{"id":800,"date":"2017-03-02T04:59:39","date_gmt":"2017-03-02T04:59:39","guid":{"rendered":"http:\/\/courses.digitaldavidson.net\/dig215\/?p=800"},"modified":"2017-03-02T05:10:28","modified_gmt":"2017-03-02T05:10:28","slug":"first-person-verite-horror-the-blair-witch-project-1999-and-outlast-2013","status":"publish","type":"post","link":"https:\/\/courses.digitaldavidson.net\/dig215\/2017\/03\/02\/first-person-verite-horror-the-blair-witch-project-1999-and-outlast-2013\/","title":{"rendered":"First-Person V\u00e9rit\u00e9 Horror: The Blair Witch Project (1999) and Outlast (2013)"},"content":{"rendered":"<figure style=\"width: 301px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/upload.wikimedia.org\/wikipedia\/en\/2\/26\/Blair_Witch_Project.jpg\" alt=\"File:Blair Witch Project.jpg\" width=\"301\" height=\"425\" \/><figcaption class=\"wp-caption-text\">The Blair Witch Project (1999) Box Office Artwork via <a href=\"https:\/\/en.wikipedia.org\/wiki\/The_Blair_Witch_Project\">Wikipedia<\/a><\/figcaption><\/figure>\n<figure style=\"width: 300px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/upload.wikimedia.org\/wikipedia\/en\/a\/aa\/Outlast_cover.jpg\" width=\"300\" height=\"140\" \/><figcaption class=\"wp-caption-text\">Outlast (2013) Promotional Art via <a href=\"https:\/\/en.wikipedia.org\/wiki\/Outlast\">Wikipedia<\/a><\/figcaption><\/figure>\n<p><span style=\"font-weight: 400\">A forest, an asylum. A film crew, a reporter. A witch (maybe), mental patients (and worse).<\/span><\/p>\n<p><span style=\"font-weight: 400\">On the surface, <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\"> (1999 horror film) and <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\"> (2013 horror game) seem to share little more than the same overarching genre. Looking at simply a narrative level, the common ground does not improve greatly. <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\"> comes from independent directors Daniel Myrick and Eduardo <\/span><span style=\"font-weight: 400\">S\u00e1nchez<\/span><span style=\"font-weight: 400\">, presented as found-footage shot by film student Heather and her crew members (Joshua and Mike) for a documentary about the titular Blair Witch. Meanwhile, <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\">, by independent studio Red Barrel Inc., follows investigative reporter Miles Upshur as he documents his attempts to verify a tip about inhumane practices at the private Mount Massive Asylum for the Criminally Insane. Perhaps one of the few aspects they do share is a certain critical subgenre fatigue that clashes with their mostly positive reviews. Found-footage seems to be collapsing under collective weight of all the <\/span><i><span style=\"font-weight: 400\">Paranormal Activity<\/span><\/i><span style=\"font-weight: 400\"> movies and <\/span><i><span style=\"font-weight: 400\">Blair Witch<\/span><\/i><span style=\"font-weight: 400\"> remakes, while first-person games have to suffer the baggage of every iterative first-person action-shooter.<\/span><\/p>\n<figure style=\"width: 206px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/resizing.flixster.com\/bAgwJf9aOyL-CKW6D05hkgaXMb0=\/206x305\/v1.bTsxMTE2ODc1NjtqOzE3MzE5OzEyMDA7ODAwOzEyMDA\" width=\"206\" height=\"305\" \/><figcaption class=\"wp-caption-text\">Paranormal Activity 4 (2012) Box Office Art via <a href=\"https:\/\/www.rottentomatoes.com\/m\/paranormal_activity_4_2012\/\">Rotten Tomatoes<\/a><\/figcaption><\/figure>\n<p><span style=\"font-weight: 400\">Where these two works explicitly do intersect is in their similar use of technology, specifically that of the camera. <\/span><i style=\"font-size: 1rem\">The Blair Witch Project <\/i><span style=\"font-weight: 400\">and <\/span><i style=\"font-size: 1rem\">Outlast <\/i><span style=\"font-weight: 400\">both rely on footage from diegetic cameras operated by the main character(s) and shot mostly in real-time, making both of them works of first-person \u201c<\/span><span style=\"font-weight: 400\">v\u00e9rit\u00e9 horror\u201d as coined Barry Keith Grant in his essay<\/span><span style=\"font-weight: 400\">\u201cDigital Anxiety and the New <\/span><span style=\"font-weight: 400\">V\u00e9rit\u00e9 Horror and SF Film<\/span><span style=\"font-weight: 400\">\u201d (Grant 153). This common visual and narrative framing found its popular start with <\/span><i style=\"font-size: 1rem\">The Blair Witch Project<\/i><span style=\"font-weight: 400\"> in 1999 and has since then been adapted and tweaked by interactive media to a crystallized form represented by <\/span><i style=\"font-size: 1rem\">Outlast<\/i><span style=\"font-weight: 400\"> in 2013. Together these two works form a dialogue that offers a chronological record of its evolution and informs the <\/span><span style=\"font-weight: 400\">v\u00e9rit\u00e9 horror mode<\/span><span style=\"font-weight: 400\"> as a whole.