{"id":603,"date":"2019-02-22T21:14:14","date_gmt":"2019-02-23T02:14:14","guid":{"rendered":"http:\/\/courses.digitaldavidson.net\/death19\/?p=603"},"modified":"2019-02-22T21:14:14","modified_gmt":"2019-02-23T02:14:14","slug":"comparative-horror-analysis-inception-and-playtest","status":"publish","type":"post","link":"https:\/\/courses.digitaldavidson.net\/death19\/2019\/02\/22\/comparative-horror-analysis-inception-and-playtest\/","title":{"rendered":"Comparative Horror Analysis: &#8220;Inception&#8221; and &#8220;Playtest&#8221;"},"content":{"rendered":"<p>Despite our innate instinct to survive and avoid threatening situations, humans have come to enjoy and even seek out thrilling and fearful experiences recreationally. From haunted houses to Hollywood horror, the adrenaline rush of jump scares and gore have become commercialized as a way to make money off of our desire for stimulation. One of these most lucrative domains, the film industry, has produced blockbuster after blockbuster to insight fear and unease in the audience, who hungrily consume the media content. With the invent of pervasive technology and rapidly shifting cultural attitudes, this genre of film has evolved into a more menacing, psychologically unsettling form. Postmodern horror, as described by Isabelle Pinedo in her piece \u201cRecreational Terror: Postmodern Elements of the Contemporary Horror Film,\u201d can be identified by five characteristics: the disruption of the everyday world, the transgression of conventional boundaries, concern for the validity of rationality, lack or narrative closure, and a bounded experience of fear (Pinedo, 20).In this way, the conventional horror trope of good conquering evil is replaced by a more ambiguous, unpredictable plot.<\/p>\n<p>The horror genre has continued to change with the times, introducing \u201clate-postmodern horror\u201d in which fear stems from the unexpected, uncategorizable elements of the film. A work of late postmodern horror often includes the characteristics of an unbounded experience of fear, hypermediacy, self-reflexivity, and metalepsis. In particular, metalepsis, or the \u201ctransgression of boundaries between narrative levels or between the inside and outside of the text,\u201d (Sample) has become a popular trope by which horror can instill in the audience an uncertainty about what is real and what is not. In this essay, I will explore and compare the use of postmodern and late postmodern horror elements in two works with the intention of highlighting the ways in which they differ and the overarching themes which they share.<\/p>\n<p>Christopher Nolan\u2019s <em>Inception<\/em>, often argued to be one of the most thought-provoking films of our generation, involves a story in which individuals can enter into and manipulate the dreams of others. There are levels to these dreams, such that you move further and further from the surface of reality as you dive deeper into the dream world. To reference a popular catch phrase regarding this film, the audience follows the characters as they experience the happenings of a dream, within a dream, within a dream etc. This film embodies and employs a number of Pinedo\u2019s identified elements of postmodern horror, namely a disruption of everyday normalcy, the questioning of rationality, and a lack of narrative closure. In the film, characters are seduced from mundane, everyday life by the controllable, vibrate dream-reality. In fact, the dream worlds can so closely resemble reality that the Cobb, one of the main characters, cautions against the incorporation of real memories, as this is \u201cthe easiest way of losing your grasp on what\u2019s real and what is a dream.\u201d (Inception, 2010) In the name of rationality, you should always be able to tell what is real and what is not based on tell-tale markers. However, the construction of these \u201cdream worlds\u201d pull from the psychological content of the holder of the subconscious, such that reality and dream merge into an indistinguishable whole. Because rationality is no longer an effective means by which one can distinguish reality and fantasy, the characters each have a \u201ctotem\u201d which signals to them which realm they are in. Cobb\u2019s totem, a spinning top which once belonged to his wife (lost to the dream world), will spin endlessly if in a dream. This totem becomes particularly important at the end of the movie, which may be the most psychologically gripping and unsettling scene of the entire work. As the plot comes to a close, the characters successfully achieve their objective and emerge from the layers of dream realms. As the narrative follows Cobb and his pursuit of his goal to reunite with his children, it seems as though there will be a happy ending. However, as he returns, and we are witness to his emotional family reunion, Cobb puts his spinning top in motion on the table. Yet, Nolan plays the ultimate trick on the audience, as the scene goes black before we can see the top cease to spin. The one marker used to distinguish between dreams and reality is compromised by the reminder that we are the audience, viewing a snapshot of a story through a camera lens. This lack of narrative closure, wondering if Cobb has actually made it back or has just managed to enter another layer of dreams, coupled with the overt reminder that medium of this story is film, are two major elements of postmodern horror.