{"id":777,"date":"2017-03-02T04:59:41","date_gmt":"2017-03-02T04:59:41","guid":{"rendered":"http:\/\/courses.digitaldavidson.net\/dig215\/?p=777"},"modified":"2017-03-02T05:01:56","modified_gmt":"2017-03-02T05:01:56","slug":"777","status":"publish","type":"post","link":"https:\/\/courses.digitaldavidson.net\/dig215\/2017\/03\/02\/777\/","title":{"rendered":"The Z&#8217;d and Wendigoes: How Different Media Invoke the Same Terrors of the Everyday"},"content":{"rendered":"<p>The cinematic survival-horror game <em>Until Dawn<\/em> and the zombie-apocalypse short story <em>Zombicorns<\/em> may both fall under the \u201chorror\u201d umbrella but the jump scares in the video game provide a much greater shock to the system than the philosophic, rambling musings of the narrator in the short story. As late postmodern horror, both exploit the subtle terror themes hidden in our daily lives. In her article \u201cRecreational Terror: Postmodern Elements of the Contemporary Horror Film\u201d, Pinedo writes that \u201chorror exposes the terror implicit in everyday life: the pain of loss, the enigma of death, the unpredictability of events, the inadequacy of intentions\u201d (26). In drastically different methods, both <em>Zombicorns <\/em>and <em>Until Dawn<\/em> amplify these commonplace terrors: the pain of the loss of a sister or close friend, the enigma of death and whether the undead are no longer human, the unpredictability of characters and effects of decisions, and the insufficiency of intentions when no action or unintended consequences follow. By analyzing how <em>Zombicorns <\/em>and<em> Until Dawn <\/em>incorporate these implicit everyday terrors, we discover these media ultimately continue the discourse on what makes a monster and how our actions impact our fate.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-medium wp-image-808\" src=\"http:\/\/courses.digitaldavidson.net\/dig215\/files\/2017\/03\/zombicorns_img-194x300.png\" alt=\"\" width=\"194\" height=\"300\" srcset=\"https:\/\/courses.digitaldavidson.net\/dig215\/files\/2017\/03\/zombicorns_img-194x300.png 194w, https:\/\/courses.digitaldavidson.net\/dig215\/files\/2017\/03\/zombicorns_img.png 498w\" sizes=\"auto, (max-width: 194px) 100vw, 194px\" \/><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-medium wp-image-808\" src=\"http:\/\/courses.digitaldavidson.net\/dig215\/files\/2017\/03\/zombicorns_img-194x300.png\" alt=\"\" width=\"194\" height=\"300\" srcset=\"https:\/\/courses.digitaldavidson.net\/dig215\/files\/2017\/03\/zombicorns_img-194x300.png 194w, https:\/\/courses.digitaldavidson.net\/dig215\/files\/2017\/03\/zombicorns_img.png 498w\" sizes=\"auto, (max-width: 194px) 100vw, 194px\" \/><\/p>\n<p>While the title <em>Zombicorns <\/em>may lead the reader to anticipate that the short story about zombie unicorns, author John Green quickly dismisses that idea with a disclaimer<a href=\"#_ftn1\" name=\"_ftnref1\">[1]<\/a>: \u201cThis book is not about unicorns.\u201d The \u201ccorn\u201d part comes from how the zombies are created, which is from mutated corn. \u00a0The narrator Mia explains that \u201cthe z\u2019d\u201d (the zombies) aren\u2019t technically zombies; a person\u2019s transformation is a result of contracting a virus called AMRV from the consumption of a variety of corn called Devotion131Y (D131Y). When a person becomes infected, they gradually become obsessed with D131Y to the point of devotional worship.<\/p>\n<p>As Mia refers to them, the \u201cz\u2019ed up\u201d are like zombies in that z\u2019s will eat your brains but they will also \u201ceat anything else, except for Devotion131Y\u2026 once you get infected, you don\u2019t want to eat it, because you\u2019re too busy loving it\u201d (Green 13). The z\u2019s spend their time planting and caring for the corn. Mia acknowledges various theories about the motivations of the z\u2019ed up but she believes that the z\u2019ed are an extension of the corn: they attack anyone who threatens the corn (drives over it, walks through a cornfield, etc.). The z\u2019ed stay alive by briefly taking breaks in their agricultural activities to eat; consuming anything from pi\u00f1atas<a href=\"#_ftn2\" name=\"_ftnref2\">[2]<\/a> to humans but never the corn. Forcing humans to eat the contaminated corn is also a worthwhile activity for the z\u2019ed, further ensuring the survival of the corn by creating more corn caretakers. Because of all of the planting, the z\u2019ed are hunched over and grimy and have yellow-ringed pupils as a side effect of the virus.