the art of the low budget horror production for the 21st century.

Table 4: Average Budgets and Average Box Office

scarybusiness_table4

With the emerging centrality of Blumhouse Productions in horror productions, it is important to briefly consider the company’s operating logic. Ostensibly, the firm performs the function once served by studios’ specialty wings, but with a much lower price tag. Blumhouse Productions was founded in 2000 by Jason Blum, a former Miramax executive. Its first great success was Paranormal Activity, which raked in an astounding $107.9 million domestic box office on its paltry $15,000 budget. Film budgets are “reverse-engineered”[1] at $5 million (sequels are often produced at $10 million, but never higher), meaning the budget is set low enough that the film can at least break even if fails to receive theatrical distribution.[2] In 2014, the company renewed its first-look deal with Universal until 2024.[3] The deal allows Blumhouse to greenlight any film provided it meets the $5 million budget requirement (formerly $4 million) and is a horror, science fiction or thriller film.[4] The “Blumhouse Model” keeps costs low by recycling crew across multiple productions,[5] withholding the salaries of most creative personnel until the film makes money,[6] and utilizing similar narrative templates.[7] Directors are given creative control over their films. However, Blumhouse only releases films if senior staff deem them worthy of investing the necessary “$20 million or $30 million needed to release them in theaters.”[8] No film is guaranteed a release and there exists “a sizable batch of finished movies that have not been released even on-demand.”[9] As always, however, the dynamics of production continue to change. Significant shifts in the logic of horror film production can be seen on the horizon. As we briefly discuss in the conclusion this could have profound implications for future horror films.

Approximately two-fifths (47 out of 117) of the horror films in the sample acquired a PG-13 rating. While this rating comprises a minority of the films in the genre, it is important to note that since the implementation of the Motion Picture Association of America’s ratings system in 1968 the vast majority of horror films had been rated R.[10] This began to change in the late-1990s as more horror films downplayed the genre’s “more extreme characteristics in order to avoid alienating audiences”[11] Since then, the PG-13 rating is seen as necessary for the genre to reach a wider audience, and was viewed as a fundamental ingredient in the success of many otherwise low-key films like Mama (2013).[12] Average budgets for PG-13 horror films are significantly higher ($37.4 million) than R-rated films ($25.1 million) as are box office returns ($81.6 million versus $51.5 million). This finding corroborates prior studies.[13] For its part, Blumhouse Productions mostly stays within the R-rated model, with two-thirds of their horror films receiving the rating.

Perhaps no other genre is more prone to sequels, reboots/remakes, and derivative retreads of successful formulae than horror. In the years just prior to this study’s timeframe, Bernice Murphy, for instance, argued that the genre had experienced long decline in its critical edge and creativity in storylines. For her, each new year witnessed “a formula-reliant, remake, and sequel oriented line-up.”[14] It, thus, comes as no surprise that a large number of films in our database were either remakes/reboots (17.9%) and/or sequels (35%). Sometimes these categories overlapped as in The Texas Chainsaw Massacre: The Beginning (2006), The Grudge 2 (2006), The Mummy: Tomb of the Dragon Emperor (2008), and Halloween II (2009). As well, more than one-sixth of our sample were literary adaptations, whether of novels as in the Twilight series or The Woman in Black (2012) or a graphic novel such as 30 Days of Night (2007) or Hellboy II: The Golden Army (2008).

Horror Trends

Below we provide brief snapshots of each horror film subtype that appeared in our sample. Given the sheer volume of films in the sample, it is unfeasible to provide the in-depth discussion necessary to leverage the complex meanings of each. Accordingly, our commentary is only summary.

Supernatural Horror Films

Supernatural horror films strongly dominate our dataset, both across the time frame and in each individual year. This diverse category includes horror films about such phenomena as ghosts (The Forest, 2016), haunted houses (Haunting in Connecticut, 2009), demons (Sinister, 2012), psychokinesis (Carrie, 2013), and possession (The Last Exorcism, 2010). Moreover, the release pattern for this subtype was relatively consistent across the course of the study. Nearly every year saw the release of between four and six supernatural horror films. Roughly 13 per cent were remakes and almost one-third (30.4 per cent) were sequels. Significantly, Blumhouse Productions produced over one-third of supernatural horror films (34.8 per cent).

Supernatural horror films are an attractive investment, costing roughly half as much as other horror films ($16.3 million) and returning only slightly less than average at the box office ($52.2 million). Close to half of these films (44.7 per cent) garnered a PG-13, which is higher, but not significantly so, than the rest of the data. Nearly one-third (30.4 per cent) were sequels with the Paranormal Activity series (2007-2015) representing the most notable franchise. The subtype includes a few remakes, including international remakes like The Eye (2008) and domestic remakes such as Poltergeist (2015). One of the major points of difference between the current crop of supernatural horror films and those of the past, is the lack of book adaptations.[15] The only supernatural horror book adaptations in the sample are The Rite (2011), loosely based on The Rite: The Making of a Modern Exorcist (2009), and a remake of Carrie.

Supernatural horror continues to be one of the genre’s most enduring subtypes, in part, because of humans’ evolved tendency of “overattributing agency to inexplicable events and an intuitive dualism, that is, our innate tendency to view humans as consisting of material as well as spiritual selves.”[16] Additionally, supernatural horror’s status as the most popular subtype in terms of volume can also be seen as a function of its ability to tap into anxieties over the mounting precariousness of the middle class as mentioned above. Supernatural horror films found tremendous popularity in the period under discussion because of a cultural and psychological climate particularly hospitable to such films, which could be produced relatively inexpensively, most notably by Blumhouse Productions. In sum, the subtype is topical, resonates with our psychological hardwiring, and is economical.

Thriller/Psychological Films

Thriller/psychological horror films constitute 13.7 per cent of our dataset. Such films share appeals with mainstream suspense films and tend to focus on psychotic individuals[17] like in The Boy (2016) or rationalized yet monstrous threats as in The Crazies (2010). Unlike supernatural horror films, thriller/psychological horror films do not subvert or challenge a rationalistic or secular world view, even though many such films are implausible, depicting highly unlikely events or offering sensationalistic, exaggerated portrayals of violently psychotic individuals. Films of this type are slightly cheaper than other subtypes ($26.5 million) and return moderately less ($50.2 million). Half of thriller/psychological films were rated PG-13, a figure higher than the sample average.

The subtype was released inconsistently across the sample frame, with two-thirds playing in theaters prior to 2011. Close to one-third were remakes including The Stepfather (2009) and the aforementioned The Crazies. Three films in this subtype were literary adaptations, including 1408 (2007), Hannibal Rising (2007), and Shutter Island (2010). As of 2015 Blumhouse Productions has become active in thriller/psychological horror films with The Gift (2015) and The Visit (2015) and more recently with Split (2016) and Get Out (2017).

Significantly, recent entries have performed better than those appearing earlier in the sample. For instance, Snakes on a Plane (2006) only made $34 million on a $33 million budget. Hannibal Rising made back just over half ($27.7) of its $50 million budget. Meanwhile, Super 8 (2011) raked in $127 on a $50 million budget, and was the second highest grossing horror film of that year (second only to The Twilight Saga: Breaking Dawn – Part 1, 2011). True to form, Blumhouse Productions’ The Gift and The Visit returned $43.8 million and $65.2 million respectively, on their $5 million budgets. The performance of Split and Get Out could help to underwrite further investment in the subtype.

