{"id":685,"date":"2019-02-23T04:39:58","date_gmt":"2019-02-23T09:39:58","guid":{"rendered":"http:\/\/courses.digitaldavidson.net\/death19\/?p=685"},"modified":"2019-02-23T04:39:58","modified_gmt":"2019-02-23T09:39:58","slug":"possession-and-existential-dread-in-oxenfree-and-get-out","status":"publish","type":"post","link":"https:\/\/courses.digitaldavidson.net\/death19\/2019\/02\/23\/possession-and-existential-dread-in-oxenfree-and-get-out\/","title":{"rendered":"Possession and Existential Dread in &#8220;Oxenfree&#8221; and &#8220;Get Out&#8221;"},"content":{"rendered":"<p><span style=\"font-weight: 400\">Although the first thought someone has when they hear \u201cpossession\u201d might be \u201cdemonic,\u201d contemporary horror has expanded the definition of possession to include ghosts and other people. Two stories, the video game <\/span><i><span style=\"font-weight: 400\">Oxenfree<\/span><\/i><span style=\"font-weight: 400\"> and the film <\/span><i><span style=\"font-weight: 400\">Get Out<\/span><\/i><span style=\"font-weight: 400\">, both explore what it means to be possessed by other people. <\/span><i><span style=\"font-weight: 400\">Oxenfree<\/span><\/i><span style=\"font-weight: 400\"> is about a group of teenagers who unwittingly open a portal to another dimension using a radio and must face a group of ghosts that want to possess them and get a second chance at life. <\/span><i><span style=\"font-weight: 400\">Get Out<\/span><\/i><span style=\"font-weight: 400\"> follows a young Black artist as he meets his white girlfriend\u2019s family. Chris\u2019s life plans are thrown into chaos when he discovers that his girlfriend and her family replace the minds of Black people with brains of rich white people. In both stories, the use of technology creates a record of the present and a connection to past victims that forces the audience to consider our own existence and impact on the world. Possession and the use of technology to break free from that possession represent our existential fears of repeating past mistakes and being erased from history.<\/span><\/p>\n<p><span style=\"font-weight: 400\">In <\/span><i><span style=\"font-weight: 400\">Oxenfree<\/span><\/i><span style=\"font-weight: 400\">, the possessors take the more traditional form of ghosts. The ghosts are the spirits that were aboard the submarine USS<\/span><i><span style=\"font-weight: 400\"> Kanaloa<\/span><\/i><span style=\"font-weight: 400\"> when it disappeared into an interdimensional pocket in time. Their sudden disappearance, inability to escape, and direct contact with time itself has both made them angry and caused a mental regression so they function and process information like children instead of the adults they were on the submarine. Their child-like tendencies emphasize their selfishness. These beings feel that they deserve to live again because everyone forgot them, and it doesn\u2019t matter to them that possessing the main character, Alex, and her friends will prevent the teenagers from living full lives. In fact, if the teenagers are possessed, it is implied that they will be erased and overwritten even more thoroughly than the ghosts, though their bodies will still exist. The ghosts\u2019 faulty logic can be exploited if the player collects researcher Maggie Adler\u2019s notes from around the island, which prove that the people of the USS <\/span><i><span style=\"font-weight: 400\">Kanaloa<\/span><\/i><span style=\"font-weight: 400\"> were not forgotten. In one of the final scenes, Alex can speak directly to a single spirit instead of the amalgamation of every soul; in doing so, she lets the spirits know that they are remembered and do not need to return. I argue that this is a comment on how the past affects the present. Ignorance of the past forces Alex and her friends into a time loop of their own, whereas acknowledging the pain and suffering of a previous generation convinces the ghosts to move on, release Alex and her friends, and, on a second playthrough, can end the loop entirely [See video below from 35:05 to 37:20].<\/span><\/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\/82EwPavbHBk?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><span style=\"font-weight: 400\">History has a strong presence in <\/span><i><span style=\"font-weight: 400\">Oxenfree<\/span><\/i><span style=\"font-weight: 400\"> due not only to the presence of the ghosts but also the analog technology presented in the game. Alex\u2019s radio is the only form of available, visible, and functional technology, and it operates as the primary mechanism of the game. The radio opens the portal in the beginning of the story, freeing the ghosts, but is also the mechanism through which the player can access information about the island and the disappearance of the USS <\/span><i><span style=\"font-weight: 400\">Kanaloa<\/span><\/i><span style=\"font-weight: 400\">. Dotted around the island are plaques that indicate installments of the radio tour, which offer kind, gentle, and whitewashed versions of the island\u2019s history. The radio tour is in direct contrast with the \u201canomalies,\u201d which are strange signals created and corrupted by the presence of the tortured souls of the <\/span><i><span style=\"font-weight: 400\">Kanaloa<\/span><\/i><span style=\"font-weight: 400\">. The anomalies often reference real and horrifying events, such as the atrocities committed during the American-Indian war of the mid-1800s and the bombing of