<\/span><\/p>\n<p><span style=\"font-weight: 400\">Though it certainly was not the first instance of v\u00e9rit\u00e9 horror in film (many would argue that the title goes to Ruggero Deodato\u2019s <\/span><i><span style=\"font-weight: 400\">Cannibal Holocaust<\/span><\/i><span style=\"font-weight: 400\"> in 1980), <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\"> was certainly the film that popularized both the subgenre and its subcategory, found-footage. As such, <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\"> exemplifies much of the characteristics identified by Grant as v\u00e9rit\u00e9 horror. The entirety of the film is shot on the two diegetic cameras that the documentary film crew carries with them into the woods in Burkittsville, Maryland. Additionally, whether conscious or not, the actors channeled cinema v\u00e9rit\u00e9\u2019s respect for \u201creal-time\u201d in their depiction of real-life duration of events. And, even more effectively, these amateur filmmakers (both the directors and the actors) convincingly represented \u201creal-space,\u201d prompting viewers to \u201canxiously search the periphery of the screen for&#8230;something that simply [was] not there\u201d in the words of Scott Dixon McDowell (qtd. in Grant, 165). In keeping with its style of shooting that would come to be known as \u201cshaky cam,\u201d <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\"> presents flawed, impartial, or even obscured glimpses of the film\u2019s horrors purposefully in a skillful ploy to up the suspense of the film as audiences wait for a big reveal that never comes. Instead, audiences find themselves stuck, eating up the amateur aesthetic of \u201creal\u201d fear while simultaneously wishing it would break its own rules.<\/span><\/p>\n<figure style=\"width: 320px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/media.giphy.com\/media\/CHnN08XzojSIU\/giphy.gif\" width=\"320\" height=\"240\" \/><figcaption class=\"wp-caption-text\">Shaky Cam via <a href=\"http:\/\/giphy.com\/gifs\/witch-CHnN08XzojSIU\">Giphy<\/a><\/figcaption><\/figure>\n<p><span style=\"font-weight: 400\">The real-life directors of the film took v\u00e9rit\u00e9 horror a step further, having their actors film their trip, improvise their lines, and actually camp alone in the woods for long stretches of time&#8211;\u201cmethod filmmaking\u201d in the words of Myrick (<\/span><span style=\"font-weight: 400\">qtd. in Heller-Nicholas<\/span><i><span style=\"font-weight: 400\">, <\/span><\/i><span style=\"font-weight: 400\">97<\/span><span style=\"font-weight: 400\">). This \u201cmethod filmmaking\u201d functions much like cinema v\u00e9rit\u00e9, dissolving the boundaries between \u201cthe artificial\u201d and \u201cthe real\u201d so that the audience has trouble telling the two apart. <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\"> certainly succeeded in walking that line, as a large part of its popularity surrounded whether or not it was \u201creal.\u201d Accompanied by a strong (mostly Internet) marketing campaign, seemingly encouraged the controversy of its veracity. No matter the audience opinion, these calculated advertising pushes kept the film at the forefront of conversation for a sizable amount of time. <\/span><\/p>\n<p><iframe loading=\"lazy\" title=\"The Blair Witch Project - Apology scene\" width=\"525\" height=\"394\" src=\"https:\/\/www.youtube.com\/embed\/Z66RpatHajQ?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400\">These extratextual reminders of the controversy and the medium itself serve to evoke in viewers a further elevated sense of reality, striving for an effect labeled \u201chypermediacy\u201d by Jay David Bolter and Richard Grusin&#8211;a sort of hyper-self-awareness in regards to media and technology possessed by certain works. <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project <\/span><\/i><span style=\"font-weight: 400\">touts hypermediacy even within the text itself, its characters almost revelling in their acknowledgements of the camera, juggling of filming, mocking of the documentary process, and even direct address of the (intended) audience of the film.Together with its marketing, these elements work in conjunction to create a hypermediacy that further elevates the v\u00e9rit\u00e9 horror of <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\">.