{"id":558,"date":"2019-02-21T22:51:50","date_gmt":"2019-02-22T03:51:50","guid":{"rendered":"http:\/\/courses.digitaldavidson.net\/death19\/?p=558"},"modified":"2019-02-21T22:51:50","modified_gmt":"2019-02-22T03:51:50","slug":"comparative-horror-analysis-alien-the-survey","status":"publish","type":"post","link":"https:\/\/courses.digitaldavidson.net\/death19\/2019\/02\/21\/comparative-horror-analysis-alien-the-survey\/","title":{"rendered":"Comparative Horror Analysis: &#8220;Alien&#8221; &amp; &#8220;The Survey&#8221;"},"content":{"rendered":"<p>At first glance, the 2016 indie horror video game <i>The Survey<\/i> and Ridley Scott\u2019s 1979 science fiction film <i>Alien<\/i> do not seem to have much in common, but upon further observation and comparison, certain similarities between both forms of postmodern horror media are revealed. <i>The Survey<\/i> follows the player character, Marcus Walker, through a seemingly vacant home as he uses clues and instructions from a survey on a smartphone to explore the home and solve the mystery of his family\u2019s past, while <i>Alien<\/i> follows the the protagonist, Ellen Ripley, and the rest of the crew on the spacecraft Nostromo as they fight back against an alien being who has invaded their ship and is attempting to kill them. Despite these two works\u2019 clear differences in medium and plot, <i>The Survey<\/i> and <i>Alien<\/i> are similar in more subtle ways, including the presence of a foreign monster or alien, a sense of anticipation pervading the media where the characters are anxiously awaiting the monster\u2019s attack, and a use of closed and confined spaces.<\/p>\n<p><i>The Survey<\/i> is a first-person survival horror game taking place inside of a 13-room house that the player character, at first a nameless protagonist that we later learn is Marcus Walker, cannot leave or escape. Marcus awakes to a notification on his phone saying that he has been selected to participate in a survey that then asks him some strangely specific questions, such as whether or not the house he\u2019s in seems familiar and if he remembers having a family. This prompts the player to begin exploring the house to find notes and scraps of paper providing details into the private lives of the Walker family\u2014including Marcus himself\u2014and the backstory of the game. The horror element of the game comes from the actions that the player character is not in control of: crashing sounds occur from the lower level of the house while the player is upstairs; lights turn out by themselves; items in the house are rearranged; a large porcelain angel that starts out in the living room moves to different rooms and positions, seemingly on its own; and a female monster appears in the darkness of nearby rooms and charges toward the player.<\/p>\n<figure style=\"width: 600px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" src=\"https:\/\/artasgames.files.wordpress.com\/2016\/11\/survey-5.jpg?w=600&#038;h=338&#038;fit=600%2C338&#038;resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><figcaption class=\"wp-caption-text\">A view of the living room in &#8220;The Survey.&#8221;<\/figcaption><\/figure>\n<p>The main thing that makes <i>The Survey<\/i> unique from other survival horror games of its type, however, is the smartphone interface. The smartphone is how the player answers the survey questions, and it also functions partly as a game menu. It features different widgets, including a clock, photos, mail, settings (that actually allow the player to adjust the game\u2019s display settings), the survey, and timer-based hints in case the player gets stuck. The photos and mail apps provide small clues to the game\u2019s backstory and generally add to the tense, ominous tone and atmosphere of the game world. This smartphone interface is an example of what Ewan Kirkland cites as \u201cdigitextuality,\u201d meaning \u201cintertextuality within digital media,\u201d in his article, \u201cResident Evil\u2019s Typewriter: Survival Horror and Its Remediations\u201d (115). The smartphone and the survey itself help to provide \u201catmosphere, context, and information\u201d in the game, while also allowing for further immersion into the world of <i>The Survey<\/i> (Kirkland 116).