Reception of Revelation in Darksiders: The Case of the Four Horsemen of the Apocalypse
Abstract
:1. In Whose World Are We Anyway?
- The obsolescence or artificiality of maintaining a difference between virtual and real worlds
- The blurred boundary between one’s avatar and one’s real person
- The creation of virtual communities in the game that function as real communities.
2. The Darksiders Universe: Midrash on Rev 6:1–8
3. The Riders of Revelation 6:1–8: Identifications in Scholarship and Use in Darksiders
3.1. Identification of the Horsemen in Scholarship
3.2. Use of the Riders in Darksiders
4. Payoffs of Reading Revelation with Darksiders
4.1. Blurring of Boundaries Between Real and Virtual Worlds
4.2. Involvement of the Audience in Revelation and of the Gamer in Darksiders
4.3. Darksiders as an Apocalyptic Game?
The world is mysterious and revelation must be transmitted from a supernatural source, through the mediation of angels; there is a hidden world of angels and demons that is directly relevant to human destiny; and this destiny is finally determined by a definitive eschatological judgment. In short, human life is bounded in the present by the supernatural world of angels and demons and in the future by the inevitability of a final judgment.50
Author Contributions
Acknowledgments
Conflicts of Interest
References
- Bachmann, Michael. 1998. Noch ein Blick auf den ersten Apokalyptischen Reiter (von Apk 6, 1–2). New Testament Studies 44: 257–78. [Google Scholar] [CrossRef]
- Bogost, Ian. 2007. Persuasive Games: The Expressive Power of Video Games. Cambridge and London: The MIT Press. [Google Scholar]
- Bousset, Wilhelm. 1906. Die Offenbarung Johannis, 6th ed. Vandenhoeck & Ruprecht: Göttingen. First published 1896. [Google Scholar]
- Collins, John J., ed. 1979. Introduction: Towards the Morphology of the Genre. In Apocalypse: The Morphology of a Genre. Missoula: Scholars, pp. 1–20. [Google Scholar]
- Collins, John J. 1998. The Apocalyptic Imagination: An Introduction to Jewish Apocalyptic Literature. Grand Rapids: Eerdmans, p. 9. [Google Scholar]
- Cuvillier, Élian. 2000. L’apocalypse de Jean. In Introduction au Nouveau Testament. Edited by Daniel Marguerat. Genève: Labor et Fides, pp. 387–403. [Google Scholar]
- Davisson, Amber, and Danielle Gehm. 2014. Gaming Citizenship: Video Games as Lessons in Civic Life. Journal of Contemporary Rhetoric 4: 39–57. [Google Scholar]
- Gehm, Danielle. 2012. Navigating the Fallout’: Post-Apocalyptic Games as Representations and Explorations of Moral Ambiguity. Bachelor of Arts Senior thesis, Willamette University, Salem, OR, USA. [Google Scholar]
- Howard, Robert Glenn, ed. 2011. Network Apocalypse. Visions of the End in an Age of Internet Media. Sheffield: Sheffield Phoenix Press, pp. 183–99. [Google Scholar]
- Kreitzer, Larry Joseph. 1994. Old Testament in Fiction and Film. On Reversing the Hermeneutical Flow. London: Bloomsbury. [Google Scholar]
- Öhler, Markus. 2006. Die vier Reiter (Apk 6, 1–8): Die Apokalypse des Johannes und ihre Rezeption. Wiener Jahrbuch für Theologie 6: 85–98. [Google Scholar]
- Poirier, John C. 1999. The First Rider: A Response to Michael Bachmann. New Testament Studies 45: 257–62. [Google Scholar] [CrossRef]
- Rissi, Mathias. 1964. The Rider on the White Horse. A Study of Revelation 6:1–8. Interpretation 18: 407–18. [Google Scholar] [CrossRef]
- Spielberg, Steven. 2018. Ready Player One. Universal City: Amblin Entertainment, De Line Pictures, Dune Entertainment, Farah Films & Management, Reliance Entertainment, Village Roadshow Pictures, Warner Bros. [Google Scholar]
- Taylor, Tina L. 2006. Play Between Worlds: Exploring Online Game Culture. Cambridge and London: MIT Press. [Google Scholar]