Action Horror Films

Action horror films such as the Underworld series (2003-) and the reboot of The Mummy franchise (1999-2008) centralize sequences of action over the more brooding aspects of horror. As Adam Charles Hart puts it, “these films use themes, characters, and imagery from the horror genre to tell action-adventure stories.”[18] The subtype came to fruition in the late-1990s with early examples including Blade (1998), The Mummy (1999), and, arguably, Resident Evil (2002), which is catalogued as a zombie film in this analysis. The subtype makes up 9.4% of the films we analyzed and is the only subtype whose budgets ($66.1 million) outpace domestic profits ($51.2 million). Roughly one-quarter (27.3%) of action horror films were rated PG-13, and over half (54.5%) were sequels.

The budgets of action horror films are second only to vampire films, but are the least consistent subtype. While The Mummy films returned steady, if diminishing, profits, there are many busts. To cite a few examples, the heavily hyped Grindhouse (2007) made $25.4 million against a $67 million budget, Abraham Lincoln: Vampire Hunter (2012) took in $37.5 million on a $69 million budget, and R.I.P.D. (2013) grossed an anemic $33.6 on a bloated $130 million budget.

Despite the subtype’s lacklustre track record, much is currently being made of Universal Studio’s attempt to resuscitate it. In addition to The Mummy (2017), there are plans for new Invisible Man, Wolf Man, Van Helsing, Creature from the Black Lagoon, and Bride of Frankenstein films. Early press reports suggest these films will jettison their original gothic trappings and will, instead, rely on action and adventure as chief selling points. Should this gambit work, it would have profound implications for future horror productions.[19]

Slashers

Slasher films, comprising 8.5 per cent of our sample, feature solitary killers stalking (usually young) victims. The subtype is largely assumed to have crystallized in John Carpenter’s Halloween (1978), despite debate on its prior origins.[20] Since the slasher’s first cycle (1978-1981), the subtype has experienced spouts of popularity, including in the mid-1980s, the mid-1990s, and arguably in the mid-2000s.[21] Apart from Cabin in the Woods (2012), which references earlier slashers and horror films at every turn, all the slashers in our dataset are sequels (40 per cent), as in Scream 4 (2011), or remakes/reboots (80 per cent) like Halloween (2007) and My Bloody Valentine 3D (2009).

As in the past, slashers carry remarkably cheap price tags ($22 million), nearly two-thirds the budget of the average horror film to reach the study’s threshold for inclusion. At $40 million, Scream 4 touts the biggest budget; most of the rest of the sample were produced for less than half that amount. Interestingly, slasher films perform well domestically (averaging $46.9 million at the box office), but often struggle overseas (averaging only $27.8 million). Industry reporter Nicole LaPorte suggests that gorier films including slashers and torture porn get hung up on international ratings boards, thereby cutting into potential profits.[22] Indeed, only one slasher, a remake of Prom Night (2008), received a PG-13 rating.

While there was a steady stream of slasher releases of one or two a year across the study’s timeframe, no film in the subtype made it to the final three years of the database (2014, 2015, and 2016). More recently another attempt to reboot Friday the 13th was jettisoned.[23] However, a fan-produced sequel to the original Halloween series, Halloween: The Night Evil Died, is scheduled for a late 2017 release. Additionally, the Halloween franchise is slated for another reboot by Blumhouse Productions in 2018.  

Vampire Films

While Dracula may be “the second most portrayed character in film behind only Sherlock Holmes”,[24] vampire films constitute only 7.7 per cent of our sample, over half of which were films from the Twilight Saga. Accordingly, box office averages, in this case budgets of $72.8 million and returns of $194 million, reflect the dominance of this series. However, the inclusion of Twilight films in this study is not without debate. Much like action horror films use characters from horror films and insert them into action-adventure narratives, the Twilight series also features classical horror monsters (vampires and werewolves), but they do so in the service of a teen-oriented romance plot, not primarily to elicit fright reactions in their audience. Hence, in the new millennium, the vampire’s cinematic role seems to be relegated primarily to paranormal romance films about teen love.

With the vampire catered toward teen romance, it is not surprising to note that nearly all films in this category received a PG-13 rating. Only 30 Days of Night, which was adapted from a graphic novel of the same name, was rated R. In addition to all the Twilight films, I am Legend (2007) and Dracula Untold (2014), very loosely based on Bram Stoker’s book, were also novel adaptations. The latter film is also the last vampire film appearing in the sample. Vampires do not stay dead for long, especially given their profitability. There are strong rumors of adding new films to Twilight[25] and Dracula will, no doubt, be part of Universal’s attempt to upscale its monster series.

Zombie Films

Although much has been made of zombie cinema’s entry into the cinematic spotlight, the subtype constitutes only 6.8 per cent of the films in our sample. While it could be argued that the events that propelled the subtype to the forefront have ebbed in the face of fears relating to the Great Recession, it is important to note that the Resident Evil series (2002-2017) has foregrounded the nefarious corporate activities of the Umbrella Corporation in latter installments,[26] thus offering plotlines that dovetail into the climate of the recession.

A better explanation can be found in the economics of the subtype. The average budget for a zombie film in our sample was $61.9 million, more than double the average film in our dataset. Meanwhile the average box office was just above $75.1 million, or moderately more than the average film in our dataset. This data, however, is skewed by World War Z (2013) which, at $190 million, possesses the largest budget of any horror film, ever. When this film is removed a more problematic picture emerges. The average budget ($40.6 million) is still significantly more than the sample average ($30 million), but the box office returns of the subtype ($53.9 million) are less than average ($65.5 million). Only World War Z and Warm Bodies (2013) nabbed PG-13 ratings, which were the top and third highest performing zombie films (Zombieland was second).

Several key underperformers have likely tempered decisions to pursue the subtype. George Romero’s Land of the Dead (2005) failed to make the top 100 (it ranked 112th), making only $20.7 million on its $15 million budget. A similar fate befell Pride and Prejudice and Zombies (2016) which returned $10.9 million on its $28 million budget, good enough for 132nd. The zombie has simply been too inconsistent to be a primetime player in the new era of horror.

Torture Porn

Films in the torture porn subgenre—films dwelling on innovative, excruciatingly graphic depictions of bodily violations and physical pain—derive from an old cinematic tradition of graphically disturbing films but erupted into the mainstream with the release of Saw in 2004.[27] Only making up 5.1 per cent of the films in our sample, the subtype has erroneously been lauded (or castigated) as the face of modern horror. Within the parameters of our study, which misses the first two Saw films, the subtype was incredibly profitable, earning an average of $53.5 million per film on budgets of $11.1 million. However, the entirety of our sample consists of Saw sequels, which experienced diminishing returns, and Hostel (2006); no other examples of the subtype made it to our list.

In addition to diminishing returns of its flagship franchise, torture porn films also experienced some notable flops and public controversy. Captivity (2007), though sporting a $17 million budget and a distribution deal with Lionsgate, turned in only $2.6 million at the box office, placing it 207th. That same year Hostel: Part II (2007) made only $17.6 million on its $10.2 budget, which placed it at 117th (the original made $47.3 million on a $4.8 million budget). As with slashers, torture porn films were often held up by international film boards.[28] Even though no torture porn has made the top 100 at the North American box office since 2010, Saw: Legacy (2017) is set for an October 2017 release.   

Historical Horror Films

Historical horror films, often called period horror, are films whose narratives occur prior to the 20th-century, but which do not contain figures otherwise associated with other subtypes (e.g., vampires, mummies). Within academic literature the subtype is most associated with the heyday of Hammer Films.[29] Examples from the United States are relatively rare, but Davis and Natale’s analysis included big-budget films like Sleepy Hollow (1999), From Hell (2001), and The Village (2004) that pulled in an average of $82.3 million at the box office, making the subtype the most profitable they analyzed.[30] The films in our analysis contrast sharply, with budgets averaging $27.6 million and the box office averaging $38 million. The films that made it to our analysis were Sweeney Todd: The Demon Barber of Fleet Street (2007), The Woman in Black, Crimson Peak (2015), The Woman in Black 2: Angel of Death (2015), and The Witch (2016), which was only 4.3 per cent of our sample.