<\/span><\/p>\n<p><span style=\"font-weight: 400\">Further adding to the hypermediacy resulting from the online marketing and authenticity debate, film critic Alexandra Heller-Nicholas argues that the creators of <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\"> engineered an \u201calternative reality game\u201d (ARG)&#8211;an interactive narrative using transmedia storytelling that often acts as promotional material&#8211;that made viewers \u201cactively partake\u201d in part of the production of <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\">\u2019s v\u00e9rit\u00e9 horror. This added enticement to involve the viewer comes on top of the first-person perspective that the film employs, and is further amplified by the inherent \u201cinteractivity\u201d that Grant argues is significant to the v\u00e9rit\u00e9 horror subgenre. He argues that when the diegetic \u201ccamera operator interacts with profilmic event\u201d (the event happening in front of the camera), the film encourages the viewer to abandon their abstract detachment from the film and subconsciously identify with the camera and camera operator. With this its additions to v\u00e9rit\u00e9 horror\u2019s built-in interactivity, <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\"> sets a remarkably high standard for audience involvement.<\/span><\/p>\n<p><span style=\"font-weight: 400\">In discussing interactivity in <\/span><span style=\"font-weight: 400\">horror,<\/span><span style=\"font-weight: 400\"> the mind might naturally jump to horror video games. <\/span><span style=\"font-weight: 400\">Grant spends a considerable amount of time comparing cinematic v\u00e9rit\u00e9 horror to horror video games, especially survival horror games. Grant provides a strong definition for survival horror, which he defines as a subgenre <\/span><span style=\"font-weight: 400\">where <\/span><span style=\"font-weight: 400\">\u201cthe player fights monsters\u201d with limited means of resistance, \u201coften in enclosed, maze-like spaces while searching for hidden items that will allow movement to new areas&#8230;or provide various means for staying alive\u201d (Grant, 163). He traces this term back to the 1996 release of the first <\/span><i><span style=\"font-weight: 400\">Resident Evil<\/span><\/i><span style=\"font-weight: 400\">, a fixed-camera zombie game that depended on its confusing spatial design, challenging puzzles, and (most importantly), its extreme scarcity of ammo and resources. In the almost two decades since then, survival horror has bled into the first-person market&#8211;the result of which has recently pushed the subgenre to an extreme. After the critical and financial success of 2010\u2019s <\/span><i><span style=\"font-weight: 400\">Amnesia: The Dark Descent<\/span><\/i><span style=\"font-weight: 400\">, first-person survival horror games have embraced an almost complete powerlessness in contrast not only to the recent glut of action-oriented first-person games (think shooters like Call of Duty and Halo), but also to even <\/span><i><span style=\"font-weight: 400\">Resident Evil\u2019s<\/span><\/i><span style=\"font-weight: 400\"> limited combat. <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\"> follows in this vein, emphasizing from the very beginning that you, the player character, cannot fight, rather you can only run and hide, and you have no weapons or tools except for a night vision-enabled camcorder with which to \u201crecord\u201d the events of your investigation.<\/span><\/p>\n<figure style=\"width: 620px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/media.giphy.com\/media\/MXPX0nHWBjPmE\/giphy.gif\" width=\"620\" height=\"348\" \/><figcaption class=\"wp-caption-text\">Outlast&#8217;s camera interface (plus incredibly big scissors!) via <a href=\"http:\/\/giphy.com\/gifs\/outlast-MXPX0nHWBjPmE\">Giphy<\/a><\/figcaption><\/figure>\n<p><span style=\"font-weight: 400\">With this mechanic, <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\"> creates an unusual relationship with the player and the character, as you interact with the game world in an unusually passive manner for a first-person game, yet you actively spectate these interactions by recording with the diegetic camera. Despite this paradox of control, <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\"> still essentially takes the immersive nature of v\u00e9rit\u00e9 horror to another level.