the USS <\/span><i><span style=\"font-weight: 400\">Arizona<\/span><\/i><span style=\"font-weight: 400\">. <\/span><span style=\"font-weight: 400\">Radio in <\/span><i><span style=\"font-weight: 400\">Oxenfree<\/span><\/i><span style=\"font-weight: 400\"> is an excellent example of Ewan Kirkland\u2019s theory of how analog technology corrupts the digital in horror films and video games (Kirkland 122). The static-y sounds of the radio eclipse the ambient music in the game, and occasionally the anomalies interject recordings of big band music from the 1940s, the same time period in which the fictional <\/span><i><span style=\"font-weight: 400\">Kanaloa<\/span><\/i><span style=\"font-weight: 400\"> sank. Visual static further contributes to the corruption of the player\u2019s screen during time loops and any ghostly interference. The computer itself and therefore the player becomes haunted, just like Alex and her friends. [The video below illustrates visual, sound, and time distortions in <\/span><i><span style=\"font-weight: 400\">Oxenfree<\/span><\/i><span style=\"font-weight: 400\">.]<\/span><\/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\/r8fhf6UW54s?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><span style=\"font-weight: 400\">Paired with the radio are several cameras, which create a visual record of the ghosts throughout the game and can change depending on the player\u2019s actions. Part of the game aesthetic is the 80s nostalgia-type group of artsy teenagers who stumble onto something horrible, and the polaroid photos taken throughout the game to create a record of the teens\u2019 time on the island are significant contributors to the aesthetic. One of the characters, Nona, specifically states just before Alex goes to confront the ghosts that she wants to take a picture to prove that the group existed, in case someone comes looking for them. The teens have proof of their existence in a way that the ghosts did not, and the visual record offers the audience hope that the teenagers will be able to free themselves from the dangers of the island. [Below: the last photo taken before the final confrontation.]<\/span><\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-686\" src=\"https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-23-at-4.25.34-AM-300x287.png?resize=300%2C287\" alt=\"\" width=\"300\" height=\"287\" srcset=\"https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-23-at-4.25.34-AM.png?resize=300%2C287&amp;ssl=1 300w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-23-at-4.25.34-AM.png?resize=768%2C734&amp;ssl=1 768w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-23-at-4.25.34-AM.png?resize=1024%2C978&amp;ssl=1 1024w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-23-at-4.25.34-AM.png?resize=738%2C705&amp;ssl=1 738w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-23-at-4.25.34-AM.png?resize=996%2C952&amp;ssl=1 996w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/Screen-Shot-2019-02-23-at-4.25.34-AM.png?w=1256&amp;ssl=1 1256w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/p>\n<p><i><span style=\"font-weight: 400\">Get Out<\/span><\/i><span style=\"font-weight: 400\"> also uses photos as a mechanism with which to free characters, but the need for freedom and the way the camera frees its users differs from <\/span><i><span style=\"font-weight: 400\">Oxenfree<\/span><\/i><span style=\"font-weight: 400\">. In <\/span><i><span style=\"font-weight: 400\">Get Out<\/span><\/i><span style=\"font-weight: 400\">, Chris first uses his phone camera to take a picture of the odd Logan King, and the flash sends Logan into a fit. Chris\u2019s friend sees the photo and identifies the man not as Logan King but as Andre Hayworth, who had disappeared months earlier. For Chris, identifying Andre is the last straw, pushing him to flee Rose\u2019s house. As he packs, Chris finds pictures of Rose and her previous boyfriends, about a dozen other Black men, one of whom is Walter, another possessed Black man living at the Armitage house. Rose previously stated that she had never had a Black boyfriend before and thus denies the existence of these photos; when Chris finds them, he finally has evidence of something strange going on in the Armitage home. The pictures are printed, offering physical proof that these people had real lives before their possession, and they convince Chris that he must leave or become just a body like Andre. [Below are the pictures Chris finds, framed on the wall behind Rose.]<\/span><\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-688\" src=\"https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/rose-300x150.jpg?resize=300%2C150\" alt=\"\" width=\"300\" height=\"150\" srcset=\"https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/rose.jpg?resize=300%2C150&amp;ssl=1 300w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/rose.jpg?resize=738%2C369&amp;ssl=1 738w, https:\/\/i0.wp.com\/courses.digitaldavidson.net\/death19\/files\/2019\/02\/rose.jpg?w=750&amp;ssl=1 750w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/p>\n<p><span style=\"font-weight: 400\">Although the possessors in <\/span><i><span style=\"font-weight: 400\">Get Out<\/span><\/i><span style=\"font-weight: 400\"> are arguably more human than the supernatural ghosts of <\/span><i><span style=\"font-weight: 400\">Oxenfree<\/span><\/i><span style=\"font-weight: 400\">, they share a similar selfishness and desire to live a different, better life. The rich white people seek to possess Black bodies for several canonical reasons, including physical ability and being labeled \u201ccool\u201d [See video below from 2:40 to 3:20]. <\/span><\/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\/JJ5r6yWxb4g?