Home Invasion

To paraphrase Michael Fiddler, home invasion films entail a breached domestic setting violently defended by its inhabitants.[31] Only four films (or 3.4 per cent) of this subtype made our analysis: The Strangers (2008) and all three The Purge (2013-2016) films. All four films were made cheaply with the $10 million budget of The Purge: Election Year (2016) being the highest. As well, all four films were incredibly profitable with The Strangers’ $52.6 million box office being lowest. A fourth installment of The Purge is scheduled for a summer 2018 release.

Monster Films

Monster films, or creature features, hit their peak in the 1950s with films like Them! (1954), Tarantula (1955), and The Giant Claw (1957). In recent times, however, the subtype has faded from the mainstream. Steffen Hantke points out that the monster films still perform well on the straight-to-video and TV-movie market.[32] With titles like Mega Shark Versus Giant Octopus (2009), Sharktopus (2010), Sharknado (2013), and Lavalantula (2015), the more absurd the better in this market. One might question whether such fare can meaningfully be labelled horror. With mainstream releases, Davis and Natale found that the subtype had lackluster returns that averaged $22.3 million.[33] Our sample only included three monster films, or just 2.6 per cent of the dataset – The Mist (2007), Cloverfield (2008), and Krampus (2015). Collectively these films cost between $15 million and $25 million to make and earned between $25.6 and $80 million. Another Cloverfield film will be released in late-2017.

Conclusion

This study contributes to a growing scholarly literature demonstrating the value of a quantitative, production-oriented approach to horror cinema. By analyzing a large dataset with the aid of descriptive statistics and market analyses, we have been able to identify overarching content trends that are difficult or impossible to spot from a bottom-up perspective focusing on individual films and their aesthetic qualities, which has been the most common approach in academic horror film study since its inception.

Through our analysis of top-grossing horror films in the North American market, we have found that the horror film genre is as lucrative as ever. Budgets have only moderately increased in the period 2006-2016 as compared to the period 1978-2010 (going from an average of $27 million to an average of $30 million), whereas profits have significantly increased (from an average of $45 million to an average of $65.5 million in domestic gross). We have also identified a substantial dominance of supernatural horror films in the timeframe. This dominance cannot be solely ascribed to topical resonance, but also results from the fact that such films are particularly attractive from a production perspective: supernatural horror films cost only about half as much to produce as other types and return similar box office. This has made the film type particularly attractive to emerging low-budget production companies such as Blumhouse Productions.

At the same time, we have demonstrated the relative weak position of film types that otherwise have received extensive treatment in the scholarly literature (including zombie, vampire, and torture porn films). The trends we identify, then, are explicable when seen in their social and industrial context. The rise of a new model of low-budget horror film making, as well as a cultural ecology particularly receptive to certain kinds of horror, help explain the prevalence of horror films that tap into extant social anxieties with roots in an evolved fear system and which have proven highly lucrative to low-budget filmmakers. Even in a rapidly and fundamentally changing production climate, horror retains its central place because of the genre’s unique ability to let us meaningfully engage with our deepest fears.

Our study also allows us to make tentative predictions for the future of horror films. With the success of Split and Get Out, the “Blumhouse Model” will continue unabated. The company is scheduled to release no less than eight additional horror films for the remainder of 2017 (i. e., Amityville: The Awakening, Creep 2, Delirium, Insidious: Chapter 4, The Keeping Hours, Prey, Stephanie, and Sweetheart). Most of these new efforts will continue to focus on supernatural horror. However, in a recent interview Jason Blum stated, “I consider ‘Split’ a Blumhouse 2.0 – a new act in the company.”[34] It is too early to tell what, if anything, is meant by this statement. In addition to Blumhouse Productions’ ongoing efforts, the biggest change in the horizon of horror will be Universal’s attempt to build a cinematic universe around its classic monsters akin to the Marvel Cinematic Universe.[35] As noted above, Universal is heavily invested in the long-term prospects and viability of this production logic. Accordingly, we tentatively predict that the future of mainstream horror will follow two production strategies: the streamlined Blumhouse Model that specializes in supernatural films and the upscale Universal Model that will use classic monsters in the service of high adrenaline action plots.

 

[1] Ross A. Lincoln, “Blumhouse and the Calculus of Low Budget Horror – Produced By,” Deadline, May 30 2015, accessed March 15 2017, http://deadline.com/2015/05/blumhouse-panel-produced-by-conference-1201435034/

[2] The $5 million is the money required for the film to break even, should it not receive a wide release.

[3] Todd Cunningham, “ Blumhouse Signs 10-Year Production Deal With Universal Pictures,” The Wrap, July 20 2015, accessed March 15 2017, http://www.thewrap.com/blumhouse-prods-signs-10-year-production-deal-with-universal-pictures/

[4] Kim Masters, “Jason Blum’s Crowded Movie Morgue,” Hollywood Reporter, March 7 2014, accessed March 15 2017, http://www.hollywoodreporter.com/news/jason-blums-crowded-movie-morgue-683212

[5] Chris Ryan, “Scare Tactics,” The Ringer, November 2 2016, accessed March 15 2017, https://theringer.com/blumhouse-new-hollywood-success-paranormal-activity-the-purge-74dc38852ac5#.f5wx7luoz

[6] Nina Metz, “Blumhouse Model Keeps Scaring Up Profits,” Chicago Tribune, September 14 2014, accessed March 15 2017, http://www.chicagotribune.com/entertainment/movies/ct-chicago-closeup-jason-blum-20140924-column.html

[7] Bernice Murphy, “‘It’s Not the House that’s Haunted’: Demons, Debt, and the Family in Peril Formula in Recent Horror Cinema,” in Cinematic Ghosts: Haunting and Spectrality from Silent Cinema to the Digital Era, ed. Murray Leeder (New York: Bloomsbury, 2015), 237.

[8] Masters, “Jason Blum’s Crowded Movie Morgue.”

[9] Ibid.

[10] Todd K. Platts, “The New Horror Movie,” in Baby Boomers and Popular Culture: An Inquiry into America’s Most Powerful Generation, eds. by Brian Cogan and Thom Gencarelli (Denver, CO: Praeger, 2015), 149.

[11] Stacey Abbott, “High Concept Thrills and Chills: The Horror Blockbuster,” in Horror Zone: The Contemporary Experience of Contemporary Horror Cinema, ed. Ian Conrich (New York: I.B. Tauris, 2010), 35.

[12] Andrew Stewart, “H’wood’s Fear of Success,” Variety, January 28-February 3, 2013, 53.

[13] Davis and Natale, “The Pound of Flesh which I Demand,” 45-47; Terry, King, and Walker, “The Determinants of Box Office Revenue for Horror Movies,” 13; Terry, King, and Patterson, “Vampires, Slashers, or Zombies,” 103.

[14] Bernice M. Murphy, “Dead Ends: The Decline of the Recent American Horror Movie,” in Fear: Essays on the Meaning and Experience of Fear, eds. Kate Hebblethwaite and Elizabeth McCarthy (Dublin: Four Courts Press, 2007), 190.

[15] Peter Hutchings, “By the Book: American Horror Cinema and Horror Literature of the Late 1960s and 1970s,” in Merchants of Menace: The Business of Horror Cinema, ed. by Richard Nowell (New York: Bloomsbury, 2014), 49-56.

