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Ewan Kirkland
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How to cite :- Ewan Kirkland. 04 Oct 2013, Gothic and Survival Horror Videogames from: The Gothic
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CHAPTER THIRTY-EIGHT
G O T H I C A N D S U RV I VA L H O R R O R
VIDEOGAMES
Ewan Kirkland
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closing boss battle, famously sings of how she is still alive, downloaded into another
terminal prior to her defeat by the player – this game has something distinctly Gothic
in theme and tone. While the contemporary culture of digital games seems consider-
ably removed from a mode rooted in classic literature, the Gothic mode, as Catherine
Spooner asserts, has never been solely restricted to books. Magic-lantern shows,
sensationalist theater, television, comics and digital media are included amongst the
range of popular forms which the sub-genre has influenced (Spooner 2007: 195).
Other contemporary Gothic forms and cultures include radio (Andrew Smith 2007:
132–40), graphic novels (Punter 1996: 146–49), and celebrity culture (Armitt 2011:
10–11). Science fiction, horror and fantasy are amongst the staple videogame genres,
all existing in close proximity on library bookshelves to fiction which might be
labeled as “Gothic.” The horror genre, Richard Rouse suggests (2009), has proven
particularly useful as a source for videogame designers, so it should come as no
surprise that the Gothic sub-genre should have a strong presence in the medium. The
neo-medieval fantasy which Eddo Stern (2002) regards as a recurring presence in
online computer games, functioning to mystify the technological basis of the medium,
parallels the evocation of an imagined past in Gothic literature as reflecting
nineteenth-century ambivalences toward processes of modernization and industriali-
zation. Gillian Skirrow’s (1986) discussion of videogame play as the symbolic explor-
ation of the mother’s body resonates with the sense of the uncanny frequently
associated with Gothic architecture and storytelling. Full of explosive scenes of
violence and carnage, baroque fantasy landscapes, cyborgian hybrids and ambiva-
lences of narrative and identity, Gothic themes resonate throughout videogame
cultures.
This continuity is evident in Fred Botting’s chapter on the contemporary Gothic,
which incorporates discussion of the first person shooter DOOM (1993), the Tomb
Raider (1996–) adventure series and the zombie videogame franchise, Resident Evil
(1996–). Homologies between computer games and Gothic traditions, Botting
suggests, include the ways in which the reader of Gothic fiction participates in the
narrative and the active participation of the player in a digital game: the emphasis on
excitement and emotion produced through Gothic prose and the visceral adrenalin-
pumping videogame experience of running along virtual labyrinths shooting mutant
soldiers; eighteenth-century aesthetics and the “artificial sublimity” of digital worlds
“designed to evoke horror and terror”; the uncanny nature of automata, ghostly
doubles, and the digital avatar (Botting 2004: 277–78). Just as eighteenth-century
aesthetes criticized Romantic fiction, videogames are attached as sensationalist,
violent and over-stimulating. Videogame scholar James Newman (2008) notes the
ways in which the medium is frequently dismissed as a trivial and worthless distrac-
tion from more improving activities, the guilty pleasure with which playing video-
games is associated, (unsubstantiated) claims concerning their negative impact on
players’ psychology and behavior, and criticism amongst high-ranking establishment
figures attacking the “immediate gratification” and “hedonistic” nature of computer
games. Boris Johnson’s pejorative description of children “bleeping and zapping in
speechless rapture, their passive faces washed in explosions and gore” whose “souls
seem to have been sucked down the cathode ray tube” (Johnson 2006) evokes a
particularly Gothic image of the adolescent game player transfixed by violent images,
merging with the machine and possessed and dehumanized by ghastly external
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forces. Perversely, many games can be seen in their content and marketing to
capitalize upon expectations that videogames will shock middle-class sensibilities.
Postal (1997), State of Emergency (2002) and Grand Theft Auto 3 (2001) present
themselves as deliberately controversial, incorporating hyper-violent gameplay,
dark social satire and conspicuous political incorrectness as part of their implied
pleasures. Games such as OneeChanbara: Bikini Zombie Slayers (2008), House of
the Dead: Overkill (2009) and Lollipop Chainsaw (2012) combine soft-core
porn aesthetics, extreme violence and foul language in a gleefully trash-cultural
experience.