<\/span><\/p>\n<p><span style=\"font-weight: 400\">Perron highlights a distinction between emotional reactions to horror mythology and conventions. Among other types of responses, he distinguishes between \u201cfiction emotions\u201d and \u201cgameplay emotions,\u201d which he defines as \u201cemotions rooted in the fictional world\u201d and \u201cemotions that arise from the gamer\u2019s actions in the game-world,\u201d respectively. Whereas films, invoke fiction emotions, video games elicit both fiction and gameplay emotions, giving you the player an emotional reason to immerse yourself fully into the game. <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\"> provides a unique combination of these emotional enticements, placing more emphasis on the fiction emotional stimuli while still supplying the gameplay emotional stimuli that its interactivity guarantees.<\/span><\/p>\n<p><span style=\"font-weight: 400\"> In addition to the added emotional investment, the game also includes diegetic, non-diegetic, and extradiegetic features to heighten the realism of your immersion. The sound plays a crucial role in the immersiveness of the game, with diegetic elements like heaving breath, dripping blood, beeping ripping body parts to draw you into <\/span><i><span style=\"font-weight: 400\">Outlast\u2019s <\/span><\/i><span style=\"font-weight: 400\">v\u00e9rit\u00e9 horror experience and nondiegetic sound effects to amplify the effectiveness of the horror without removing you from the experience. One of the more effective immersive details comes in the form of the extradiegetic vibrating controller feedback that adds to the emotional responses of the experience. <\/span><\/p>\n<p><span style=\"font-weight: 400\">By far the most immersive factor in <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\"> is its treatment of the diegetic camera. The experience of using this camera acts contrary to most other first-person implementations of the mechanic. Unlike many other video games, <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\"> attempts to make using its diegetic technology as transparent as possible, channeling the \u201cimmediacy\u201d of media and technology as coined by Bolter and Grusin and contrasting <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\">\u2019s hypermediacy. <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\">\u2019s immediacy acts as a boon to the player, since it increases the immersiveness despite the fact that the game positively reinforces the camera\u2019s use with both story and gameplay. Yet, for better or worse, that immediacy means that many of the actual limitations of night-vision camcorders are applied to the diegetic camera, ranging from light blindness to battery-life issues that turn the game into a terrifying battery scavenger hunt. <\/span><\/p>\n<p><span style=\"font-weight: 400\">While in other more action-oriented games, the immersion from this first-person gameplay might be \u201creplaced by the sense of agency\u201d in the words of Film Studies professor Bernard Perron, <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\"> instead partially invokes the passivity of the filmic experience. But unlike cinematic v\u00e9rit\u00e9 horror, <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\">\u2019s video game v\u00e9rit\u00e9 horror places you in control of the camera operator, rather than only allowing you to identify with him or her. As such, it strikes a unique compromise between the distance between audience and experience, allowing the player control over the focus of events (except in scripted cutscenes), but discouraging some of the mitigating mechanisms that are effective with films (closing your eyes or covering your face, for example). Consequently, <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\">\u2019s v\u00e9rit\u00e9 horror experience becomes infinitely more graphic than <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\">\u2019s earlier cinematic version&#8211;embracing its identity as postmodern horror by displaying all the camcorder-captured mutilation, decapitation, and evisceration it can.