Homesick for the unheimlich: back to the uncanny future in Alien: Isolation


Autoria(s): Sloan, Robin J. S.
Contribuinte(s)

Abertay University. School of Arts Media & Computer Games

Data(s)

14/12/2016

14/12/2016

01/09/2016

27/09/2016

Resumo

In 2014 Sega released Creative Assembly’s Alien: Isolation, a video game sequel to the 1979 film Alien. As an attempt to create both an authentic homage to the Alien franchise and a credible successor to Ridley Scott’s original film, Alien: Isolation was received as both a work of remediated nostalgia and as a deeply uncanny survival horror. This article discusses Alien: Isolation framed by theories of the uncanny (the unhomely) and of nostalgia (the homely), with the aim of revealing how the production design of the game reconciled these seemingly contradictory but nonetheless overlapping aesthetic qualities. By drawing on examples from Alien: Isolation’s visual and level design, this article discusses how the integration of nostalgic and uncanny qualities could be of value to horror and sci-fi game design, in particular to the development of sequels within existing franchises, and to remediations, remakes and reboots.

Identificador

Sloan, R.J.S. 2016. Homesick for the unheimlich: back to the uncanny future in Alien: Isolation. Journal of Gaming and Virtual Worlds. 8(3): pp.211-230. doi: 10.1386/jgvw.8.3.211_1

1757-191X (print)

1757-1928 (online)

http://hdl.handle.net/10373/2555

https://dx.doi.org/10.1386/jgvw.8.3.211_1

Idioma(s)

en

Publicador

Intellect

Relação

Journal of Gaming and Virtual Worlds, 8(3)

Direitos

This is the accepted version of the manuscript, © 2016 Intellect, which is embargoed until 30 September 2017.

Palavras-Chave #Nostalgia #Uncanny #Survival horror #Science fiction #Production design #Level design #Nostalgia #Science fiction #Level design
Tipo

Journal Article

unpublished

peer-reviewed

accepted