- Voorhees, Gerald A., Josh Call, and Katie Whitlock, eds. 2012. Introduction: Things That Go Boom: From Guns to Griefing. In Guns, Grenades, and Grunts: First Person Shooter Games. New York: Continuum, p. 8. [Google Scholar]
- Wagner, Rachel. 2014. This Is Not a Game: Violent Video Games, Sacred Space, and Ritual. Iowa Journal of Cultural Studies 15: 12–35. [Google Scholar] [CrossRef] [Green Version]
- Wagner, Rachel. 2015. Video Games and Religion. Oxford: Oxford Handbook Online. [Google Scholar]
- Wasserman, Emma. 2018. Apocalypse as Holy War. Divine Politics and Polemics in the Letters of Paul. New Haven: Yale University Press, p. 9. [Google Scholar]
1 | |
2 | (Taylor 2006). |
3 | |
4 | Wagner, “This Is Not a Game”, p. 22. |
5 | Wagner, “This Is Not a Game”, p. 28. |
6 | Here scholars usually build on (Bogost 2007). See for example Wagner, “This is Not a Game”, and (Wagner 2015, Publication date: September 2015. Accessed January 2019. DOI:10.1093/oxfordhb/9780199935420.013.8). See also (Davisson and Gehm 2014). |
7 | (Gehm 2012). Fallout has also been discussed in a volume on Revelation and popular culture: James Schirmer, “‘We all stray from our paths sometimes’: Morality and Survival in Fallout 3”, in (Howard 2011). |
8 | Wagner, “Videogames and Religion”, p. 1. |
9 | Wagner, “Video Games and Religion”, p. 6. |
10 | Wagner, “Video Games and Religion”, p. 7. The game, especially Darskiders 1, develops a fairly complex angelology, for example, that could be influenced by Enochic literature. Uriel is a female angel, leader of the Hellguard, who is loyal to Abaddon, the lord of Hell. Samael, a demonic being, looks like a satanic being. He is the one who will send War on multiple quests to kill the Chosen Ones of the Destroyer and bring their hearts back to him. The Chosen Ones (which provide the Big Boss fights in the game) are Tiamat, a female monster-bat, the Griever, a crab-like figure, the Stygian Worm, and Silitha, the last one, a giant female spider. To those four, one must add Straga, the most powerful of the Chosen Ones. Straga is vaguely human, with horns, and a body made of what looks like stones. Finally, the Destroyer, the final battle of Darksiders 1, is a mash up of various devil figures. As Wagner indicates (“Video Games and Religion”, p. 14), this final battle alludes to Michael’s fight with the dragon in Revelation 12:7–10. |
11 | Wagner, “Video Games and Religion”, p. 7. |
12 | Wagner, “Video Games and Religion”, p. 13. |
13 | Wagner, “Video Games and Religion”, p. 13. |
14 | Taylor, Play Between Worlds, pp. 93–124, discusses the place of female gamers in the video game industry, and calls for more inclusivity. In the 2018-released Assassin’s Creed Odyssey, the player has the choice between a male character (Alexios) or a female character (Kassandra). In contrast to Fury, Kassandra is not depicted as particularly sexy, which is often the case in video games featuring women (see for example the look of Lara Croft in Tomb Raider). |
15 | Traces of this can be found in 1 Enoch for example, 14,24–16,4. Also Is 14:12–15. And much more clearly in the Latin Life of Adam and Eve 12.1–17.3 |
16 | Darksiders 3 has a cinematic sequence where one is privy to Fury’s fantasy of being reunited with her three brothers and made their leader, which could well correspond to players’ fantasy of a fifth game where the four horsemen are reunited. |
17 | Wagner, “Video Games and Religion”, p. 14. |
18 | See for example (Öhler 2006). |
19 | (Poirier 1999). |
20 | Haer. 4, 21, 3, as quoted in (Rissi 1964, p. 407). |
21 | |
