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Horror takes control

Horror takes control

by Eurídice Cabañes

This collection engages in dialog with the conventions of the horror genre and opens up new possibilities by altering some of the rules of videoludic language. The video games presented look to the monstrous, the fantastic and the sinister as narrative strategies learned from audiovisual stories and the literary genre. By transferring these to the new medium, a new dimension is added: the playful mechanics of the videogame itself. Making use of the characteristic conventions of this medium and altering them as appropriate in order to obtain certain effects, these games generate a wide range of feelings in those who play them. Thus we see: - The monstrous as a narrative of the world as a hostile place. - The fantastic as an imaginary constitutive of reality. - The sinister as a specific manifestation of the invisible. All contribute to generating the pleasures inherent in this genre, increased by the interactive possibilities of the medium.