Abstract:Abstract:In this article we discuss videogame adaptations of the Alien series of films, in particular Alien: Colonial Marines (2013) and Alien: Isolation (2014). In comparing critical responses and developer commentary across these texts, we read the very different affective, aesthetic and socio-political readings of the titular alien character in each case. The significant differences in what it means to 'look' at this figure can be analyzed in terms of wider storytelling techniques that stratify remediation … Show more
“…This yields four schemes in which trellis and vine may be related, each of which captures a particular set of play situations. Keogh and Jayemanne (2018) explore the remediation of the Alien films in videogames through a central question: what does it mean to look at the alien? Reading critical responses to both the film and videogame appearances, Keogh and Jayemanne note that the alien has completely inverted its affective and storytelling functions: what once repulsed the audience's gaze comes to focus the gun-player hybrid look of the first-person shooter.…”
The title of this Special Issue of Arts makes use of some ambiguous terms: ‘gaming’ rather than ‘videogames’; the plural ‘arts’ rather than the singular ‘art’. [...]
“…This yields four schemes in which trellis and vine may be related, each of which captures a particular set of play situations. Keogh and Jayemanne (2018) explore the remediation of the Alien films in videogames through a central question: what does it mean to look at the alien? Reading critical responses to both the film and videogame appearances, Keogh and Jayemanne note that the alien has completely inverted its affective and storytelling functions: what once repulsed the audience's gaze comes to focus the gun-player hybrid look of the first-person shooter.…”
The title of this Special Issue of Arts makes use of some ambiguous terms: ‘gaming’ rather than ‘videogames’; the plural ‘arts’ rather than the singular ‘art’. [...]
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