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      “Game Over, Man. Game Over”: Looking at the Alien in Film and Videogames

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      Arts
      MDPI AG

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          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 between film and games. Differing accounts of how storytelling techniques create intensely ‘immersive’ experiences such as horror and identification—as well as how these experiences are valued—become legible across this set of critical contexts. The concept of the ‘look’ is developed as a comparative series that enables the analysis of the affective dynamics of film and game texts in terms of gender-normative ‘technicity’, moving from the ‘mother monster’ of the original film to the ‘short controlled burst’ of the colonial marines and finally to the ‘psychopathic serendipity’ of Alien: Isolation.

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          Horror and the Monstrous-Feminine: An Imaginary Abjection

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            Monstrous Mothers: Medusa, Grendel, and Now Alien

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              Homesick for the unheimlich Back to the uncanny future in Alien Isolation

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                Author and article information

                Journal
                Arts
                Arts
                MDPI AG
                2076-0752
                September 2018
                August 24 2018
                : 7
                : 3
                : 43
                Article
                10.3390/arts7030043
                7f362f1d-131a-44e5-8169-8bdf3f2aac1b
                © 2018

                https://creativecommons.org/licenses/by/4.0/

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