Emerging as a cultural presence in the later quarter of the twentieth century,
videogames might be considered an extraordinarily postmodern cultural form.
Aspects of the postmodern in videogames cultures considered by Garry Crawford
and Jason Rutter (2006) include the celebrity status of virtual superstar Lara Croft,
the consumerist imperative across The Sims series (2000–), and the perception that
sports simulations might replace real-world sporting activity amongst young people.
Given the habitual blurring of boundaries in Gothic culture, Skirrow’s observation
that videogames constitute a site of confusion “between fantasy and science, between
high-tech and primitivism, and between play and real life” (Skirrow 1986: 118)
indicates communality between preoccupations of postmodernity and the Gothic in
videogame cultures. Andrew Smith is amongst many authors to argue that post-
modernism appears “peculiarly suited to the Gothic” (Smith 2007: 141), aspects of
which include exaggerated, excessive and anti-realist aesthetics, the muddying of
high/low cultural distinctions (Becker 1999: 7), a “certain sliding of location,” the
“divisions and doublings of the self” and “threatened subjectivity” (Punter and
Byron: 2006: 51). Such aspects can be seen in Dante’s Inferno (2010), a hack-n-slash
videogame which concludes in hyperbolic images of the player’s gruesome death
with quotes from the epic poem, in the effortless manner in which the plumber
protagonist of Super Mario Galaxy (2007) leaps from planet to planet, or in the
ways in which Lego Star Wars’ (1999) freeplay mode allows the user to switch
between an eclectic range of characters from different episodes of the series at the
touch of a button. Allan Lloyd Smith’s (1996) discussion of the postmodern Gothic
provides further parallels. The indeterminacy of the Gothic novel, and of the post-
modern in general, is reflected in the variability of the videogame narrative.
Interactive elements and randomly generated content mean that each player experi-
ences a videogame text slightly differently. More significantly, many narrative-based
videogames incorporate a variety of endings that are dependent on the particular
player’s performance. The emphasis on surface and depthless images in postmodern
culture and Gothic fiction, be it in the form of a concentration on external detail or
two-dimensional characters lacking in psychological complexity, is appropriate for a
visual medium where, unlike photography, cinema or television, there is no referent
behind the image. Postmodern writing and Gothic literature’s fascination with the
criminal and the perverted can be seen in series like Hitman (2000), Saints Row
(2006) and the notorious Manhunt (2003), in which the player is encouraged to
perform a series of brutal virtual attacks on villains located in a space of urban
dereliction.
Elements of the Gothic, then, exist variously across videogame cultures: in the
uncanny photorealism of sports-game avatars whose appearance mirrors the visual
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457
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historicization, Capcom’s original, like its subsequent sequels, not only fails to
conform to many of the accepted qualities of the genre, but also excludes previous
games, such as Sweet Home (1989) and Alone in the Dark (1992), which critics have
identified as retrospectively belonging to this cycle.
These games’ locations are notably consistent with those of Gothic fiction. Fatal
Frame (2001) takes place in a haunted house where the heroine, armed only with a
supernatural camera, must take photographs that capture and disperse vengeful
spirits’ psychic energy. In Haunting Ground (2005), the heroine must find her way
out of a large castle, patrolled by a maniacal hunchback caretaker, a deranged cyborg
housemaid and a mad monk. Clock Tower 3 (2003) features a gloomy house, a
deserted concert hall, a graveyard, a hospital, and the eponymous clock tower, as
well as the heroine’s spooky family home. The setting of The Suffering is a prison
which the convicted protagonist must escape, doing battle with various grotesque
creatures representing types of capital punishment – hanging, firing squad, death by
lethal injection – suffered by previous inmates. Laurie N. Taylor (2009) uses the term
“ludic-Gothic” to describe processes at work within such games. Like the Gothic
itself, survival horror is a hybrid genre, combining, as Taylor observes, adventure,
action and horror game elements. Critical of authors who consider only the audio-
visual aspects of videogames, Taylor argues that while the “horror” element refers to
the narrative or aesthetic qualities, the “survival” component refers crucially to the
particular form of gameplay that these titles employ. This entails “limited ammuni-
tion and the need to run from enemies, forced backtracking over the same areas in
new game contexts, and limited carrying space” (Taylor 2009: 50). The first of these
elements seems crucial in placing the emphasis on “surviving instead of thriving”
(Taylor 2009: 46). Hence, the protagonists of these games tend to be unremarkable
individuals with no particular skills, powers or supernatural abilities, trapped in
environments crawling with monstrous creatures from which they must escape.
