{"title":"8-bit nostalgia and the uncanny: Horror as critique in Twine games","authors":"Heather Osborne","doi":"10.1386/HOST.9.2.213_1","DOIUrl":null,"url":null,"abstract":"As the video game medium has matured, nostalgia for earlier games and systems has grown, including through commodification of nostalgia by video game companies. Nostalgia contrasts a constructed ideal past in tension with an inadequate present. This doubled structure echoes how the\n uncanny distorts familiar spaces with unfamiliar dread. I explore how three indie Twine games create horror through their rhetorical and mechanical appeal to nostalgia. Tom McHenry’s Horse Master (2013) problematizes players’ empathy in resource sims; Michael Lutz’s the uncle\n who works for nintendo (2014a) examines the dangers of over-immersion in video games; and Christine Love’s Even Cowgirls Bleed (2013) critiques violent gameplay mechanics by taking them to their horrific extreme. These games’ aesthetic, mechanical, and thematic appeal to players’\n nostalgia leads to a defamiliarization and ironization of the familiar, resulting in an uncanny horror. As a result, these games use the horror genre to critique unproblematized and commodified nostalgia in the video game community.","PeriodicalId":41545,"journal":{"name":"Horror Studies","volume":" ","pages":""},"PeriodicalIF":0.2000,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1386/HOST.9.2.213_1","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Horror Studies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1386/HOST.9.2.213_1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"HUMANITIES, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 0
Abstract
As the video game medium has matured, nostalgia for earlier games and systems has grown, including through commodification of nostalgia by video game companies. Nostalgia contrasts a constructed ideal past in tension with an inadequate present. This doubled structure echoes how the
uncanny distorts familiar spaces with unfamiliar dread. I explore how three indie Twine games create horror through their rhetorical and mechanical appeal to nostalgia. Tom McHenry’s Horse Master (2013) problematizes players’ empathy in resource sims; Michael Lutz’s the uncle
who works for nintendo (2014a) examines the dangers of over-immersion in video games; and Christine Love’s Even Cowgirls Bleed (2013) critiques violent gameplay mechanics by taking them to their horrific extreme. These games’ aesthetic, mechanical, and thematic appeal to players’
nostalgia leads to a defamiliarization and ironization of the familiar, resulting in an uncanny horror. As a result, these games use the horror genre to critique unproblematized and commodified nostalgia in the video game community.