<\/p>\n<p>In Mia\u2019s \u201cre\/accounting of human life post-virus\u201d \u2013 the context of the short story \u2013 she is only remaining member of her immediate family who hasn\u2019t been z\u2019ed up. The only beings in her life are her dog Mr. President, her z\u2019ed-up little sister Holly who she cares for from a distance, and her compatriot Caroline who no longer views z\u2019s as humans (Green 72). Caroline and Mia\u2019s contrasting attitudes towards z\u2019s and the apocalypse help fuel the tension in the story and demonstrate the implicit terrors in everyday life.<\/p>\n<p>The \u201cenigma of death\u201d is the most divisive terror between the friends. Caroline explains, \u201cit\u2019s very easy to look at them and know they don\u2019t have souls, that the virus stole their souls, and that you aren\u2019t killing them, because their themness has already been killed. You\u2019re killing the virus, which is a frakking privilege as far as I\u2019m concerned\u201d (Green 37). This impersonal attitude toward murdering fathers and sisters, especially children, is difficult for Mia to accept. She counters Caroline: \u201c\u2018Maybe they don\u2019t have souls,\u2019 I said, thinking of Holly\u2019s empty eyes ringed in yellow. \u2018But they used to be people\u2019\u201d (Green 48). Pinedo\u2019s remaining three aspects of \u201cterror in the everyday\u201d (the pain of loss, the unpredictability of events, the inadequacy of intentions) compile in the climax of the short story when the z\u2019ed Holly shuffles to get Mia\u2019s daily food ration (via sombrero pi\u00f1ata) and Caroline shoots her:<\/p>\n<blockquote><p>I could still see my little sister. It was the best part of every day.<\/p>\n<p>And then the gunfire rained down on Holly as she knelt there eating, her body spasming as the bullets filled her up, animating her ever so briefly until the gunfire stopped and she did too, her body hideously still, cuddling the sombrero, bleeding out onto the candy I\u2019d brought her.<\/p>\n<p>(Green 70)<\/p><\/blockquote>\n<p>The immense anguish of the loss of her sister and the unpredictable betrayal by Caroline, leave Mia reeling. Her shock is furthered by insufficiency of Caroline\u2019s intentions; Caroline defends her actions by saying, \u201c\u2018She wasn\u2019t a person anymore, Mia. This game needs teams. I can\u2019t go north alone, and there\u2019s no one else to go with, but we need to go\u2026 I did it for you, you know. I did it because you couldn\u2019t, and I hope you\u2019d do the same for me\u2019\u201d (Green 70). With this, Mia reacts: \u201cI raised the pistol from my hip and shot Caroline once in the face. The chair fell backwards with her in it and I stepped forward. She started to say something or at least her mouth was moving, and I shot her twice more in the head to make it quick\u201d (Green 70). In this instant the real monster is no longer the z\u2019s but could be Caroline, whose hardened personality was a result of the z\u2019ed \u201cstealing\u201d her normal life, or for Mia, for impulsively shooting Caroline. Caroline emotionally hurt Mia and so Mia implicitly decides not to join Caroline on their northern journey and shoots her, emotionally and physically hurting her. Mia is agonized about the death of her sister and so shooting Caroline provides brief justice but her \u201cregret was immediate and permanent and useless\u201d (Green 70). Both of the teenagers\u2019 unpredictable actions caused permanent hurt and changed their fate changed by the other.<\/p>\n<p>Although Pinedo\u2019s \u201cterror elements of the everyday\u201d were shown emotional and philosophical lens in <em>Zombicorns<\/em>, the same elements manifest themselves in a much scarier and intense way in <em>Until Dawn.