Typically the heroes and heroines of survival horror are poorly equipped to deal with
the horrors they encounter, having to rely on makeshift weapons, limited ammuni-
tion and the less confrontational strategy of running away and hiding. Simon
Niedenthal (2009) identifies player vulnerability as a core component of the survival
horror genre. Resulting in a painstaking and often stressful gaming experience,
survival horror games produce the same “dialectic of persecution” which David
Punter identifies in Gothic literature (1996), while the enclosed space of survival
horror games, be it a castle, prison or subterranean maze, evokes the Gothic sense of
being buried alive.
Other generic components include restrictive camera angles which make naviga-
tion of the gameworld particularly tricky, counter-intuitive control mechanics which
subvert gaming conventions, and the disruption of the relationship between gamer
and game (Taylor 2009: 51–52). The abrupt jumps in perspective involved in
exploring Resident Evil’s Raccoon City, the sanity meter of Eternal Darkness:
Sanity’s Requiem (2002) (which causes players to share protagonist’s fear-induced
hallucinations), and the “panic mode” of Haunting Ground (where the avatar, if
scared by too-close an encounter with one of the many monstrous antagonists, runs
erratically, knocking into walls and stumbling down stairs), are all examples of how,
unlike other games which “try to ease players into a level of mastery or control,”
survival horror games “attempt to prevent mastery following the traditions of the
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Gothic to increase the power of horror” (Taylor 2009: 52). Other aspects of Gothic
fiction incorporated into survival horror structures include the textual fragments
through which Gothic and game stories are constructed, the sense of lost histories
uncovered through paintings, sculptures and letters uncovered by survival horror
heroes and heroines, and the presence of anachronistic media technologies – Silent
Hill’s radio, Fatal Frame’s camera, Resident Evil’s typewriter – which foreground a
preoccupation with language, representation, and textuality within both literary and
videogame genres. Niedenthal observes the emphasis on puzzle-solving in survival
horror videogames and Gothic literature (Niedenthal 2009: 170). Puzzles in these
games are typically arcane, involving such artifacts as grandfather clocks, revolving
stone statues, the manipulation of creaking mechanical devices, and the location of
numerous keys to open various mysterious locked doors. Although often taking
place in the present day, there is a sense of Stern’s neo-medievalism in these games’
settings and aesthetics; consistent with the traditional Gothic, they are accompanied
by the presence of magical or supernatural elements. Distinguishable from more
frenetic horror games, such as the first person shooter Quake (1996), the lightgun
game House of the Dead (1996), or the comical tower defense game Plants vs
Zombies (2009), which simply incorporate horror aesthetics into pre-existing video-
game genres, survival horror produces a sense of anxiety, disquiet, tension and fear,
leading Bernard Perron to suggest “these kinds of games would be more aptly called
survival terror” (Perron 2004). It is this distinction between horror and terror which
locates the gameplay and experience of these games in the realm of the Gothic.
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which the main character is consistent across sequels, each installment of Silent Hill
features a different playable character at its center. The hero of the first game, set
some years after the events described above, is Harry Mason, the man who found
Alessa’s infant split self, and whose adopted daughter, Cheryl, is trying to unite with
her other half. Silent Hill 3 (2003) centers on Heather, a further splitting of Alessa,
who comes to the town to avenge her father’s death at the hands of the religious cult.