[16] Mathias Clasen, “Monsters Evolve: A Bio-Cultural Approach to Horror Stories,” Review of General Psychology 16, no. 2 (2012): 226.

[17] Brigid Cherry, Horror (New York: Routledge 2009), 5.

[18] Adam Charles Hart, “Millennial Fears: Adject Horror in a Transnational Context,” in A Companion to the Horror Film, ed. Harry M. Benshoff (Malden, MA: Wiley Blackwell, 2014), 334.

[19] See e.g., Kwame Opam, “How Tom Cruise’s The Mummy will Launch a Marvel-like Reboot of the Universal Monsters,” The Verge, December 5 2016, accessed March 20 2017, http://www.theverge.com/2016/12/5/13848462/the-mummy-universal-monsters-cinematic-universe-explained  

[20] James Kendrick, “Slasher Films and Gore in the 1980s,” in A Companion to the Horror Film, ed. Harry M. Benshoff (Malden, MA: Wiley Blackwell, 2014), 322-327.

[21] Ibid.

[22] Nicole LaPorte, “Horror Hits Have Higher Hopes,” Variety, December 26-January 1, 2005/2006, 9.

[23] Borys Kit, “‘Friday the 13th’ Reboot Shut Down (Exclusive),” Hollywood Reporter, Feburary 6 2017, accessed March 22 2017, http://www.hollywoodreporter.com/heat-vision/friday-13th-reboot-shut-down-972644

[24] Terry, King, and Patterson, “Vampires, Slashers, or Zombies,” 95.

[25] Katie Roberts, “A New ‘Twilight’ Movie Is ‘A Possibility’ if Stephenie Meyer Wants to Write One,” Movie Phone, September 27 2016, accessed March 22 2017, https://www.moviefone.com/2016/09/27/new-twilight-movie-possibility/

[26] Douglas Kellner, “Social Apocalypse in Contemporary Hollywood Film,” MARTIZes 10, no. 1 (2016): 17-18.

[27] Pinedo, “Torture Porn,” 345-346.

[28] LaPorte, “Horror Hits Have Higher Hopes,” 9.

[29] Peter Hutchings, “The Amicus House of Horror,” in British Horror Cinema, ed. Steve Chibnall and Julian Petley (New York: Routledge, 2001), 131.

[30] Davis and Natale, “‘The Pound of Flesh which I Demand,’” 48.

[31] Michael Fiddler, “Playing Funny Games in The Last House on the Left: The Uncanny and the ‘Home Invasion’ Genre,” Crime Media Culture 9, no. 3 (2013): 282.

[32] Steffen Hantke, “The Return of the Giant Creature: Cloverfield and the Political Opposition to the War on Terror,” Extrapolation 51, no. 2 (2010): 235-236.

[33] Davis and Natale, “‘The Pound of Flesh which I Demand,’” 49.

[34] Jason Guerrasio, “How the Company behind 2 of the Year’s Biggest Movies is Blowing Up the Hollywood Playbook,” Business Insider, March 1 2017, accessed March 24 2017, http://www.businessinsider.com/blumhouse-productions-get-out-split-2017-2

[35] Opam, “How Tom Cruise’s The Mummy will Launch a Marvel-like Reboot of the Universal Monstersur,” The Verge.

 

[i] The attacks on 9/11 refer to the terrorist attacks on the World Trade Center in New York City and the Pentagon on September 9, 2001. The ‘Great Recession’ refers to the global financial crisis in the years 2007-8 which led to a global economic downturn.

[ii] Dixon, Hollywood in Crisis or: The Collapse of the Real, 4.

[iii] Angela Ndalianis, “Genre, Cultre and the Semiosphere: New Horror Cinema and Post-9/11,” International Journal of Cultural Studies 18, no. 1 (2015): 135, 137.

[iv] Todd K. Platts, “Locating Zombies in the Sociology Popular Culture,” Sociology Compass 7, no. 7 (2013): 547-548.

[v] Isabel C. Pinedo, “Torture Porn: 21st Century Horror,” in A Companion to the Horror Film, ed. Harry M. Benshoff (Malden, MA: Wiley Blackwell, 2014), 345.

[vi] Craig Ian Mann, “Death and Dead-End Jobs: Independent American Horror and the Great Recession,” in Popular Culture and the Austerity Myth: Hard Times Today, ed. Pete Bennett and Julian McDougall (New York: Routledge, 2017), 176.

[vii] Ibid.

[viii] James D. Stone, “Horror at the Homestead: The (Re)possession of American Property in Paranormal Activity and Paranormal Activity II,” in The Great Recession in Fiction, Film, and Television: Twenty-First-Century Bust Culture, eds. Kirk Boyle and Daniel Mrozowski (Lanham, MD: Rowman and Littlefield, 2013), 51-65; Tim Snelson, “The (Re)possession of the American Home: Negative Equity, Gender Inequality, and the Housing Crisis Horror Story,” in Gendering the Recession: Media and Culture in an Age of Austerity, eds. Diane Negra and Yvonne Tasker (Durham: Duke University Press, 2014), 161-180.

[ix] Dixon, Hollywood in Crisis or: The Collapse of the Real, 13-21.

[x] Chuck Bowen, “Is it Time for a Horror Movie about the Evils of Donald Trump?” The Guardian, July 5 2016, accessed March 9, 2016, https://www.theguardian.com/film/2016/jul/05/donald-trump-horror-movie-they-live-john-carpenter.

[xi] Davis and Natale, “The Pound of Flesh which I Demand,” 47.

[xii] Terry, King, and Walker, “The Determinants of Box Office Revenue for Horror Movies,” 10.

[i] Thomas Schatz, “The Studio System and Conglomerate Hollywood,” in The Contemporary Hollywood Film Industry, eds. Paul McDonald and Janet Wasko (Malden, MA: Wiley-Blackwell, 2008), 14.

[ii] Schatz, “The Studio System and Conglomerate Hollywood,” 29-31; Balio, Hollywood in the New Millennium, 133-148.

[iii] Thomas Schatz, “New Hollywood, New Millennium,” in Film Theory and Contemporary Hollywood Movies, ed. Warren Buckland (New York: Routledge, 2009), 24-29.

[iv] Lionsgate merged with Summit Entertainment in January 2012. Relativity Media filed for bankruptcy in July 2015 and was purchased by the Singapore-based Yuuzoo in October 2016.

[v] Balio, Hollywood in the New Millennium, 144.

[vi] Cf., Balio, Hollywood in the New Millennium, 144-148; Alisa Perren, “Last Indie Standing: The Case of Lions Gate in the New Millenium,” in American Independent Cinema: Indie, Indiewood and Beyond, eds. Geoff King, Claire Molloy, and Yannis Tzioumakis (New York: Routledge, 2013), 109.

 

[i] For previous box office analyses of horror films see, Blair Davis and Kial Natale, “‘The Pound of Flesh Which I Demand’: American Horror Cinema, Gore, and the Box Office, 1998-2007,” in American Horror Film: The Genre at the Turn of the Millennium, ed. Steffen Hantke (Jackson: University Press of Mississippi, 2010), 35-57; Neil Terry, Robert King, and Jeri J. Walker, “The Determinants of Box Office Revenue for Horror Movies,” Journal of Global Business Management 6, no. 2 (2010): 10-19; Neil Terry, Robert King, and Robin Patterson, “Vampires, Slashers, Or Zombies: Opening Weekend’s Favorite Box Office Monster,” Journal of Business and Economics Research 9, no. 2 (2011): 95-105.

[ii] Wheeler Winston Dixon, Hollywood in Crisis or: The Collapse of the Real (New York: Palgrave MacMillan, 2016), 39-40.