<\/p>\n<figure id=\"attachment_559\" aria-describedby=\"caption-attachment-559\" style=\"width: 238px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-559 size-full\" src=\"https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-20-at-8.21.44-PM.png?resize=238%2C377\" alt=\"\" width=\"238\" height=\"377\" srcset=\"https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-20-at-8.21.44-PM.png?w=238&amp;ssl=1 238w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-20-at-8.21.44-PM.png?resize=189%2C300&amp;ssl=1 189w\" sizes=\"auto, (max-width: 238px) 100vw, 238px\" \/><figcaption id=\"caption-attachment-559\" class=\"wp-caption-text\">The smartphone interface featured in the game.<\/figcaption><\/figure>\n<p>In addition to the smartphone interface, the game features other examples of technology. There are many television sets in the 13-room house that show channel numbers but play only static, and the player is instructed not to leave the sets on for too long, because, as a cryptic note says, \u201cit makes [the monster\u2019s] ears bleed.\u201d The televisions\u2019 channel numbers are used to solve puzzles within the game, and the numerous radios around the house play different songs and narrate certain aspects of the game\u2019s backstory, and can, like the televisions, be turned on and off.<\/p>\n<p>Furthermore, <i>The Survey<\/i> utilizes many different examples of what Kirkland calls \u201chypermediated combinations of diegetic remediation,\u201d such as \u201cpaintings and drawings, writing in the form of reports, diaries, inscriptions, text books and picture books, and audio media such as telephones, radio, and audio cassettes\u201d (120). Some examples of remediation that feature more prominently in the game are the forms of writing, mainly through letters and diary entries, and audio media, specifically using a radio. These, in the words of Kirkland, \u201cprovide an economic means of conveying backstory, enhance the verisimilitude of fictional spaces in which such media technologies would conceivably be present, and confer a kind of document reality on ludic information contained in virtual texts possessing a physical presence and institutional authority within the game world\u201d (120). Kirkland\u2019s point about virtual texts possessing a physical presence and authority is especially apparent in the player\u2019s quest to collect different documents in order to reveal more information about the family\u2019s backstory and the potential reasons for why Marcus is trapped in the home.<\/p>\n<figure id=\"attachment_560\" aria-describedby=\"caption-attachment-560\" style=\"width: 417px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-560 size-full\" src=\"https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-20-at-8.20.44-PM.png?resize=417%2C403\" alt=\"\" width=\"417\" height=\"403\" srcset=\"https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-20-at-8.20.44-PM.png?w=417&amp;ssl=1 417w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-20-at-8.20.44-PM.png?resize=300%2C290&amp;ssl=1 300w\" sizes=\"auto, (max-width: 417px) 100vw, 417px\" \/><figcaption id=\"caption-attachment-560\" class=\"wp-caption-text\">An example of the notes the player can find throughout the game.<\/figcaption><\/figure>\n<p>In contrast, the classic science fiction film <i>Alien<\/i> presents a very different and much less interactive experience for its audience. The film portrays the protagonist, Ellen Ripley, and the rest of the spaceship\u2019s crew as they attempt to fight back against and ultimately escape a killer alien. Like in <i>The Survey<\/i>, the characters in <i>Alien<\/i> are trapped inside of an enclosed space, but this space is a ship floating through space rather than a townhouse with an impassable front door. In this manner, the audience watching <i>Alien<\/i> is distanced slightly from the predicament of the Nostromo\u2019s crew, but watching Ripley battle and try to escape the alien onboard is something that viewers still get drawn into, as they don\u2019t know what\u2019s going to occur.<\/p>\n<p>The <i>Alien<\/i> world may not have the modern technology of smartphones, but the film is rife with many different types of technology that all play large parts in the story, and the most obvious (yet most easily overlooked) of these is the ship itself. In his article \u201cIn the Belly of the Mechanical Beast: Technological Environments in the Alien Films,\u201d Steffen Hantke writes, \u201cThe one single piece of technology that dominates Scott\u2019s film is the space ship itself in which the events take place, the technological environment through which the protagonists move and parts of which they interact with. That all traces of nature are erased from this environment is treated as a given, which explains why the Nostromo hardly registers as a machine for most viewers\u201d (524). The ship is a \u201cfully technological environment\u201d in which the only natural, non-mechanical beings are the crew members themselves (Hantke 522). This is obviously not the case in the suburban house setting of <em>The Survey<\/em>, as can be seen in the contrasting images between it and the setting of <em>Alien<\/em>.