<\/em> The plot of the game is reminiscent of a \u201890s teen horror flick: a group of friends is reunited for a holiday at a remote ski lodge with a murderous psychopath lurking around. Adding to the tension is that this spot is where two of the teens, twins Beth and Hannah, died from falling off a cliff in a snowstorm after a prank turned sour. We eventually learn that Beth died fairly quickly from her injuries and the cold and so \u00a0Hannah resorted to cannibalism, eating her sister to remain alive. \u00a0This tragedy looms over the heads of the remaining eight friends and drives some of their motivations, such as their older brother Josh.<\/p>\n<figure id=\"attachment_810\" aria-describedby=\"caption-attachment-810\" style=\"width: 300px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-810\" src=\"http:\/\/courses.digitaldavidson.net\/dig215\/files\/2017\/03\/wendigo_gif-300x161.gif\" alt=\"\" width=\"300\" height=\"161\" \/><figcaption id=\"caption-attachment-810\" class=\"wp-caption-text\">A wendigo from <span style=\"text-decoration: underline\"><em>Until Dawn<\/em><\/span><em>. Wendigoes can&#8217;t detect movement so during a &#8220;Don&#8217;t Move&#8221; event, the player has to hold the controller completely still.<\/em><\/figcaption><\/figure>\n<p>In the game the player is rotated through playing as each of the eight characters. Periodically, the player is given the power to make significant choices for the character that impact the outcome of the game. Called \u201cButterfly Effects\u201d, these decisions range from as trivial as taking a \u201csafe\u201d route versus a \u201cfast\u201d route to life-or-death decisions like jumping from a platform to safety versus saving a friend who is dangling off the platform (Seppala). The game explains this philosophy at the start: \u201c<a href=\"https:\/\/youtu.be\/yWpij4cLw_k?t=64\">A tiny butterfly flapping its wings today may lead to a devastating hurricane weeks from now<\/a>\u201d (TetraNinja). The decisions the player makes throughout the game impact situations later in the game, as well as the deaths of the other characters. Supermassive Games, the developer of <em>Until Dawn<\/em>, proclaims that with all of the choices and scenarios, there are \u201chundreds of endings\u201d. While there aren\u2019t literally hundreds, the numerous endings make replaying the game a puzzle, trying to figure out which decisions result in a character\u2019s deaths (spoiler: there <em>is<\/em> a way for all 8 characters survive \u2013 and likewise an ending in which all characters die (Thielenhaus). Of course there are numerous variations between these extremes).<\/p>\n<p>The generic terror of the psychopath and the emotional connection to wendigoes captures all the aspects of Pinedo\u2019s everyday terrors but in a gorier and \u201cjumpier\u201d way than <em>Zombicorns<\/em>. The pain of losing Hannah and Beth haunts the group, especially their brother Josh, who eventually goes insane. The wendigoes and lurking killer create many jump scares, emphasizing the unpredictability of the characters as both beings have human-like intellect and plan traps for the teens. Unique to <em>Until Dawn<\/em> is how the Butterfly Effect plays with the insufficiency of intentions and the seemingly random effects of decisions. In order to obtain a specific outcome, several play-throughs of the game are required in order to properly align the effects. Instinct will help initially guide the player but a moral compass also helps. In \u201cDeath Games and Survival Horror Video Games: On the Limits of Pure Torture Show Entertainments\u201d, Patrunjel acknowledges the centrality of morality within horror: \u201cin horror fiction the moral law and the concept of nature itself as rational order are deeply chained one to another representing the same reality the hero stands for\u201d (42). Just as decisions for the good of the group are rewarded, acts that upset nature like cannibalism (turning into a wendigo) or shooting a wolf (instead of befriending it) have negative effects for the character.