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><span style=\"font-weight: 400\">In <\/span><i><span style=\"font-weight: 400\">Get Out<\/span><\/i><span style=\"font-weight: 400\">, it is the possessors who are ignorant of the recent history of prejudice and its effects on the lives of Black people in the modern day. They believe that Black people have better lives, or at least that these white possessors would be better at living and appreciating the lives of Black people. In taking possession of a Black body, the possessor erases the original person\u2019s cultural identity as well as their personality. <\/span><\/p>\n<p><span style=\"font-weight: 400\">Stuart Hanscomb explores the idea that existentialism and questioning of self drives the horror within horror films (Hanscomb 1). He argues that the feelings of fear and disgust are inspired by depictions of the abject. In psychological horror, however, the abject augments fear and disgust rather than causing them outright; most of that fear and disgust is inspired by the ideological values of the evil characters. In both <\/span><i><span style=\"font-weight: 400\">Get Out<\/span><\/i><span style=\"font-weight: 400\"> and <\/span><i><span style=\"font-weight: 400\">Oxenfree<\/span><\/i><span style=\"font-weight: 400\">, the abject takes the backseat, appearing late in the story if at all. The possessors in both stories feel entitled to the bodies of others and are willing to go to extremes to live again, even though they do not deserve a second life at all, especially when compared to the rights of the possessed to finish their own lives. The audience\u2019s fear comes not from jump scares but from the idea that forgetting the past and making mistakes in the present will erase us from the future. The connections to Alex and Chris and their proximity to nonexistence throw the player\/viewer into existential anxiety (Hanscomb 12).<\/span><\/p>\n<p><span style=\"font-weight: 400\">Possession in horror films is in a unique position to offer a deeper view into our perceptions of ourselves and our existence. Technology allows us to delay our disappearance but does not prevent it; after death, we can exist only in the memories of those who come after us. No matter how many photos we take, our lives will still eventually end, those photos will decay, and we will be forgotten. The possessor has a second chance at life, but at the cost of another\u2019s first chance; to have one\u2019s identity stripped away during that one chance at making a mark inspires a more psychological fear, one that allows a deeper look at how we view the past, its legacy, and our own potential. <\/span><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400\">Works Cited<\/span><\/p>\n<p><i><span style=\"font-weight: 400\">Get Out<\/span><\/i><span style=\"font-weight: 400\">. Dir. Jordan Peele. Perf. Daniel Kaluuya and Allison Williams <\/span><i><span style=\"font-weight: 400\">et al<\/span><\/i><span style=\"font-weight: 400\">. Blumhouse Productions, 2017. Web.<\/span><\/p>\n<p><span style=\"font-weight: 400\">HANSCOMB, STUART. \u201cExistentialism and Art-Horror.\u201d <\/span><i><span style=\"font-weight: 400\">Sartre Studies International<\/span><\/i><span style=\"font-weight: 400\">, vol. 16, no. 1, 2010, pp. 1\u201323. <\/span><i><span style=\"font-weight: 400\">JSTOR<\/span><\/i><span style=\"font-weight: 400\">, www.jstor.org\/stable\/23512850.<\/span><\/p>\n<p><span style=\"font-weight: 400\">Kirkland, Ewan. \u201cResident Evil\u2019s Typewriter: Survival Horror and Its Remediations.\u201d Games and Culture, vol. 4, no. 2, Apr. 2009, pp. 115\u2013126, doi:10.1177\/1555412008325483.<\/span><\/p>\n<p><i><span style=\"font-weight: 400\">Oxenfree<\/span><\/i><span style=\"font-weight: 400\">. Apple iOS version, Night School Studio, 2016.<\/span><\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Although the first thought someone has when they hear \u201cpossession\u201d might be \u201cdemonic,\u201d contemporary horror has expanded the definition of possession to include ghosts and other people. Two stories, the video game Oxenfree and the film Get Out, both explore what it means to be possessed by other people. Oxenfree is about a group of &#8230;<\/p>\n","protected":false},"author":214,"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-685","post","type-post","status-publish","format-standard","hentry","category-comparative-horror"],"jetpack_shortlink":"https:\/\/wp.me\/paB9Ga-b3","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\/685","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\/214"}],"replies":[{"embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/comments?post=685"}],"version-history":[{"count":1,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/posts\/685\/revisions"}],"predecessor-version":[{"id":689,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/posts\/685\/revisions\/689"}],"wp:attachment":[{"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/media?parent=685"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/categories?post=685"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/death19\/wp-json\/wp\/v2\/tags?post=685"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}