2/26/2015

Interview: Leigh Alexander on Mona


Hi, yes, still alive, still writing. I won't bother you with the particulars of my absence, only tell you that I'm back and I have something y'all might find interesting. So let's hop to it.

Leigh Alexander is one of the best game critics in the industry right now. When I say "critic," I don't mean the usual games press shorthand for "someone who tells you if a game is good or bad," but someone who actually examines and analyzes our experiences with games: how they make us feel, how successful the mechanics are at relaying its goals and themes, what these tell us about ourselves, and so forth. In the last half year, she's become one of my go-to sources for nuanced games criticism alongside Cara Ellison and Patrick Klepek. Leigh is originally from Massachusetts, currently living in New York City, and often pops in and out of London for conferences and the like. She also, I must impress, has an incredible voice, as evidenced by the "Lo-Fi Let's Plays" she occasionally posts on YouTube. 

Leigh recently took time out from her critical work to write and self-publish Mona, a short story with illustrations by Emily Carroll, whose horror comics like "His Face All Red" often leave me feeling more than a little disquieted. It is part homage to the landmark horror game Silent Hill 2 and part fan fiction of it. I know I've written at length about the awfulness of fan fiction, but Mona is a fine exception to that rule, a character piece that emulates the dread of its source material rather than aping its characters and setpieces. Rather than following in SH2's supernatural footsteps, it's a work of what I call "moral horror," where fear or terror is derived from the characters' actions, as with YellowBrickRoad. It's at once a commentary on that game and a part of it. And Leigh was kind enough to answer a few of my questions about it.


7/29/2014

The Devil in the Details: The Exorcist and the Uncanny


The Exorcist is roundly seen as the scariest movie ever made, and while I disagree on that point I can totally see why it’s engendered that opinion in audiences and critics alike. The film focuses on a young girl possessed by a demon, which twists and contorts her every which way and turns her into a snarling, hate-filled wretch, excellently voiced by the late Mercedes McCambridge. The mere idea of something invading our body, bending our limbs at impossible angles and forcing us to do and say things we never would is naturally disturbing. It’s also a notoriously grotesque film, making it controversial even today, albeit to a lesser degree than in 1973.

But The Exorcist, for all of its head-spinning and vomit-spewing and improper-use-of-a-crucifix-ing, is actually at its scariest, or at least its most unsettling, when it opts for the subtle approach. Though the possessed, Gollum-esque Regan McNeil obviously draws the audience’s attention, director William Friedkin made a point of littering the film with numerous, uncanny little details.

3/12/2014

Interview: YellowBrickRoad Co-Director Andy Mitton

Pictured: Andy Mitton

The other week I wrote about how YellowBrickRoad, an independent horror film written and directed by Jesse Holland and Andy Mitton, did a number on me. I seriously hadn’t been that emotionally and psychologically worked over by a piece of fiction in a while. Though my essay on the movie helped me come to terms with how and why it had affected me as much as it did, I was still intrigued by this harrowing puzzle of a film. So I reached out to Mitton, a Los Angeles filmmaker originally from New England, and he was kind enough to answer my questions about YellowBrickRoad.

Daniel Link: What's the genesis of your and Jesse's premise behind YellowBrickRoad, and how does House of Leaves come into play?

Andy Mitton: At the start, we just thought the idea of hearing music from an unknown source in the forest was a fresh way to portray a ghostly presence. It was our favorite kind of scary—the uncanny, the thing that cannot be there, but is anyway. Just like that door upstairs in Navidson’s house in House of Leaves, which is among my and Jesse’s favorite books. Lynch and Kubrick also became references as masters of the uncanny and squeezing it for all its wrongness. The story within was both around maximizing the potential of that idea, and also telling a cautionary tale about the nature of ambition—something we were exploring on a personal level, anyway, just by uprooting our lives to try and make a movie. We put some of our own dream-following fears and misgivings into the emerging story of Teddy Barnes’ obsession.

3/05/2014

None for All, All for Naught: The Dissolution of Morale in YellowBrickRoad


The more expansive selection of American Netflix has allowed me to catch up on some smaller horror movies that I never got around to, and almost all of them were good. At some point in the near future I hope to discuss Nicholas McCarthy’s The Pact, Nick Murphy’s The Awakening and Ti West’s The Innkeepers, all three of which range from good to excellent. For now, though, I want to talk about another movie I watched, one which had an effect on me like no other. It’s called YellowBrickRoad, written and directed by Jesse Holland and Andy Mitton, and it might be the first horror movie to have ever traumatized me.

1/11/2014

Video Game Review: The Walking Dead, Season Two: "All That Remains"


That I enjoy Telltale’s The Walking Dead video game—nay, that I consider it one of the greatest games ever made—still surprises me on occasion. By the time I had gotten into the game in the latter half of 2012, I was for all intents and purposes burnt out on everything zombie-related. The Walking Dead TV series had reached its acme by the end of its first season and, according to most people whose opinions I trust, has been plunging in quality ever since. The comic series had turned into an unforgiving, nihilistic drag, with few if any sympathetic characters remaining. And David Wong’s This Book Is Full of Spiders subverted the whole subgenre, revealing a lot of zombie fiction to be a kind of desperate, wish-fulfillment power fantasy that, upon consideration, couldn’t be less appealing to me.

But the game is a far different, if still just as bloody, affair. Set in the same universe as the comic series but with an entirely new—and more likeable—cast of characters, Telltale’s episodic Walking Dead game placed emphasis on problem solving over zombie slaughter and turned each interactive conversation into a test of mediation, trust, survival, and sometimes a combination of all three. It put you in the shoes of a flawed but well-meaning protagonist, whose relationships with his fellow survivors could be drastically affected by what he did—or even did not—say. It was all the stuff I loved about the Mass Effect series but without its increasingly tedious combat sequences.