<\/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\/L0VMF4Siz-4?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;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 second work which I will analyze is an episode of <i>Black Mirror, <\/i>a Netflix show written by Charlie Booker. This series is centered around the theme of technology advancing to the point where it turns sour, either taking over human nature or leading to its ultimate destruction. In the episode\u00a0&#8220;Playtest,&#8221;\u00a0a vulnerable American who claims to enjoy being scared participates in a beta test of a technologically advanced video game. This game uses the psychological content of the player to construct an individually catered horror experience, like the combination of a spider and an old bully.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-604\" src=\"https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-21-at-10.12.59-PM-300x156.png?resize=300%2C156\" alt=\"\" width=\"300\" height=\"156\" srcset=\"https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-21-at-10.12.59-PM.png?resize=300%2C156&amp;ssl=1 300w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-21-at-10.12.59-PM.png?resize=768%2C399&amp;ssl=1 768w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-21-at-10.12.59-PM.png?resize=1024%2C531&amp;ssl=1 1024w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-21-at-10.12.59-PM.png?resize=738%2C383&amp;ssl=1 738w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-21-at-10.12.59-PM.png?resize=996%2C517&amp;ssl=1 996w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-21-at-10.12.59-PM.png?w=1164&amp;ssl=1 1164w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/p>\n<p>However, the game takes a rapid turn, as the fear element of the game becomes unbearable for the character.\u00a0Certain events take place, in which the ability to discern what is real or not real disintegrates. The game moves to use not only characters which take part in the everyday life of the player, but also incorporates tactile sensations such a touch and pain.<\/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\/tXH2nDjPMI4?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;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 are a number of scenes for both the player and the viewer which cannot be deemed \u201creal\u201d or \u201cnot real\u201d until we are shown the comparison to actual reality. This is similar to the dream world of <i>Inception<\/i>, as dreams \u201cfeel real while we are in them. It is only when we wake up that we realize something was actually strange.\u201d (Inception, 2010)This is an overt use of Pinedo\u2019s element of postmodern horror, that the validity of rationality is thrown into question in conjunction with a disruption of everyday life. Overtime, the psychological specificity of the game is too personal, and the player begs to be let out.<\/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\/9md9gdP4pus?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;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>We see the player as he is removed from the game, and proceeds through a series of \u201cwaking-up,\u201d until he is released to go home and return to his mom. The final minutes of the episode involve everyday elements, such as planes, flight attendants, the player\u2019s home, and even his mother. This is as \u201creal\u201d as it gets, pulling from both unique sentimental aspects of life as well as generically \u201creal\u201d elements with which the audience can identify. However, it is not until the last 5 minutes of the episode, that it is revealed to the audience that the player never did make it home, but that he dies in the testing room. In this way, the audience experiences the majority of the episode thinking that, based on conventional rationality, the player is moving towards returning to the \u201creal world\u201d with a happy ending. The viewer is taken through a rollercoaster of levels, as they are time and time again shown that they are wrong\u2014what they thought was finally \u201creal\u201d was in fact not.<\/p>\n<p>Both of these media works employ postmodern horror elements, as identified by Pinedo, to instill in the audience an unsettling doubt of what is real, not real, and their ability to discern between the two. Yet there is an even greater overarching theme found in the comparison of these narratives: the use of a certain type of metalepsis. Instead of an intrusion of extradiegetic elements into the diegetic realm, the metalepsis \u201cemerges not from the transgressed intrusion between the levels of \u2018telling\u2019 and \u2018told,\u2019 but from the interferences among the different levels of the \u2018told.\u2019\u201d (Kiss, 37) In <em>Inception<\/em>, this is seen in the layers and layers of \u201cdream\u201d reality through which we follow the characters through the film. In\u00a0&#8220;Playtest,&#8221; the different levels within the narrative occur as part of the player\u2019s experience of the horror game. This form of metalepsis can be just as impactful, if not more so, than the typical form. In his analysis &#8220;Narrative Metalepsis as Diegetic Concept in Christopher Nolan\u2019s Inception (2010),&#8221;\u00a0Mikl\u00f3s Kiss explains the effect of metalepsis as seen in <em>Inception. <\/em>By layering diegetic levels within the same narrative, \u201cthe viewer becomes doubtful about the status of reality\u2026 the idea preys upon the sense that the metaleptic playfulness may transgress not only the story\u2019s embedded levels, but the film\u2019s diegetic frame too, triggering an outward, extradiegetic emotion that unravels baffling feelings in the viewer.