<\/p>\n<p>Finally, <em>Until Dawn <\/em>also emphasizes the undead versus dead enigma like <em>Zombicorns<\/em>. The hideous depiction of the wendigo and the cannibalism emphasize them as the Other but the Hannah-turned wendigo shows there is still human aspects to them. When given the chance, she doesn\u2019t kill Mike, who she had a crush on while alive. In one of the sequences, if Josh recognizes her via her tattoo and calls out to her, she leaves him alone. As Mia recognizes in\u00a0<em>Zombicorns,\u00a0<\/em>the undead were once human too and their human memories remain with them in\u00a0<em>Until Dawn. \u00a0<\/em>Although both pieces affect the audience\u00a0in drastically different ways, the themes of terror in the everyday recur and have a haunting impact.<\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"#_ftnref1\" name=\"_ftn1\">[1]<\/a> John Green also disclaims the quality of the story in the preface: \u201cDearest Reader, This is a bad zombie apocalypse novella. It was written in a hurry. It is riddled with inconsistencies. And it never quite arrives at whatever point it sought to make.\u201d<\/p>\n<p><a href=\"#_ftnref2\" name=\"_ftn2\">[2]<\/a> Yes, pinatas. Mia visits her z\u2019ed up little sister Holly each morning and delivers her a pi\u00f1ata stuffed with actual food like protein bars and mini-boxes of cereal.<\/p>\n<p><span style=\"text-decoration: underline\">Works Cited<\/span><\/p>\n<p>Green, John. <em>Zombicorns<\/em>. (n.p), 2011.<\/p>\n<p>Patrunjel, Flaviu. &#8220;Death Games and Survival Horror Video Games: On the Limits of Pure Torture Show Entertainments.&#8221; <em>Scientific Journal of Humanistic Studies<\/em>, vol. 4, no. 7, Oct. 2012, pp. 38-45.<\/p>\n<p>Pinedo, Isabel. \u201cRECREATIONAL TERROR: POSTMODERN ELEMENTS OF THE CONTEMPORARY HORROR FILM.\u201d\u00a0<em>Journal of Film and Video<\/em>, vol. 48, no. 1\/2, 1996, pp. 17\u201331., <a href=\"http:\/\/www.jstor.org\/stable\/20688091\">www.jstor.org\/stable\/20688091<\/a>.<\/p>\n<p>Seppala, Timothy J. &#8220;The Real Horror of &#8216;Until Dawn&#8217; Is That Sony Sent It to Die.&#8221;\u00a0<em>Engadget<\/em>. Engadget, 14 July 2016. Web. 27 Feb. 2017.<\/p>\n<p>TetraNinja. \u201cUntil Dawn Walkthrough Part 1 \u2013 First 2 Hours! (PS4 Let\u2019s Play Gameplay Commentary).\u201d\u00a0Online video clip.\u00a0<em>YouTube<\/em>. YouTube, 24 Aug. 2015 Web. 28 Feb 2017.<\/p>\n<p>Thielenhaus, Kevin. &#8220;Save (Or Kill) Everyone in &#8220;Until Dawn&#8221; With These Choices.&#8221;\u00a0<em>The Escapist<\/em>. Defy Media, LLC, 25 Aug. 2015. Web. 28 Feb. 2017.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"#_ftnref1\" name=\"_ftn1\"><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The cinematic survival-horror game Until Dawn and the zombie-apocalypse short story Zombicorns may both fall under the \u201chorror\u201d umbrella but the jump scares in the video game provide a much greater shock to the system than the philosophic, rambling musings of the narrator in the short story. As late postmodern horror, both exploit the subtle &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/courses.digitaldavidson.net\/dig215\/2017\/03\/02\/777\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;The Z&#8217;d and Wendigoes: How Different Media Invoke the Same Terrors of the Everyday&#8221;<\/span><\/a><\/p>\n","protected":false},"author":124,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[103],"tags":[],"class_list":["post-777","post","type-post","status-publish","format-standard","hentry","category-comparative-horror"],"_links":{"self":[{"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/posts\/777","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/users\/124"}],"replies":[{"embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/comments?post=777"}],"version-history":[{"count":3,"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/posts\/777\/revisions"}],"predecessor-version":[{"id":819,"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/posts\/777\/revisions\/819"}],"wp:attachment":[{"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/media?parent=777"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/categories?post=777"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/tags?post=777"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}