Silent Hill: Origins (2007) starts with truck driver Travis rescuing the young Alessa
from her burning home. In some games, such as Silent Hill: Shattered Memories
(2009), the story being told seems radically inconsistent with the rest of the games,
while in others, such as Silent Hill 2 (2002) or Silent Hill: Homecoming (2008),
events are only tangentially related to this master narrative. The presence of multiple
endings is central to this ambiguity. Some conclusions to the first game have Harry
leaving with an infant – the protagonist of Silent Hill 3 – while others have him leave
alone, a conclusion which precludes events in the third sequel. Another more
dramatic ending sees Harry dead at the wheel of his car, suggesting the entire game,
and presumably each subsequent installment, is a posthumous hallucination.
Multiple endings in videogames traditionally all tell a single story consistent with the
historical events unfolding within the diagesis of the gamespace. In Silent Hill,
different endings draw radically different conclusions concerning the events of the
town. Throughout the franchise, the exact nature of Silent Hill, the reason that
the town is all but deserted, full of grotesque monsters and haunted by events
from the past, is never entirely made clear. This ambivalence, along with the
disjointed, multi-narrative, multi-perspectival way in which its narrative unfolds,
makes Silent Hill an extremely Gothic text.
With few exceptions, the Silent Hill games exhibit all the characteristics of classic
survival horror. Protagonists are ordinary people – a journalist, a truck driver, a
teenage girl – forced to battle grotesque creatures armed with wooden planks, span-
ners, bottles and other improvised weaponry. Puzzles are typically baroque or
grotesque – arranging hospital gurneys, organizing fairytale music boxes, placing
masks on corpses – while locations across the series include hospitals, prisons, a
graveyard, a corrupted funfair and an insane asylum. The sense of entrapment is also
palpably felt in Silent Hill. Traditionally, play starts with the discovery of a map
showing the extensive streets of the town. Soon after exploration begins, players
become aware that their movement is restricted by barriers and broken roads,
resulting in the various routes around Silent Hill being crossed out on the map.
Eventually, a single pathway through the space is all that remains, inevitably leading
to the entrance of one of Silent Hill’s unpleasant residential areas, businesses or
public buildings. This Gothic sense of unseen supernatural forces working to manip-
ulate the protagonist is brutally underlined in the opening moments of the Silent Hill
franchise. The first game starts with the protagonist waking behind the wheel of his
crashed car. The player then controls Harry around a small section of the town,
guided by fleeting images of his lost daughter running away into the fog. Night
suddenly falls and he finds himself locked in a dead alleyway. Throughout this level,
the player is pulled in a single direction, unable to deviate from the direction of
Cheryl’s flight. Once trapped, the protagonist is immediately surrounded by shuf-
fling monsters and, armed only with a lit match, is abruptly slain; the character then
wakes as if from a dream, lying in a Silent Hill diner, and the “real” game begins.
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This particularly shocking start to the videogame underlines the confusion between
reality and fantasy, waking and dreaming, sanity and madness that permeates the
series and the spaces it features.
This blurring is exemplified by the Otherworld which periodically intrudes into
the gamespace, often heralded by the sound of sirens, transforming the town into a
grotesque doppelgänger of itself. This is a place of darkness and dereliction, where
walls and floors appear smeared with blood and excrement, architecture dissolves
into rusty grills and rotating fan blades, corridors are filled with soiled mattresses,
discarded medical equipment and upturned wheelchairs. This is the world of “dehu-
manised environments, machinic doubles and violent, psychotic fragmentation,” all
of which, for Botting, reflects a further homology between the postmodern and the
Gothic (Botting 1999: 157). A common reading of the series is that the Otherword
represents a physical expression of mystical Alessa’s turmoil, contaminating the
spaces of Silent Hill with images inspired by her incarceration as she lies in agony in
the basement of the Alchemella Hospital. Characteristic of the obscurity that
Niedenthal observes in Gothic videogames, Otherworld spaces are both visually
obscured – frequently cloaked in darkness beyond the protagonist’s flashlight – and
ontologically obscure, a profound ambivalence surrounding their nature or origin.