[iii] Tino Balio, Hollywood in the New Millennium (New York: Palgrave MacMillan 2013), 133-148.

[iv] This method has been used in prior analyses of content trends see, Tino Balio, “Hollywood Production Trends in the Era of Globalisation, 1990-99,” in Genre and Contemporary Hollywood, ed. Steve Neale (London: British Film Institute, 2002), 165-166.

[v] Peter Hutchings, The Horror Film (New York: Pearson 2004), 9.

Notes on Contributors

Todd K. Platts is an assistant professor of sociology at Piedmont Virginia Community College. His research focuses on the industrial history of zombie and horror cinema. He has published on various eras of horror production, including the studio era, the late-1960s and early-1970s, and the late-1970s and early-1980s.

 

Mathias Clasen is an assistant professor in literature and media in the Department of English, Aarhus University. His research focuses on the psychological underpinnings of horror and on the genre’s appeals and functions. He has developed a biocultural framework for the analysis of horror entertainment. This framework integrates research on cultural resonance with research on evolved psychological dispositions. He has published on Stephen King, Dracula, scary clowns, zombies, Dan Simmons, Richard Matheson, biocultural theory, Darwinism in literature, and evil monsters.

 

References

Abbott, Stacey. “High Concept Thrills and Chills: The Horror Blockbuster.” In Horror Zone: The Contemporary Experience of Contemporary Horror Cinema, edited by Ian Conrich, 27-44. New York: I.B. Tauris, 2010.

Balio, Tino. Hollywood in the New Millennium. London: British Film Institute, 2013.

Balio, Tino. “Hollywood Production Trends in the Era Globalization, 1990-99.” In Genre and Contemporary Hollywood, edited by Steve Neale, 165-184. London: British Film Institute, 2002

Bowen, Chuck. 2016. “Is it Time for a Horror Movie about the Evils of Donald Trump?” The Guardian. July 5. https://www.theguardian.com/film/2016/jul/05/donald-trump-horror-movie-they-live-john-carpenter.

Davis, Blair and Kial Natale. “‘The Pound of Flesh Which I Demand’: American Horror Cinema, Gore, and the Box Office, 1998-2007.” In American Horror Film: The Genre at the Turn of the Millennium, edited by Steffan Hantke, 35-57. Jackson: University Press of Mississippi, 2010.

Cherry, Brigid. Horror. New York: Routledge, 2009.

Clasen, Mathias. “Monsters Evolve: A Biocultural Approach to Horror Stories.” Review of General Psychology 16 (2012): 222-229.

Cunningham, Todd. 2014. “Blumhouse Signs 10-Year Production Deal With Universal Pictures.” Deadline. July 20. http://deadline.com/2011/06/universal-in-first-look-deal-with-paranormal-activity-and-insidious-producer-jason-blum-144401/.

Dixon, Wheeler Winston. Hollywood in Crisis or: The Collapse of the Real. New York: Palgrave MacMillan, 2016.

Fiddler, Michael. “Playing Funny Games in The Last House on the Left: The Uncanny and the ‘Home Invasion’ Genre.” Crime Media Culture 9 (2013): 281-299.

Guerrasio, Jason. 2017. “How the Company behind 2 of the Year’s Biggest Movies is Blowing Up the Hollywood Playbook.” Business Insider. March 1. http://www.businessinsider.com/blumhouse-productions-get-out-split-2017-2.

Hantke, Steffen. “The Military Horror Film: Speculations on a Hybrid Genre.” Journal of Popular Culture 43 (2010): 701-719.

Hart, Adam Charles “Millennial Fears: Adject Horror in a Transnational Context,” In A Companion to the Horror Film, edited by Harry M. Benshoff, 329-344. Malden: Wiley Blackwell, 2014.

Hutchings, Peter. “The Amicus House of Horror.” In British Horror Cinema, edited by Steve Chibnall and Julian Petley, 131-144. New York: Routledge, 2001.

Hutchings, Peter. The Horror Film. New York: Pearson, 2004.

Hutchings, Peter. “By the Book: American Horror Cinema and Horror Literature of the Late 1960s and 1970s.” In Merchants of Menace: The Business of Horror Cinema, edited by Richard Nowell, 45-60. New York: Bloomsbury Academic, 2014.

Kit, Borys. 2017. “‘Friday the 13th’ Reboot Shut Down (Exclusive),” Hollywood Reporter, Feburary 6 2017. http://www.hollywoodreporter.com/heat-vision/friday-13th-reboot-shut-down-972644.

Kellner, Douglas. “Social Apocalypse in Contemporary Hollywood Film.” MATRIZes 10 (2016): 13-28.

Kendrick, James. “Slasher Films and Gore in the 1980s.” In A Companion to the Horror Film, edited by Harry M. Benshoff, 310-328. Malden: Wiley Blackwell, 2014.

Laporte, Nicole. 2005/2006. “Horror Hits Have Higher Hopes.” Variety, December 26-January 1, 9.

Lincoln, Ross A. 2015. “Blumhouse and The Calculus of Low Budget Horror – Produced By.” Deadline. May 30. http://deadline.com/2015/05/blumhouse-panel-produced-by-conference-1201435034/.

Mann, Craig Ian. “Death and Dead-End Jobs: Independent Horror and the Great Recession.” In Popular Culture and the Austerity Myth: Hard Times Today, edited by Pete Bennett and Julian McDougall, 175-188. New York: Routledge, 2017.

Masters, Kim. 2014. “Jason Blum’s Crowded Movie Morgue.” Hollywood Reporter. March 7. http://www.hollywoodreporter.com/news/jason-blums-crowded-movie-morgue-683212.

Metz, Nina. 2014. “Blumhouse Model Keeps Scaring Up Profits.” Chicago Tribune. September 24. http://www.chicagotribune.com/entertainment/movies/ct-chicago-closeup-jason-blum-20140924column.html.

Murphy, Bernice M. 2007. “Dead Ends: The Decline of the Recent American Horror Movie.” In Fear: Essays on the Meaning and Experience of Fear, edited by Kate Hebblethwaite and Elizabeth McCarthy, 188-200. Dublin: Four Courts Press, 2007.

Murphy, Bernice. 2015. “‘It’s Not the House That’s Haunted’: Demons, Debt, and the Family in Peril Formula in Recent Horror Cinema.” In Cinematic Ghosts: Haunting and Spectrality from Silent Cinema to the Digital Era, edited by Murray Leeder, 235-251. New York: Bloomsbury, 2015.

Ndalianis, Angela. “Genre, Culture and the Semiosphere: New Horror Cinema and Post-9/11.” International Journal of Cultural Studies 18 (2015):135-151.

Opam, Kwame. 2016. “How Tom Cruise’s The Mummy will Launch a Marvel-like Reboot of the Universal Monsters.” The Verge. December 5. http://www.theverge.com/2016/12/5/13848462/the-mummy-universal-monsters-cinematicuniverse-explained.

Perren, Alisa. “Last Indie Standing: The Case of Lions Gate in the New Millennium.” In American Independent Cinema: Indie, Indiewood and Beyond, edited by Geoff King, Claire Molloy, and Yannis Tzioumakis, 108-120. New York: Routledge, 2013.

Pinedo, Isabel C. “Torture Porn: 21st Century Horror.” In A Companion to the Horror Film, edited by Harry M. Benshoff, 345-361. Malden: Wiley Blackwell, 2014.

Platts, Todd K. “Locating Zombies in the Sociology of Popular Culture.” Sociology Compass 7 (2013): 547-560.

Platts, Todd K. “The New Horror Movie.” In Baby Boomers and Popular Culture: An Inquiry into America’s Most Powerful Generation, edited by Brian Cogan and Thom Gencarelli, 147-163. Denver: Praeger, 2015.

