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Horror Show: How Games Borrow from Horror and Exploitation Cinema

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Monday, October 26, 2009

Long before filmmakers Robert Rodriguez and Quentin Tarantino confused audiences with Grindhouse, exploitation films made their way across the dirty and long-lost theaters of Times Square and rapidly disappearing drive-ins strewn across the U.S.

Exploitation films are gritty, unpolished, and produced on shoestring budgets. The production's uncertain, the talent's reasonably experienced, and the subject's selected to catch the interests of young and curious audiences daring to rebel.

Exploitation and horror films are a vital element of modern entertainment. The themes laid down and mastered by these films filter into modern cinema. And modern cinema is influencing the modern game. It's a strangely modern development for exploitation and horror to influence gaming. Are games becoming the new medium for compelling but gritty adventures and jarring horror?

 

The Saw movie series, coupled with Hostel, wouldn't exist without one man -- Herschell Gordon Lewis, aka the godfather of gore. In 1963, Blood Feast hit the drive-in scene with vibrant blood and brutal mutilations. Before this, Lewis produced nudie films, which were steadily waning in their popularity. Creating the gore subgenre, Blood Feast ushered in a new age in horror cinema. It also horrified and inspired modern-day directors.

Gore films certainly influence the more violent games. Manhunt was the first game to focus almost exclusively on the method of execution. It isn't just the subject matter that likens Manhunt to horror and exploitation films -- Rockstar's desire to shock and awe is a great as the auteurs of gore. No other developer seems to be as dedicated to causing a fuss, and their occasional media explosions are surprisingly beneficial.

Rockstar's need to push the envelope gives their games this tantalizing aura of wrongness that bewitches the masses. The more extremists like video-game violence crusader Jack Thompson hate something, the more someone wants to see what all the fuss is about. This tactic sold tickets in the '60s, and it sells games for Rockstar now. Consider that Rockstar's the first developer to show full-frontal male nudity in a game -- why would they do that if not to shock the audience?

Manhunt is the essential cog in the machine that gives us the Saw game. The door was thrown open for gritty games of torture and ridiculous execution, and it's only fitting that the latest installment is more entrenched in cinematic spectacle than Manhunt.

Bridging the gap between gore and exploitation, the developers of House of the Dead: Overkill are quite open about their influences. Overkill's designed as a sharp-tongued tribute to gore, cop, and science-fiction films. It also bares an alarming similarity to Rodriguez's Planet Terror, but that's hardly an avoidable comparison when you combine artificial film grain with jump cuts, zombies, and unresolved plot points.

There's nothing wrong about Overkill's openness. The final project is ham-handed and goofy, but it's enjoyable if played under the right circumstances. Overkill resembles Blaxploitation in particular, which emphasized cool action and snappy dialogue sometimes to the detriment of plot development. Goofiness is not something I'd attribute to all Blaxploitation, but humor is certainly an ingredient in these films.

But Overkill misses the mark because it tries to do too much at once. Rodriguez and Tarantino referenced many of the same themes in Grindhouse, but their success comes from homing in on one element by the end of their films. Rodriguez remained true to his survival plot, and Tarantino eventually gave into his habit of having women seek revenge. Overkill spreads itself too thin, pokes fun at its holes too openly, and overpowers with the hundreds of genre references that the developers wanted to include.

Overkill did something right: It accepted its influences and played around with them. Overkill then passed the torch to Bethesda, who in turn delivered Wet.

Wet progresses from inspiration and influence and manages to become an exploitation film in its own right. The plot reads like a campy action film filled with Eastern influence, criminal organizations, and a disorienting amount of redirection.

With a soundtrack throwing back to Ennio Morricone but with a debauched twist, the game comes together with the feeling that it was designed to entertain in an over-the-top yet passionate way.

Wet isn't the final step in the integration of horror and exploitation; it's merely the first ridiculous amalgamation that absorbs influence and inspiration and delivers something almost original (except for the main character being a blatant reimagining of The Bride in Kill Bill). Though it tosses the horror aside in favor of the gore, Wet marks a rebirth of the essence of exploitation cinema that's presently lost in the film industry.

As films become more polished and overblown, video games could be the next frontier of gritty entertainment. With video game development becoming more accessible, as filmmaking did from the '60s to late '80s, Grindhouse-themed games will likely leave the hands of larger developers cashing in on retro interests and instead become the product of smaller studios with a sense of what sells -- just like Grindhouse films.

 
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JASMINE MALEFICENT REA'S SPONSOR
Comments (9)
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October 25, 2009
"Overkill then passed the torch to Bethesda, who in turn delivered Wet." With all due respect, I find this statement troubling. Both games were released in the same year (actually 7 months apart). Both were developed independently of each other by unrelated developers (to the best of my knowledge), and very likely incubated and developed (unaware of each other's existence) for a substantial period of time. Too suggest Overkill's content had any kind influence on or over WET's development seems too be a stretch too far.
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October 25, 2009
@Victor: I do not mean to suggest that Overkill directly influenced Wet. It is more a transitory phrase, moving into how Wet is an exploitation film in its own right.
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October 25, 2009
@Jasmine: Ah, I see. To me, it just read a bit too much like WET yielded some direct influence from Overkill, rather than just continued forward with the genre. Interesting article, nonetheless. But I think games have already become the frontier of gritty story-telling though. Even "Grindhouse" influenced games aside, as you mentioned, we already have Rockstar's stuff (for better or worse), and maybe it's just me, but I don't think any film could be made about Fallout 3 that wouldn't be a faithful rendering without an NC-17 rating. And that movie, would never get made.
Brett_new_profile
October 25, 2009
Another development that makes the present ripe for a rise in grindhouse-like games: digital distribution, which is bringing the potential costs of producing games down to something more in line with the shoestring budgets grindhouse filmmakers shot on.
Img_1019
October 26, 2009
Wait, so this Lewis guy stopped making nudie flicks and started making horror moves? Lame! I do not approve of this career choice.
26583_1404714564368_1427496717_31101969_389938_n
October 26, 2009
[quote]Consider that Rockstar's the first developer to show full-frontal male nudity in a game[/quote] We're not counting Custer's Revenge? I guess technically that was full-profile male nudity(?)...and admittedly the Atari didn't have quite enough bits for the, um...bits. ;) I really liked this article.
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October 26, 2009
Great article Jasmine! Confused by Grindhouse though? Planet Terror I suppose but it all seemed pretty straightforward to me :)
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October 26, 2009
@Mark: A lot of people didn't stick around for Planet Terror. I was practically dragging people to the theater to watch it, and they all were all terribly confused by Grindhouse having two films and fake trailers. So they were confused by the blatant tribute to Grindhouse of the past, and the fact that they just scored 2 movies for the price of one.
Lance_darnell
October 27, 2009
Knowing next to nothing about any of this, I found this post very educational!

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