22 | Martin Luther, WA.DB 7.435, as quoted by Bachmann, who sees in this interpretation by Luther the importance of the historical context of Luther at the time, and the influence of Albrecht Dürer’s etchings on Revelation. One of them, also discussed by Öhler, represents the first rider with Turkish traits and was done in 1498. It influences Luther’s reading in 1522. Bachmann indicates that the first political interpretation goes back to the 13th century, and is found in Alexander von Bremen, who identifies the riders with the Roman emperors. See (Bachmann 1998, p. 258, n. 9). |
23 | Rissi, “The Rider on the White Horse”, particularly pp. 415–18. |
24 | Bachmann, “Noch ein Blick”, here p. 278: “Hypostasierung des Erscheinung Gottes”. |
25 | Poirier, “The First Rider”, p. 260. |
26 | Poirier, “The First Rider”, p. 261. |
27 | Öhler, “Die vier Reiter”, p. 88. |
28 | Öhler, “Die vier Reiter”, pp. 89–90. For Öhler, the Parthian identification also explains the somewhat unexpected presence of the bow as the weapon of the first rider. Parthians were renowned both for their horsemanship and their bowmanship. |
29 | See Öhler, “Die vier Reiter”, p. 94. |
30 | For some examples, see Öhler, “Die vier Reiter”, pp. 91–94, who discusses Dürer’s reception (negative representation of all four riders), Luther’s Bibel of 1534 (also a negative representation of mostly the first and the last rider), two paintings by Dalí (with a neutral stance towards the riders), a fantasy representation by Rupert Schwartz, and a literary expansion in Terry Pratchett’s Thief of Time. |
31 | Poirier, “The First Rider”, p. 258. |
32 | Poirier, “The First Rider”, p. 259. |
33 | For the expression, see the work of Larry Joseph Kreitzer, for example: (Kreitzer 1994). |
34 | Öhler, “Die vier Reiter”, p. 85: “Er macht vielmehr wiederholt deutlich, dass es sich um Vergleiche handelt, um Annäherungen an die ‘Wirklichkeit’”. That point is also made quite clearly in Pierre Prigent’s commentary on Revelation. |
35 | Wagner, “Video Games and Religion”, p. 8, quoting (Voorhees et al. 2012). |
36 | Wagner, “Video Games and Religion”, p. 8. |
37 | Wagner, “Video Games and Religion”, p. 17. |
38 | Wagner, “Video Games and Religion”, p. 17. |
39 | |
40 | See Cuvillier, “L’apocalypse de Jean”, p. 401. |
41 | Wagner, “Videogames and Religion”, p. 1. |
42 | Wagner, “Videogames and Religion”, p. 4. |
43 | For examples of reception of Revelation in popular culture, one can look at the Sheffield Phoenix Press series: Apocalypse and Popular Culture, which has six volumes so far. |
44 | |
45 | (Wasserman 2018). Wasserman indicates that in the original Semeia publication, essays discussed Greek, Latin, Persian, and gnostic apocalypses in addition to Jewish and Christian ones. |
46 | Wasserman, Apocalypse as Holy War, p. 10. |
47 | Wasserman, Apocalypse as Holy War, p. 10. |
48 | Wasserman, Apocalypse as Holy War, p. 10. |
49 | Collins, The Invention of Judaism, p. 119. |
50 | (Collins 1998). |
51 | Wagner, “Video Games and Religion”, p. 1. |
52 | Wagner, “This Is Not A Game”, p. 16. |
53 | See Wagner, “Video Games and Religion”, p. 14. |
54 | Wagner, “Video Games and Religion”, p. 14. |
55 | Wagner, “Video Games and Religion”, p. 14. |
56 | Wasserman, Apocalypse as Holy War, p. 10. |
© 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Nicolet, V.; Ischer, B. Reception of Revelation in Darksiders: The Case of the Four Horsemen of the Apocalypse. Religions 2019, 10, 164. https://doi.org/10.3390/rel10030164
Nicolet V, Ischer B. Reception of Revelation in Darksiders: The Case of the Four Horsemen of the Apocalypse. Religions. 2019; 10(3):164. https://doi.org/10.3390/rel10030164
Chicago/Turabian StyleNicolet, Valérie, and Benoît Ischer. 2019. "Reception of Revelation in Darksiders: The Case of the Four Horsemen of the Apocalypse" Religions 10, no. 3: 164. https://doi.org/10.3390/rel10030164
APA StyleNicolet, V., & Ischer, B. (2019). Reception of Revelation in Darksiders: The Case of the Four Horsemen of the Apocalypse. Religions, 10(3), 164. https://doi.org/10.3390/rel10030164