Roberts, Katie. 2016. “A New ‘Twilight’ Movie Is ‘A Possibility’ if Stephenie Meyer Wants to Write One,” Movie Phone, September 27. https://www.moviefone.com/2016/09/27/new-twilight-movie-possibility/.

Ryan, Chris. 2016. “Scare Tactics.” The Ringer. November 2. https://theringer.com/blumhouse-new-hollywood-success-paranormal-activity-the-purge74dc38852ac5#.dq1v4cvua.

Schatz, Thomas. “The Studio System and Conglomerate Hollywood.” In The Contemporary Hollywood Film Industry, edited by Paul McDonald and Janet Wasko, 13-42. Malden: Wiley-Blackwell, 2008.

Schatz, Thomas. “New Hollywood, New Millennium.” In Film Theory and Contemporary Hollywood Movies, edited by Warren Buckland, 19-46. New York: Routledge, 2009.

Snelson, Tim. “The (Re)possession of the American Home: Negative Equity, Gender Inequality, and the Housing Crisis Horror Story.” In Gendering the Recession: Media and Culture in an Age of Austerity, edited by Diane Negra and Yvonne Tasker, 161-180. Durham: Duke University Press, 2014.

Stewart, Andrew. 2013. “H’wood’s Fear of Success.” Variety. January 28-February 3, 53.

Stone, James D. “Horror at the Homestead: The (Re)Possession of American Property in Paranormal Activity and Paranormal Activity II.” In The Great Recession in Fiction, Film, and Television: 21st Century Bust Culture, edited by Kirk Boyle and Daniel Mrozowski, 51-65. Lanham: Lexington Books, 2013.

Terry, Neil, Robert King, and Jeri J. Walker. “The Determinants of Box Office Revenue for Horror Movies.” Journal of Global Business Management 6 (2010): 10-19.

Terry, Neil, Robert King, and Robin Patterson. “Vampires, Slashers, Or Zombies: Opening Weekend’s Favorite Box Office Monster.” Journal of Business and Economics Research 9 (2011): 95-106.

 

Filmography

30 Days of Night (David Slade, 2007).

1408 (Mikael Håfström, 2007).

Abraham Lincoln: Vampire Hunter (Timur Bekmambetov, 2012).

Amityville: The Awakening (Franck Khalfoun, 2017). 

Blade (Stephen Norrington, 1998).

Cabin in the Woods (Drew Goddard, 2012).

Captivity (Roland Joffé, 2007).

Carrie (Kimberly Peirce, 2013).

Cloverfield (Matt Reeves, 2008).

Creep 2 (Patrick Kack-Brice, 2017). 

Crimson Peak (Guillermo del Toro, 2015).

Delirium (Dennis Iliadis, 2017).

Dracula Untold (Gary Shore, 2014).

From Hell (Allen Hughes and Albert Hughes, 2001).

Get Out (Jordan Peele, 2017).

Grindhouse (Robert Rodriguez and Quentin Tarantino, 2007).

Halloween (John Carpenter, 1978).

Halloween (Rob Zombie, 2007).

Halloween (David Gordon Green, 2018).

Halloween II (Rob Zombie, 2009)

Halloween: The Night Evil Died (Kohl V. Bladen and Jeffrey J. Moore, 2017).

Hannibal Rising (Peter Webber, 2007).

Hellboy II: The Golden Army (Guillermo del Toro, 2008).

Hostel (Eli Roth, 2005).

Hostel: Part II (Eli Roth, 2007).

I am Legend (Francis Lawrence, 2007).

Insidious: Chapter 4 (Adam Robitel, 2017).

It Follows (David Robert Mitchell, 2014).

Krampus (Michael Dougherty, 2015).

Land of the Dead (George A. Romero, 2005).

Lavalantula (Mike Mendez, 2015).

Mega Shark Versus Giant Octopus (Jack Perez, 2009).

My Bloody Valentine 3D (Patrick Lussier, 2009).

Paranormal Activity (Oren Peli, 2007).

Poltergeist (Gil Kenan, 2015).

Prey (Franck Khalfoun, 2017).

Pride and Prejudice and Zombies (Burr Steers, 2016).

Prom Night (Nelson McCormick, 2008).

Resident Evil (Paul W.S. Anderson, 2002).

R.I.P.D. (Robert Schwentke, 2013).

Saw (James Wan, 2004).

Saw: Legacy (Michael Spierig and Peter Spierig, 2017).

Scream 4 (Wes Craven, 2011).

Sharknado (Anthony C. Ferrante, 2013).

Sharktopus (Declan O’Brien, 2010).

Shutter Island (Martin Scorsese, 2010).

Sinister (Scott Derrickson, 2012).

Sleepy Hollow (Tim Burton, 1999).

Snakes on a Plane (David R. Ellis, 2006).

Split (M. Night Shyamalan, 2016).

Stephanie (Akiva Goldsman, 2017)

Super 8 (J.J. Abrams, 2011).

Sweeney Todd: The Demon Barber of Fleet Street (Tim Burton, 2007).

Sweetheart (J.D. Dillard, 2017).

Tarantula (Jack Arnold, 1955).

The Babadook (Jennifer Kent, 2014).

The Boy (William Brent Bell, 2016).

The Crazies (Breck Eisner, 2010).

The Eye (Patrick Lussier, 2008). 

The Forest (Jason Zada, 2016).

The Giant Claw (Fred F. Sears, 1957).

The Gift (Joel Edgerton, 2015).

The Grudge 2 (Takashi Shimizu, 2006).

The Haunting in Connecticut (Peter Cornwell, 2009).

The Keeping Hours (Karen Moncrieff, 2017).

The Last Exorcism (Daniel Stamm, 2010).

The Mist (Frank Darabont, 2007).

The Mummy (Stephen Sommers, 1999).

The Mummy: Tomb of the Dragon Emperor (Rob Cohen 2008).

The Purge: Election Year (James DeMonaco, 2016).

The Rite (Mikael Håfström, 2011).

The Stepfather (Nelson McCormick, 2009).

The Strangers (Bryan Bertino, 2008).

The Texas Chainsaw Massacre: The Beginning (Jonathan Liebesman, 2006).

The Twilight Saga: Breaking Dawn – Part 1 (Bill Condon, 2011).

The Village (M. Night Shyamalan, 2004).

The Visit (M. Night Shyamalan, 2015).

The Witch (Robert Eggers, 2016).

The Woman in Black (James Watkins, 2012).

The Woman in Black 2: Angel of Death (Tom Harper, 2014).

Them! (Gordon Douglas, 1954).

Warm Bodies (Jonathan Levine, 2013).

World War Z (Marc Forster, 2013).

Zombieland (Ruben Fleischer, 2009).

 

Global Cinematic Cities: New Landscapes of Film and Media

Edited by Johan Andersson and Lawrence Webb

Wallflower Press, 2016

Reviewed by Sarah Smyth

Conceptions of the term cinematic city tend to be predicated on the notion that ‘the city has undeniably been shaped by the cinematic form, just as cinema owes much of its nature to the historical development of the city’[1]. Johan Andersson and Lawrence Webb’s edited collection, Global Cinematic Cities: New Landscapes of Film and Media (Wallflower Press, 2016), seeks to broaden and challenge our understanding of current formulations of the cinematic city in an age of accelerated global media flows, globalisation and rapidly transforming cityscapes.

