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

机译:思乡病:回到外星人不可思议的未来:隔离

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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 of the game reconciled these seemingly contradictory but nonetheless overlapping aesthetic qualities. By drawing on examples from Alien: Isolation's visual and level design, this article discusses how the integration of nostalgic and uncanny qualities could be of value to horror and sci-fi game design, in particular to the development of sequels within existing franchises, and to reme-diations, remakes and reboots.
机译:2014年,世嘉发布了Creative Assembly的《外星人:隔离》,这是1979年电影《外星人》的电子游戏续集。为了创造这两者,这是对外星人专营店的真正致敬,也是里德利·斯科特(Ridley Scott)的原创电影《外星人:隔离》的可靠继任者,既是对怀旧之情的回应,又是一种深不可测的生存恐怖。本文讨论了“外星人:隔离”的概念,这些概念是由怪异的(不居家的)和怀旧的(居家的)理论构成的,目的是揭示游戏的生产设计如何调和这些看似矛盾但又有重叠的美学特质。通过借鉴《外星人:隔离》的视觉和关卡设计中的示例,本文讨论了怀旧和离奇品质的融合如何对恐怖和科幻游戏设计有价值,特别是对于现有特许经营中续集的发展以及补救措施,翻拍并重新启动。

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