<\/span><\/p>\n<p><iframe loading=\"lazy\" title=\"Outlast Cutting Fingers Cutscene\" width=\"525\" height=\"295\" src=\"https:\/\/www.youtube.com\/embed\/lD3gie272Po?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400\">Though both <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\"> and <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\"> exemplify first-person v\u00e9rit\u00e9 horror, they act as bookends of a still-changing subgenre. <\/span><i><span style=\"font-weight: 400\">The Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\"> may have created the current popularity (and fatigue) that surrounds the found-footage and v\u00e9rit\u00e9 horror in general. However,<\/span><i><span style=\"font-weight: 400\"> Outlast<\/span><\/i><span style=\"font-weight: 400\"> currently stands as distillation of the spirit of <\/span><span style=\"font-weight: 400\">v\u00e9rit\u00e9 horror, making the player actually step into the role of the camera operator rather merely identify with the camera in spite of the uncanny (or just plain unrealistic) nature of video game graphics. Yet as graphics and computing technology improve alongside that of virtual reality, we find v\u00e9rit\u00e9 horror has strayed beyond both both The<\/span><i><span style=\"font-weight: 400\"> Blair Witch Project<\/span><\/i><span style=\"font-weight: 400\"> and <\/span><i><span style=\"font-weight: 400\">Outlast<\/span><\/i><span style=\"font-weight: 400\"> to take on different, even more immersive form.<\/span><\/p>\n<p><iframe loading=\"lazy\" title=\"How Scary is The Resident Evil 7 Kitchen Demo in PS VR?\" width=\"525\" height=\"295\" src=\"https:\/\/www.youtube.com\/embed\/fcLl-DZGLZ8?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p style=\"text-align: center\"><span style=\"font-weight: 400\">Works Cited:<\/span><\/p>\n<p>Bolter, Jay David, and Richard Grusin. <em>Remediation: Understanding New Media<\/em>. Revised ed. edition. The MIT Press, 2000. <em>Amazon<\/em>. Web. 26 Feb. 2017.<\/p>\n<p>Grant, Barry Keith. \u201cDigital Anxiety and the New Verit\u00e9 Horror and Sf Film.\u201d <em>Science Fiction Film and Television<\/em> 6.2 (2013): 153\u2013175. Print.<\/p>\n<p>Heller-Nicholas, Alexandra. Found Footage Horror Films : Fear and the Appearance of Reality. Jefferson NC, US: McFarland, 2014. ProQuest ebrary. Web. 1 March 2017.<\/p>\n<p>Perron, Bernard. \u201cSign of a Threat: The Effects of Warning Systems in Survival Horror Games.\u201d <em>ResearchGate<\/em>\u00a0. Web.\u00a026 Feb. 2017.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A forest, an asylum. A film crew, a reporter. A witch (maybe), mental patients (and worse). On the surface, The Blair Witch Project (1999 horror film) and Outlast (2013 horror game) seem to share little more than the same overarching genre. Looking at simply a narrative level, the common ground does not improve greatly. The &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/courses.digitaldavidson.net\/dig215\/2017\/03\/02\/first-person-verite-horror-the-blair-witch-project-1999-and-outlast-2013\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;First-Person V\u00e9rit\u00e9 Horror: The Blair Witch Project (1999) and Outlast (2013)&#8221;<\/span><\/a><\/p>\n","protected":false},"author":107,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[103],"tags":[],"class_list":["post-800","post","type-post","status-publish","format-standard","hentry","category-comparative-horror"],"_links":{"self":[{"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/posts\/800","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\/107"}],"replies":[{"embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/comments?post=800"}],"version-history":[{"count":3,"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/posts\/800\/revisions"}],"predecessor-version":[{"id":825,"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/posts\/800\/revisions\/825"}],"wp:attachment":[{"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/media?parent=800"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/categories?post=800"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/courses.digitaldavidson.net\/dig215\/wp-json\/wp\/v2\/tags?post=800"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}