Andersson and Webb’s collection is as diverse as the rapidly changing constructs that it seeks to interrogate. In seeking to move beyond previous Euro-American centric conceptions of the cinematic city, the collection presents a myriad of case studies interrogating the role of screen culture as part of daily life in cities such as Buenos Aires, Beijing, Berlin, Cairo, Copenhagen, Delhi, Kolkata, Lagos, Los Angeles, Malmö, Manila, Paris, Rome, and Shanghai. This approach creates a transnational perspective that challenges the notion that globalisation has necessarily resulted in a homogenisation of how the audience relates to the screen and its content.

In their introduction, the editors frame subsequent analyses by questioning if it is even possible ‘to speak of a “cinematic city”’ (p3) in light of the spatial transformation between ‘audience, moving image and urban environment’ (p3) in recent years. Instead, the collection engages with this question by expanding the notion of the cinematic city beyond on-screen representations of the city to interrogate the screen’s representational and material role within the contemporary global city. Drawing on a range of perspectives contributors address screen culture by examining film festivals, video art, television and found footage, as well as considering the role of public screens and small screen formats within the city. By doing this the collection highlights the specificity of local practices and demonstrate that global media practices can be considered to be far from ubiquitous practices.

Global Cinematic Cities is divided into four distinct themes; Transnational Screen Cities, Global City Imaginaries, Public Screens and New Media Landscapes and New Narrative Topographies. Thomas Elsaesser sets the tone for the first section, Transnational Screen Cities, with an entreaty to rescue the notion of the cinematic city. Elsaesser suggests that we need to radically rethink what the global city of postmodernity might entail for screen culture (p26). Elsaesser goes on to situate the global city as being an heir to the cinematic city arguing that new forms of sociability and social interaction now articulate themselves differently in the urban space. In this chapter, Elsaesser posits the international film festival as an emblematic phenomenon of the global city that enables spatial relationships to be remapped in order to provide a clearer understanding of the notion ‘world cinema’ (p24) as a relational concept rather than a term that denotes a binary opposition to Hollywood film.

Drawing our attention to mobile contemporary industrial practices, Pei-Sze Chow, discusses how the popular TV show Bron/Broen/The Bridge (2011) co-produced by Denmark and Sweden mediates and resituates recently formed transnational borders to help formulate new urban-regional identities. Also addressing an industrial perspective of the global media environment Jonathan Haynes discusses the rapid reshaping of Nollywood from a grassroots industry to one that is dominated by transnational corporations such as Netflix. Haynes discussion particularly draws our attention to how these corporations specifically target diasporic expatriate audiences across the globe illustrating the complex nature of contemporary national audiences and national cinema that can now be understood to be unbounded entities.

The Global City Imaginaries section of the book addresses how both digital and real-life interactions are represented on-screen to show how displacement, isolation and social anxiety plays out in in the digitalized city. By presenting a close reading of Gustavo’s Taretto’s rom-com Medianeras (Sidewalls, 2011) Joanna Page draws a parallel between media and urban ecologies in Buenos Aires. Page’s analysis explores the virtual and physical relationship between the people of the city and the material space that they inhabit. In the following chapter, Lawrence Webb discusses Spike Jonze’s critically acclaimed film Her (2013). Webb argues that Her’s ‘near-future’ (p 95) visualisation of the Los Angeles cityscape acts as a dialogue with the contemporary reality of the city. He suggests that the film offers an intervention into urban discourses through it’s much reviewed and discussed visualisation of a potential Los Angeles of the future. Webb also argues that the film brings a number of the city’s concerns, such as the impact of digital technologies on social interaction and public space along with anxieties about accelerated gentrification and downtown redevelopment, into relief by reworking the linkage with the cinematic city.

In the final chapter of this section Malini Guha questions what is at stake for aspirational and rapidly developing cities such as Kolkata. Guha examines recent Bengali films The Future of the Past (Anik Dutta, 2012) and Maach, Mishti and More (Mainak Bhaumik, 2013) that address the politics of place by foregrounding thematic concerns through a nostalgia for the city’s past that is combined with new and emerging facets of the city.

The third section of the book expands beyond the confines of the film text to consider the engagement between varying types of screens and their participation in public life. In the first chapter of this section, Chris Berry compares the use of public screens in Shanghai and Cairo. Berry concludes that the way that public screens are used in both cities diverges considerably that signals different and localised patterns of behaviour and sociality in relation to screen culture. Yomi Braester follows this up by analysing the role of the moving image as an intrinsic component of both public and private spheres. By examining the use of selfies, surveillance and video art by Tan Tan, Li Juachan and Ai Wei Wei, Braester posits that public space and urban citizenship is constantly being redefined and redeveloped in a mutually constitutive process. In the final chapter of this section Igor Kristic analyses Magnum photographer, Jonas Bendicksen’s, interactive web documentary and immersive video installation, The Places we Live (2008). The project began life as a photo book depicting the slums of Caracas, Jakarta, Mumbai and Nairobi. Kristic’s analysis questions if Bendicksen’s use of remediation can provide an alternative critical approach to this issue or if it can, in fact, be more closely aligned with slum tourism?

The fourth and final section of the book entitled New Narrative Topographies is concerned with spatial trajectories within contemporary cinema. Will Higbee demonstrates how narrative space is challenged and resituated as a result of the recent immigrant experience in France. Using the Cote d’Azur setting for Rust and Bone (Jacques Audiard, 2012) as an example Higbee shows how place identification is reformulated as a result of social exclusion. Meanwhile, Jinhee Choi challenges conceptions of cinematic space in South Korean gangster films. Choi draws attention to a shift in the use of Busan as a key location in the 2000s rather than the traditionally used Seoul as a result of a government initiative to boost the local film industry. Finally, Christian B Long interrogates what he terms the ‘transport infrastructure’ (p. 235) in Hollywood action thrillers. Long calls attention to the deeply embedded tradition of situating chase sequences in cities around the world. However, Long advances this argument by identifying a trend within Bond and Bourne franchises toward an increasingly using developing cities as locations for chase sequences in order to stay valid for contemporary global audiences.

Rather than providing a clear definition of what constitutes a contemporary global cinematic city Andersson and Webb’s collection demonstrates it to be a rapidly evolving entity. As Elsaesser suggests it is necessary for us to abandon previous conceptions of both cinema and city in order to even begin to engage with a notion of what might constitute an understanding of the global cinematic city.  While both city and cinema are transforming at an unprecedented level one thing that Andersson and Webb’s collection makes clear is the intrinsic role that screen culture plays as part of global culture both materially and representationally. Global Cinematic Cities: New Landscapes of Film and Media encourages us to take a multi-faceted view of the global media landscape illuminating a diversification of screen practices and reflections of contemporary cultural life.

[1] Clarke, David, ed. The cinematic city. Routledge, 2005, p2.

 

Mosaic Space and Mosiac Auteurs : On the Cinema of Alejandro Gonzalez Inarritu, Atom Egoyan, Hou Hsiao-Hsien, Michael Haneke

By  Yun-Hua Chen
Neofelis Verlag GmbH, 2017

Reviewed by Connor McMorran

The multi-character or multi-strand narrative has long been effectively employed by filmmakers in order to bridge characters separated not only by time and space, but also characters disparate in terms of social or economic status. Yun-Hua Chen’s Mosaic Space and Mosaic Auteurs interrogates these films through two specific focuses. Rather than arguing that a fragmented approach to narrative is used to obfuscate, as in Thomas Elsaesser’s notion of the ‘mind game film’ or Warren Buckland’s idea of ‘puzzle plots’, Chen instead suggests that the mosaic “gathers, groups, juxtaposes and re-arranges spaces”(p. 8). The mosaic can take multiple forms; the horizontal, the vertical, or, as discussed in the book through the films of Michael Haneke, a combination of the two. The horizontal mosaic highlights wealth gaps across global space and can be seen in the way that characters in the films of Inarritu are “divided by their wealth, social status, and living milieus” and yet are ultimately brought together by chance (p. 64). The vertical mosaic, however, delves “into historical causes and effects in relation to collective trauma”, and is explored through the films of Egoyan and Hou (p. 99). Egoyan’s films are discussed through Deleuze’s notions of deterriritorialisation and reterritorialisation in order to highlight the “unique between diegetic characters and their territories and between spectators and screen territories in Egoyan’s mosaic” (p. 100). This contrasts with Hou’s vertical mosaic which employs a multi-layered mise-en-scene in order to emphasise the “historical depth of the subject matter” (p. 145).

