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“Game Over, Man. Game Over”: Looking at the Alien in Film and Videogames

School of Communication, Queensland University of Technology, Queensland 4001, Australia
School of Design and Informatics, Abertay University, DD1 1HG Dundee, UK
Author to whom correspondence should be addressed.
Received: 2 July 2018 / Revised: 9 August 2018 / Accepted: 15 August 2018 / Published: 24 August 2018
(This article belongs to the Special Issue Gaming and the Arts of Storytelling)
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In this article we discuss videogame adaptations of the Alien series of films, in particular Alien: Colonial Marines (2013) and Alien: Isolation (2014). In comparing critical responses and developer commentary across these texts, we read the very different affective, aesthetic and socio-political readings of the titular alien character in each case. The significant differences in what it means to ‘look’ at this figure can be analyzed in terms of wider storytelling techniques that stratify remediation between film and games. Differing accounts of how storytelling techniques create intensely ‘immersive’ experiences such as horror and identification—as well as how these experiences are valued—become legible across this set of critical contexts. The concept of the ‘look’ is developed as a comparative series that enables the analysis of the affective dynamics of film and game texts in terms of gender-normative ‘technicity’, moving from the ‘mother monster’ of the original film to the ‘short controlled burst’ of the colonial marines and finally to the ‘psychopathic serendipity’ of Alien: Isolation. View Full-Text
Keywords: Alien; videogames; film; fifth look; remediation Alien; videogames; film; fifth look; remediation
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

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Keogh, B.; Jayemanne, D. “Game Over, Man. Game Over”: Looking at the Alien in Film and Videogames. Arts 2018, 7, 43.

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