2016
DOI: 10.1386/jgvw.8.3.211_1
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Homesick for the unheimlich: Back to the uncanny future in Alien: Isolation

Abstract: 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… Show more

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Cited by 2 publications
(3 citation statements)
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“…In Colonial Marines, the critique of technology is recouped within the family-like structure of the marine unit itself. It is also subordinate to the affective camaraderie players like to imagine they have with the game industry itself: the promise of a sequel with more pulse rifles, more smart guns, more defeatable aliens and more nostalgic design (Sloan 2016). The largely male marine fraternity is freed from the failure of Aliens not just by the ego-centric design noted by Weise and Jenkins but also by the para-social consumerist ethos that such design fosters at scale.…”
Section: Videogame Technicities and Techno-masculine Anxietymentioning
confidence: 99%
See 1 more Smart Citation
“…In Colonial Marines, the critique of technology is recouped within the family-like structure of the marine unit itself. It is also subordinate to the affective camaraderie players like to imagine they have with the game industry itself: the promise of a sequel with more pulse rifles, more smart guns, more defeatable aliens and more nostalgic design (Sloan 2016). The largely male marine fraternity is freed from the failure of Aliens not just by the ego-centric design noted by Weise and Jenkins but also by the para-social consumerist ethos that such design fosters at scale.…”
Section: Videogame Technicities and Techno-masculine Anxietymentioning
confidence: 99%
“…However, just as many of the themes of Alien are somewhat muted when filtered through the tonal shift of the second film ("This time, it's war" the sequel's marketing material assured us), so too have videogames drawn a very selective set of inspirations from the Alien series. Mainstream videogames are bedazzled by the colonial marines and their impressive military hardware, yet remain relatively disinterested in the gender politics or critiques of technological corporate culture that film theorists have long noted as being so prevalent to the films (Bundtzen 1987;Creed 1986;Doherty 2015;Greven 2011;Kavanaugh 1980;Sloan 2016). …”
Section: Introductionmentioning
confidence: 99%
“…However, just as many of the themes of Alien are somewhat muted when filtered through the tonal shift of the second film ("This time, it's war" the sequel's marketing material assured us), so too have videogames drawn a very selective set of inspirations from the Alien series. Mainstream videogames are bedazzled by the colonial marines and their impressive military hardware, yet remain relatively disinterested in the gender politics or critiques of technological corporate culture that film theorists have long noted as being so prevalent to the films (Bundtzen 1987;Creed 1986;Doherty 2015;Greven 2011;Kavanaugh 1980;Sloan 2016).…”
Section: Introductionmentioning
confidence: 99%