Beyond analysis of filmic elements, Chen also employs the mosaic approach in order to discuss film production and distribution networks, suggesting that “we can observe a correlation between the bringing-together of the narrative threads and screen spaces, and the bringing-together of filmmaking milieus and and resources from a variety of geopolitical contexts”(p. 239). Following the auteur model, Chen highlights the transnational elements present within the chosen filmmakers discussed throughout the book, noting the transnational films directed by Inarritu, Hou, and Haneke and emphasising the “multiple identities” of Egoyan on account of his being both Canadian and Armenian (p.52). Importantly, it is such transnational tendencies which inform the mosaic approach, as Chen suggests “[m]osaic auteurs are by no means showing the disappearance of borders. In fact, despite their privileged status, frequent border-crossing experiences render them very conscious of the political implications of borders and the imbalanced power relations at border control” (p. 35). In doing so, these filmmakers come to exist within specific “geopolitical, cultural, and financial circumstances” which informs their work (p. 55).

In the closing statements of the book, Chen provides further examples of potential avenues for the mosaic, such as the mystic labyrinth of Gan Bi’s Kaili Blues (Lu Bian Ye Can, China, 2015) before moving away from the auteurist approach by highlighting the presence of the mosaic among contemporary television productions such as Game of Thrones. In amalgamating theories of space by the likes of Deleuze and Auge and merging them with more film-specific theories concerning authorship and transnationalism by Hjort and Naficy Mosaic Space and Mosaic Auteurs provides an adept approach at understanding and interpreting film at its formal level, through the use of editing, blocking, and framing in order to thematically convey narratives which juxtapose and highlight various issues and hierarchical or historical relationships. Beyond this, it also provides an interesting methodology through which to contextualise the increasingly transnational interactions occurring within media today, as seen not only in the funding of art cinema but also in mainstream co-productions found in countries such as China and South Korea, the global on-demand network model championed by Netflix, and the growing prominence of visual effects technology and its presence in render farms across the globe.

Nomadities: The filmmaking of Marilú Mallet, Valeria Sarmiento and Angelina Vázquez

Original Language Title: Nomadías. El cine de Marilú Maillet, Valeria Sarmiento y Angelina Vázquez 

Edited by Elizabeth Ramírez-Soto and Catalina Donoso-Pinto
Metales Pesados, 2016

 Reviewed by Isabel Seguí

Recovering the overshadowed participation of women in Latin American cinema is an urgent task. The volume Nomadías, edited by Elizabeth Ramírez and Catalina Donoso, takes up this work by carefully compiling several essays, interviews, and archive materials devoted to three Chilean women filmmakers: Marilú Mallet (1944), Valeria Sarmiento (1948) and Angelina Vázquez (1948).

Beyond their personal and artistic differences, a common event unites the three directors: the 11 September 1973 military coup d’etat that overthrew Salvador Allende’s government and forced the filmmakers, and many other Chileans, into exile. Following from the term ‘nomadic subject’, elaborated by the feminist theorist Rosi Braidotti, the compilers make, not metaphorical, but embodied use of this concept. They interpret the nomadic life and corpus of work of the filmmakers as: 1) ‘a rebellion against the patriarchal discourses’, 2) a reaction before the political ‘ought to be’ in the context of the Latin American left, 3) a contestation against the cinematographic genres, and 4) a negation to ‘what is expected from Latin American cinema’ (p.32). These four points define the radicalism of the cinematic practices of Mallet, Sarmiento and Vázquez.

The artists were able to free themselves from political, social and cultural conventions through the creation of personal, intimate and sophisticated filmic languages, based on an honest subjective search. The diverse formal and ideological quest of the three authors translates into cinematic products that subtly and efficiently portray the precarious balance in which women are located in a habitually hostile world, but also the intimate certainty they feel, and their determination. To communicate that complexity, Mallet, Sarmiento, and Vázquez overcome the ideological and formal boundaries established by patriarchal symbolic frames. They further reject external expectations regarding Latin American cinema —both Eurocentric and autochthonous— offering unexpected nomadic readings on several topics, from space (public and private), to personal relations to national identity, and so on.

Given the manifest absence of female filmmakers in most histories of Latin American cinema, both continental and national, the book is proposed by its publishers not only as a collection of essays but as a ‘rescue work.’  For that, they translate an article by Brenda Longfellow published in 1984 about the feminist language of Marilú Mallet’s docu-drama Journal Inachevé (Unfinished Journal, Canada, 1982), as well as a conversation by Zuzana M. Pick with Angelina Vázquez in 1981. The final part of the book comprises of an edited transcription of another conversation with Mallet and Vázquez carried out by the editors during the retrospective dedicated to the three filmmakers at Valdivia Film Festival in 2013, as well as an interview with Valeria Sarmiento by Ian Christie. The volume is completed with an impressive dossier that includes photographs, posters, and other documents.

While introducing these oral and archival pieces into the conversation, the bulk of the book is devoted to new essays presented through a rhythmic arrangement: three authors and three articles dedicated to each. In the first part on Marilú Mallet, in addition to the aforementioned classic article by Longfellow, José Miguel Palacios presents a personal piece that reflects Mallet’s cinematic sensibility. Paola Margulis’ essay interprets space and time in two Mallet films separated by more than twenty years, Journal inachevé and La cueca sola (Canada, 2003).

In the section on Valeria Sarmiento there is a piece by Valeria de los Ríos about the documentary El hombre cuando es hombre (A Man, When He Is a Man, Germany, 1982); an essay by Vania Barraza on Sarmiento’s use of the melodramatic genre; and another by Monica Ríos on the utilization of the archives in two of her best-known feature films Amelia Lopes O’Neill (France, Switzerland, Spain, 1990) and Secretos (Chile, 2008).

In the third part of the book, Laura Senio Blair, after a biofilmographic review, discusses three films by Angelina Vázquez Dos años en Finlandia (Finland, 1975), Así nace un desaparecido (Finland, 1977) and Gracias a la vida (Finland, 1980). Alongside this, Elizabeth Ramírez offers an in-depth interpretation of the use of musical numbers as a radical aesthetic option in the documentary Presencia Lejana (Finland, 1982). The final piece is the conversation, mentioned above, of Vázquez with Zuzana M. Pick in Pesaro in 1981.

To conclude, I would like to emphasise the careful editing work of this volume. It conveys passion, critical sense and honesty. Elizabeth Ramírez and Catalina Donoso have edited this book in the same loving way in which Mallet, Sarmiento, and Vázquez produce their films. The volume is also political in its aim. The compilers publically draw attention to the apparent disinterest that Chilean academic and cultural institutions have shown in Mallet, Sarmiento, and Vázquez, which is impossible to justify in light of the quality and importance of their work (p.27).

The structure of Ramirez and Donoso’s book is beautifully balanced and the content absolutely relevant. Its rationale, quality, and rigor represent a step forward not only for the inclusion of women filmmakers in Chilean history, but also —I would like to think— for the ongoing collective process of reviewing and rewriting Latin American cinema history from a non-patriarchal point of view.