Across the Silent Hill series the Otherworld frequently reflects the psychology of the
protagonist, to the point where, as Marc C. Santos and Sarah E. White demonstrate,
it is unclear whether the grotesque worlds the player negotiates are the result of
supernatural forces or the character’s own psychosis (Santos and White 2005). In
Silent Hill: Shattered Memories the Otherworld is characterized by ice, suggesting
the protagonist’s sense of being frozen in the past. In the alternative hospital level of
Silent Hill 3, in a literal rendering of Skirrow’s claims concerning videogame spaces,
the walls pulse a womb-like, bloody red, signifying the heroine’s journey toward her
mother. In Silent Hill 2 a hotel level alternates between the building as remembered
by the protagonist from a past visit, and its actual state as a derelict site.
While survival horror videogames reflect many characteristics of the Gothic,
Silent Hill bears many parallels with a particularly American Gothic sensibility.
Although Japanese in origin, the series is clearly informed by American horror
culture, something self-reflexively evident in the naming of Silent Hill streets after
American horror and suspense writers. Significantly, the traumatic historical event
around which the series circulates is one of child abuse, reflecting what Lucie Armitt
sees as a recurring theme in Gothic fiction in the latter decades of the twentieth
century: concerns surrounding perceived threats to children (Armitt 2011: 3). Silent
Hill also embodies what Bernice M. Murphy calls “the suburban Gothic”: fiction
which reflects and vindicates “the niggling suspicion that something dark lurks
below suburbia’s peaceful facade” (Murphy 2009: 1). Before it transforms, Silent
Hill is all white picket fences, well-kept lawns, diners and burger bars. In his consid-
eration of a nationally specific articulation of Gothic themes, Eric Savoy identifies a
literary tradition which “expresses a profound anxiety about historical crimes . . .
that cast their shadow over what many would like to be the sunny American
republic” (Savoy 2004: 168). This is the darkness which consumes the seemingly
banal town of Silent Hill in its transformation by the Otherworld, while Alessa is the
embodiment of the return of a ghostly, uncanny repressed which, as Savoy in his
psychoanalytically-informed reading argues, haunts the pages of American Gothic
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fiction. The traumatic historical Real, both attractive and repulsive, entailing a
simultaneous desire to know and a flight from that knowledge, is symbolized by the
“monstrous history” of Alessa’s abuse, the horrific nature of which can only unfold
in a fragmented, non-linear, indirect manner, via characters not directly related to
the girl and her story. In line with Savoy’s claims that American Gothic writers
critiqued notions of America as “land of the free” through narratives in which
protagonists find themselves compelled to repeat the mistakes of the past, Silent Hill,
the quintessential small American town, controls the movement of the player through
roads ripped apart by unseen forces, with corridors blocked with rusted hospital
machinery, and spatial organization which draws players toward psychologically
significant buildings, rooms and spaces. The transformative power of the Otherworld
irrupts like a primeval irrational force, symbolizing the abuses suffered by the young
girl Alessa, Silent Hill’s tragic mad woman in the basement.
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Lloyd-Smith, A. (1996) “Postmodernism/Gothicism,” in V. Sage and A. Lloyd Smith
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Newman, J. (2008) Playing With Videogame, London: Routledge.
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Fusion of Fear and Play, London: McFarland, 168–79.
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FURTHER READING
Carr, D. (2006) “Space, Navigation and Affect,” in D. Carr, et al. (eds) Computer
Games: Text, Narrative and Play, Cambridge: Open University Press, 59–71. (An
engaging exploration of the use of gamespace in generating horror affect.)
Kirkland, E. (2009) “Resident Evil’s Typewriter: Survival Horror and its Remediations,”
Games and Culture 4.2: 115–26. (Discusses further the use of uncanny media in
horror videogames.)
King, G. and Krzywinska, T. (2002) Screenplay: Cinema/Videogames/Interfaces,
London: Wallflower Press. (A collection considering the relationship between games
and cinema, notable particularly for Krzywinska’s own “Hands-on horror”
206–23.)
Whittaker, J. (2007) “Gothic and New Media,” in C. Spooner and E. McEvoy (eds)
The Routledge Companion to Gothic, London: Routledge, 270–79. (Presents an
engaging argument for the Gothic nature of new media reading practices.)
464