Proposal: There is no reason for you to live: assimilation, disintegration, and affect in queer horror games
I feel like its been a long time since writing one of these. it hasn’t, but it was really hard getting my head back into it after writing my annual progression document (which i will post after this. its a monster). I think thats why this is so messy, and has so many footnotes (I even double pasted the bibliography in the doc i submitted. ugh just kill me now)
Title: There is no reason for you to live: assimilation, disintegration, and affect in queer horror games
Abstract: This paper examines the ways in which instability and affect are deployed in queer horror video games, the relationship of these tactics to post-structuralist, feminist, and queer theories of gender, and speculates on how play, horror, and instability can further our idea of gender and kinship.
The relationship between the overwhelming experience of seeing too much, and the restricted tension of not being able to see enough is important to our experience of horror. Philosopher Eugene Thacker goes as far as to propose that the “horror genre is really defined in the space between these two poles, in the passages between them” (Thacker, 2015). Horror can be understood as not just witnessing bodies changing and collapsing, but as witnessing and negotiating our perceptions doing the same. In this paper, I argue that such slippery encounters are pushed further in queer horror games, and that these radically destabilise power structures around gender and sexuality through their potential to prevelige queer desire, different bodies, and different experiences. Queer horror games reconfigure the ethics of the dominant power, transforming the player’s relation to abjection, intimacy, and stability.
Philosopher Patricia MacCormack identifies in this active, emotive, speculative, experience of horror, the becoming “Ahuman” which is the ecstatic encounter with an “asignified world” (MacCormack, 2012). In this paper I pursue the ways in which the Ahuman can be understood within three recent video games which could broadly be labeled as “queer horror”. The video games in question are: “No World Dreamers Sticky Zeitgeist: Episode 2: Aperitif”, “Soma”, and “The MISSING: J.J. Macfield and the Island of Memories”, (Heartscape & Rook, 2018; Hedberg, 2015; Suehiro, 2018).
Drawing on the writing of philosophers Rosi Braidotti and Gilles Deleuze, and psychoanalysts Felix Guattari and Luce Irigaray, I examine how collapsing bodies, unstable landscapes, and overwhelming sensation perform at different levels of the audience encounter with these three games (Braidotti, 1994; Deleuze, 1986; Deleuze & Guattari, 1983, 1987, 1994; Guattari, 1995, 2005, 2011; Irigaray, 1993).
This instability of bodies within the games, and the instability of our encounters with the games themselves, are finally extracted from game design to be considered in terms of contemporary queer, post human feminist theory (Adams, 2018; Goard, 2017; Hedva, 2016; Hester, 2018; Ireland, 2017; Kirksey, 2018; Winters, 2016).
Bibliography:
Adams, M. (2018, October 18). ‘What Keeps You Alive’ – an era of hope for queer horror. Retrieved 2 November 2018, from https://genderterror.com/2018/10/18/what-keeps-you-alive-an-era-of-hope-for-queer-horror/
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Kirksey, E. (2018). Queer Love, Gender Bending Bacteria, and Life after the Anthropocene. Theory, Culture & Society, 026327641876999. https://doi.org/10.1177/0263276418769995
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Winters, B. (2016, July 11). On The Recuperative Power of Interactive Horror. Retrieved 5 February 2018, from https://deorbital.media/on-the-recuperative-power-of-interactive-horror-eb6fcb9a47dd
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