<\/p>\n<figure style=\"width: 465px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"size-medium\" src=\"https:\/\/i0.wp.com\/burnaway.org\/wp-content\/uploads\/2014\/07\/Alien.jpg?resize=465%2C251&#038;ssl=1\" width=\"465\" height=\"251\" \/><figcaption class=\"wp-caption-text\">A view of the Nostromo&#8217;s interior passageways in &#8220;Alien.&#8221;<\/figcaption><\/figure>\n<p>However, when examining both <i>The Survey<\/i> and <i>Alien<\/i> more closely, these two works of postmodern horror do have some similarities. First, both works feature some form of monster or foreign creature who is following and attempting to kill the protagonist. In both <i>The Survey<\/i> and <i>Alien<\/i>, the image or physical appearance of the monster itself can be analyzed; Cosimo Urbano outlines this representation of the monster as one of the four representational strategies of the modern horror film in his article, \u201cProjections, Suspense, and Anxiety.\u201d He focuses on \u201cnumerous scenes in which the monster is the true object of both the characters\u2019 and the spectators\u2019 gaze <i>without<\/i> it being at that point an actual and immediate source of threat\u2026 films such as <i>Alien<\/i>\u2026 seem at times literally obsessed about observing and investigating the monster\u2019s body, driven to look at it, mesmerized by its monstrosity\u201d (Urbano 891). The same can be said for the monster in <i>The Survey<\/i>; there are a few moments in the game where the player can hear her crying or see her simply standing and waiting before she eventually runs toward the protagonist and attacks.<\/p>\n<figure style=\"width: 604px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"size-medium\" src=\"https:\/\/artasgames.files.wordpress.com\/2016\/11\/survey-8.jpg?w=604&#038;h=340&#038;fit=604%2C340&#038;resize=480%2C270\" width=\"480\" height=\"270\" \/><figcaption class=\"wp-caption-text\">The monster of &#8220;The Survey,&#8221; Lilith, before she runs toward the player and attacks.<\/figcaption><\/figure>\n<p>Along these same lines, an element that borrows from the traditional horror film and also features in both of these works is \u201ca stretched-out anticipation of the monster\u2019s attack\u201d (Lev 32). Though this may be more immediately obvious to the viewer during certain scenes of <i>Alien<\/i> than to someone playing <i>The Survey<\/i>, the two forms of horror media utilize the audience\u2019s fear of what is to come to add a sense of unease to the fictional worlds these characters are inhabiting.<\/p>\n<div class=\"jetpack-video-wrapper\"><span class=\"embed-youtube\" style=\"text-align:center; display: block;\"><iframe loading=\"lazy\" class=\"youtube-player\" width=\"480\" height=\"270\" src=\"https:\/\/www.youtube.com\/embed\/3YTIMGmZUr4?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;start=89&#038;wmode=transparent\" allowfullscreen=\"true\" style=\"border:0;\" sandbox=\"allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox\"><\/iframe><\/span><\/div>\n<p>The final similarity between <i>Alien<\/i> and <i>The Survey<\/i> is both works\u2019 use of closed and confined spaces in order to restrict the protagonist\u2019s movement. In the case of <i>Alien<\/i>, \u201cthe main set is the human spaceship, with a few minutes spent on an uninhabited planet and in the alien ship\u201d (Lev 32). This adds to the suspense and horror of the film because the viewer knows that Ripley and the rest of the crew are trapped aboard the Nostromo with the alien and must somehow either escape the creature or end its life. The same is true for the player in <i>The Survey<\/i>, who is being followed and repeatedly attacked by this monster inside of a house that the protagonist cannot leave, adding to the tense and uneasy feel of the game. However, a difference here is that the player has no method, weapon, or option with which to fight back against the entity as Ripley does, and must therefore keep evading the monster in order to gain an understanding of the protagonist\u2019s own past. Hantke is specifically discussing <i>Alien<\/i> when he writes, \u201cthere is no escape because there is, properly speaking, no outside\u2026 there is no safe \u2018outside\u2019 to which the characters can escape,\u201d but his words ring true when thinking about <i>The Survey<\/i> as well (540). This is especially potent when the player learns toward the end of the game that the protagonist, Marcus, is in a coma, doomed to relive a horrific personification of his guilt over neglecting his sister, and that therefore the entire storyline of the game has been Marcus experiencing his own personal hell.