Videogames: A New Way to Convey the Terror
Before starting I apologize if there are errors in writing of any type, my native language is the spanish not english, but I will try to translate with my level as well as possible my post, greetings.
All the arts are able to convey this feeling loved by some and hated by many others, sculptures are able to surprise us and make us uncomfortable, music that easily puts us tense and anxious as well as capable of upsetting us twisted constructions but, and I think that this is indisputable, the creative expressions to convey horror for excellence are cinema and literature, in which the first has inspired numerous times for his films. And although largely continues to be this way, in this post I will try to show them that in my humble opinion will turn soon in one of the best means to expose the horror genre: the videogames. But earlier, a brief review.
On the one hand the film is capable of transmitting us vivid and tangible way panic, the despair and anguish experienced by the protagonists of their stories thanks to its audiovisual effects, at the same time that they show us nauseous and frightening scenarios that we even bother and go a step further when introducing us to the atmosphere where they are caught players. There are many excellent examples but if you must refer to a time in specific in the horror film it should be without a doubt the decades of the 70s and 80s with such scary films as Leatherface, A Nightmare on Elm Street, Friday the 13th, Hellraiser, The Shining, The Exorcist among many, many others. Perhaps it was the lack of censorship of the time or the sensitivity of people but those movies did a new paragraph in the genre as they could not do so many subsequent films.
On the other hand literature is exceeded, because although does not have special effects, the creepy music and other add-ins that cinema is served, It is able to do with relative ease rather than film to achieved very rarely. Make your reader's imagination fly so far with few words and almost no description of the threat, panic from seizing of this and really feel fear. One of the few films that I saw this happen was in The Blair Witch Project, instead in the literature, examples are numerous and it is difficult not to mention that in my opinion are their maximum exponents: Howard Phillips Lovecraft, Edgar Allan Poe, Stephen King and Bram Stoker(without diminishing any other great author that this ignoring).
Now, although many of his books are still causing the same fear in their readers that the day they were published, the reality is that with the rise of the Internet and people's access to much stronger content, the film has had to opt for causing fear with increasingly less coherent resources to impact in a less sensitive consumer. Here, at this point where the consumer began to be less impressionable (I would say that at beginning of 2000) get a medium that not only for me, for many people can be considered as the eighth art: The videogames.
Videogames are, in principle, means capable of carrying your consumer to a role of prominence within the stories narrated. Another type of art is hardly capable of engaging so actively to consumers and when talk of the genre of the horror these are big words, is no longer that which tries to scare you is simply the viewer a third being chased by an imminent threat, now you Lady, gentleman, is which is persecuted, now you're the victim helpless. You feel the helplessness, panic in your own skin while you take the role of protagonist, and that certainly is a step beyond terror concerns.
The sagas of Silent Hill and Resident Evil they were and continue to be a great exponent of this because they were able to involve in such a way that players that (own experience) the expectation of what was hiding behind each door or what would that sound metal and screeching at the end of the hallway hindered much so the only move, but unlike the films we can't sit to wait that everything ends, we must participate, we must move and take decisions, we are us and not an actor or a character in a novel which should overcome their fears and continue because we are the protagonists of the history of terror.
Here, in this new form of art lies my hope (much of it) on the gender. Films increasingly become more generic and predictable (There will always be exceptions, but most leave much to be desired) and literature, well, the literature is beautiful I have nothing bad to say it, but no doubt, videogames with its new formula to horrify the players and the rapid expansion of this medium with the disappearance of those stigmas that did so much damage, such as "the games are for children" or "the games make you violent" they will give way to a new boom of the genre similar to the decades of the 70s and 80s for cinema of terror but through a new medium, videogames.
Again, I apologize if I've made mistakes in translation, I am very pleased to read reviews and opinions
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