\u201d (Inception, 42) While this analysis is specific to inception, and the fact that the deepest level of the dream world could be reality and vice versa, this effect appears in &#8220;Playtest&#8221; as well. In the book <em>Black Mirror and Critical Theory<\/em>, by Angela M. Cirucci and Barry Vacker, the episode is described as \u201cmoving in the borderland between virtual reality, perception, and memory.\u201d (Circucci &amp; Vacker, 206). The numerous layers of \u201creality\u201d which the player experiences could all feasibly be true reality, based on rationality and our perception of everyday life. Unlike <em>Inception, <\/em>where the audience is left without a final answer about reality, it is revealed to the audience in the last five minutes of the show that almost none of the narrative has been real. In the case of both of these works of post-modern horror, the same form of metalepsis instills in the viewer uncertain about the ability to tell what is real or fake, causing a ripple of existential questioning and fear even after the movie or episode ends.<\/p>\n<p>The final point of comparison between Charlie Booker\u2019s &#8220;Playtest<em>&#8221;\u00a0<\/em>and Christopher Nolan\u2019s <em>Inception\u00a0<\/em>is the concept of time during the narrative. In recounting his prior experience in the dream realm, Cobb explains the dangers of going too far beneath the surface. He says, \u201cI didn\u2019t understand the concept that hours could turn into years down there, that we could get trapped so deep, that when we wound up on the shore of our own subconscious, we lost sight of what was real.\u201d (Inception, 2010) In the dream world, the deeper you go, the farther away from real time you get. This time disconnect appears in &#8220;Playtest,&#8221; as the audience experiences what seems to be hours in the game, but in actuality is only a matter of seconds. In the last five minutes of the episode, the audience returns to the brightly lit test room, in contrast with the dark tones of the game-world. In this scene, the camera focuses on testing assistant as she records the data for the test, and under the duration, she types 0.04 seconds.<\/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\/VrIZDiGG-C0?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;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 hours and hours of time spent in these alternate realities, following the player through the video game, his layers of waking up, and his entire flight from the UK back to his home in the U.S., lasted less than a tenth of a second. Thus, in both media works, the most linear, constant aspect of reality is skewed such that we can no longer rely on it to contextualize our world. Above all other aspects of the media, this crack in the foundational concept of time is the most profound for the audience.<\/p>\n<p>At the core of postmodern horror is the psychological, unnerving elements which stay with the audience beyond the jump scares and gore of conventional horror. In employing Pinedo\u2019s postmodern elements of unbounded experience and the uncertainty of rationality in conjunction with diegetic metalepsis, the 2010 film\u00a0<em>Inception <\/em>and &#8220;Playtest&#8221;\u00a0shake the foundation of what the audience considers to be constant and non-negotiable: time. Our modern conception of time is linear, as its governance over days, months and years gives meaning to our experience on earth. However, the introduction of multiple narrative layers and the inconsistency of time rips out from under us the meaning of life as we know it. This form of existential fear and uncertainty, in my opinion, is the essence of late postmodern horror.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Despite our innate instinct to survive and avoid threatening situations, humans have come to enjoy and even seek out thrilling and fearful experiences recreationally. From haunted houses to Hollywood horror, the adrenaline rush of jump scares and gore have become commercialized as a way to make money off of our desire for stimulation. One of &#8230;<\/p>\n","protected":false},"author":223,"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-603","post","type-post","status-publish","format-standard","hentry","category-comparative-horror"],"jetpack_shortlink":"https:\/\/wp.me\/paB9Ga-9J","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\/603","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\/223"}],"replies":[{"embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/comments?post=603"}],"version-history":[{"count":1,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/posts\/603\/revisions"}],"predecessor-version":[{"id":653,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/posts\/603\/revisions\/653"}],"wp:attachment":[{"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/media?parent=603"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/categories?post=603"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/tags?post=603"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}