<\/p>\n<p>These two works of horror media, when examined closely, have various similarities that function to make each individual work more immersive, more ominous, and more horrifying. The comparison of these seemingly disparate texts also serves to reveal some of the ways in which the horror genre functions, whether it be through the medium of film or video games. Ultimately, both of these works aim to shed light on aspects of humanity, and whether that is achieved by having one protagonist in a coma being tortured by his own guilt and grief, or by having another protagonist shoot a killer alien out of an escape pod, both <em>The<\/em> <em>Survey<\/em> and\u00a0<em>Alien<\/em> reach this same goal in their own unique\u2014and memorable\u2014ways.<\/p>\n<p style=\"text-align: center\">Works Cited<\/p>\n<p>Hantke, Steffen. \u201cIn the Belly of the Mechanical Beast: Technological Environments in the <i>Alien<\/i> Films.\u201d <i>The Journal of Popular Culture<\/i> 36, no. 3 (2003): 518\u201346. <a href=\"https:\/\/doi.org\/10.1111\/1540-5931.00020\">https:\/\/doi.org\/10.1111\/1540-5931.00020<\/a>.<\/p>\n<p>Kirkland, Ewan. \u201cResident Evil\u2019s Typewriter: Survival Horror and Its Remediations.\u201d <i>Games and Culture<\/i>, vol. 4, no. 2, Apr. 2009, pp. 115\u2013126, doi:10.1177\/1555412008325483.<\/p>\n<p>Lev, Peter. \u201cWhose Future? <i>Star Wars<\/i>, <i>Alien<\/i>, and <i>Blade Runner<\/i>.\u201d <i>Literature\/Film Quarterly<\/i> 26, no. 1 (1998): 30. <a href=\"http:\/\/ezproxy.lib.davidson.edu\/login?url=https:\/\/search.proquest.com\/docview\/1297376881?accountid=10427\">http:\/\/ezproxy.lib.davidson.edu\/login?url=https:\/\/search.proquest.com\/docview\/1297376881?accountid=10427<\/a>.<\/p>\n<p>Matheson, T. J. \u201cTriumphant Technology and Minimal Man: <i>The Technological Society<\/i>, Science Fiction Films, and Ridley Scott&#8217;s <i>Alien<\/i>.\u201d <i>Extrapolation<\/i> 33, no. 3 (Fall, 1992): 215. <a href=\"http:\/\/ezproxy.lib.davidson.edu\/login?url=https:\/\/search.proquest.com\/docview\/1304235353?accountid=10427\">http:\/\/ezproxy.lib.davidson.edu\/login?url=https:\/\/search.proquest.com\/docview\/1304235353?accountid=10427<\/a>.<\/p>\n<p>Urbano, Cosimo. \u201cProjections, Suspense, and Anxiety: The Modern Horror Film and its Effects.\u201d <i>Psychoanalytic Review<\/i> 85.6 (1998): 889. <i>ProQuest. <\/i>Web. 21 Feb. 2019.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>At first glance, the 2016 indie horror video game The Survey and Ridley Scott\u2019s 1979 science fiction film Alien do not seem to have much in common, but upon further observation and comparison, certain similarities between both forms of postmodern horror media are revealed. The Survey follows the player character, Marcus Walker, through a seemingly &#8230;<\/p>\n","protected":false},"author":134,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[16],"tags":[],"class_list":["post-558","post","type-post","status-publish","format-standard","hentry","category-comparative-horror"],"jetpack_shortlink":"https:\/\/wp.me\/paB9Ga-90","jetpack-related-posts":[],"jetpack_likes_enabled":true,"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/posts\/558","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/users\/134"}],"replies":[{"embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/comments?post=558"}],"version-history":[{"count":2,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/posts\/558\/revisions"}],"predecessor-version":[{"id":567,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/posts\/558\/revisions\/567"}],"wp:attachment":[{"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/media?parent=558"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/categories?post=558"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/tags?post=558"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}