Their Lives in Their Handhelds: The Aesthetics of Terror in Quarantine and Survival Horror Gaming Shellie McMurdo Abstract: The theme of contagion is an enduring aspect of horror cinema. However, the crucifixes and garlic that once kept us safe have recently been replaced by hazardous material suits, the Centre for Disease Control, and containment protocols. Quarantine (2008) utilises this new visual language of fear, and demonstrates a paranoid unease around the governmental institutions and mainstream media within the film, both of which deliberately obstruct both the survival of the characters and their recorded witnessing of events. By emulating the amateur style of 9/11 bystander footage, Quarantine creates an aesthetic that amplifies horror based in the familiar, engaging with representations of terror seen on mainstream news, such as during the Ebola outbreak, the SARS epidemic and the Anthrax threat of 2001. The film also uses images and language we are familiar with and which is part of the culture of fear in this era of the ‘War on Terror’, such as ‘biological threat’ and ‘containment’. The camera is foregrounded in Quarantine as a tool, not only to record a counter version of events to that shown in mainstream media reportage, but more pragmatically, in assisting the characters to see what they usually could not, such as their use of the night vision function. This reveals a connection between Quarantine and survival horror games such as Outlast (2013) and Outlast: Whistleblower (2014). These games adapt found footage aesthetics into their game mechanics to enhance the player’s experience of terror, and similarly use the camera as a tool for the player to navigate horrific landscapes. Through an interrogation of how the camera is used as both a metaphorical witnessing tool and literal weaponised tool within the film, this paper will make a connection between found footage horror and survival horror games, addressing a significant gap in horror scholarship. Key Words: Horror, found footage, survival horror games, outbreak narratives, trauma studies ***** . 1. The Language of Fear David L. Altheide proposes that there is a ‘discourse of fear’ (2010: 19) which has dominated the cultural landscape since September 11, 2001, and that this discourse, and the ‘safety rhetoric’ espoused by government officials, ‘promotes the politics of fear and numerous surveillance practices and rationales to keep us safe’ (2011: 19). Elements of the safety rhetoric, and a new visual language of fear which incoporates images of contagion and biological warfare, have a growing presence in both horror cinema and horror gaming. In examining the film Quarantine, (2008: dir. Dowdle) and the survival horror games Outlast (2013) and Outlast: Whistleblower (2013) this paper will explore these aesthetics of terror and how found footage horror and survival horror games are engaging with images of fear, terror and horror. In the last decade, images once seen as unusual, have taken on a new familiarity. The white hazardous material suits seen during the Anthrax outbreak, and phrases such as ‘containment’ and ‘biological threat’ have become commonplace. This new visual language has found a home in post-millennial horror cinema. This is not to say that Quarantine, or either of the Outlast games are explicitly about 9/11, the “War on Terror” or biological warfare. It is more that these texts are aesthetically reminiscent of images of terror that belong to the first decade of the 21st Century. Homay King (2005) has previously discussed Cloverfield (2008: dir. Reeves) and The Host (2006: dir. Bong), and argues that these two Their Lives in Their Hand(held)s : The Aesthetics of Terror in Quarantine and Survival Horror Gaming films ‘condense images and affects from multiple historical traumas into aggregate globally resonant forms’ (124). Several other scholars have also identified the nuanced way in which images of terror have filtered into horror cinema. Adam Lowenstein calls this an ‘allegorical moment’, which he describes as A shocking collision of film, spectator, and history where registers of bodily space and time are disrupted, confronted and intertwined. These registers of space and time are distributed unevenly across the cinematic text, the film’s audience, and the historical context’ (2005: 2) Quarantine is a film that belongs to the found footage horror subgenre, an offshoot of horror cinema. Found footage horror films use intentionally amateur aesthetics, or what has been called more disdainfully a ‘studied artlessness’ (Frost, 2012: 26) as markers of authenticity in order to communicate their anxieties. These markers include shaky cinematography, poor sound quality and often, obstructed vision. The rise in popularity of found footage horror has coincided with a more broad cultural validation of actuality footage, for example the use of video evidence in courtrooms. One of the largest contributors to the rise in amateur bystander footage being used in mainstream news broadcasts was of course, the events of September 11, 2001, when our experience of the event was primarily through the lens of bystander’s cameras; ordinary people who inadvertently witnessed horror and wanted to capture it on film. From Jules and Gedeon Naudet’s documentary film 9/11 (2002), to the variety of bystander footage recorded on consumer grade technology in the streets of Manhattan which was shown during mainstream news broadcasting, it is the haptic, unsteady camera of the majority of 9/11 footage that Quarantine emulates most strongly. The film’s fear focuses on anxieties surrounding governmental institutions that see civilians as collateral damage, viral contagion, and a media that will lie to further an agenda. Both in its content and in its form, Quarantine evokes the culture of fear, which is based around ‘ever-looming biological warfare, terrorism and pandemic disease’ (Froula, 2010: 195-6). Outlast and Outlast Whistleblower are also steeped in visuals influenced by the U.S military industrial complex. Both games take place inside Mount Massive Asylum, where a bioengineering group called the Murkoff Corporation have been experimenting with psychologically traumatised inmates. The rich visuals contain nightmarish laboratories, emergency lighting, gun wielding paramilitary and scientists in Hazmat suits. A striking commonality between Quarantine and the Outlast series is their use of night-vision, which I will discuss in more depth in section four. 2. Unease The danger in Quarantine is a form of rabies, which has been developed by the tenant in the attic apartment of the building. Towards the end of the film, the camera captures glimpses of newspaper clippings, which advise that a doomsday cult have stolen a virus from a chemical weapons laboratory. This origin story stands in contrast to Rec (2007: dir. Balaguero/Plaza), the original Spanish horror film on which Quarantine is based. In Rec, the virus has been developed by an agent of the Catholic Church, who has isolated the supposed viral cause of demonic possession. This movement from religious origin to biochemical works to make the narrative more resonant with the contemporary cultural anxieties common to American horror cinema, which circulate around the military, the concept of secretive governmental biomedical tests and the threat of biological warfare. Shellie McMurdo This unease around government institutions is also registered in both Outlast, and its overlapping prequel Outlast: Whistleblower. During Outlast, the player discovers that intensive dream therapy has been carried out on patients, at the behest of Dr Wernicke, a German scientist brought to the U.S as part of Operation Paperclipi. Outlast: Whistleblower takes this connection to secret United States Government projects further with its direct referencing of Project MK ULTRA. This project was a covert C.I.A program that was concerned with the development of chemical and biological materials that would be able to be employed to control human behaviour (CIA vs. Sims, 1985). Many of the expository “cut scenes” in the Outlast games, in addition to files collected by the player during the game, make explicit references to the MK ULTRA program, in addition to information regarding human experimentation and the ‘government men’ who have joined the staff at the asylum. In the case of Quarantine, there is also an anxiety surrounding the role of the mainstream media. There is a paranoid sense that the media, instead of being objective and impartial, is complicit in government cover-ups, or at the very least, is working to its own agenda. As the apartment block is shut down, Angela screams at her captors that there is a TV crew in the building. She argues that ‘people are going to see this’, highlighting the idea that the camera cannot lie, and that the survival and broadcast of the footage will tell a different story to the official version of events. During the film, the residents find that their mobile telephones have been disabled, as well as everyone’s television signal. Angela and Scott, along with two residents, Bernard and Sadie, use an old analogue television set to try to find out information. They are horrified to discover that it is being reported that everyone inside the quarantine has been evacuated. The chief of the fire station, who Angela and Scott had befriended at the beginning of the film is seen being interviewed and confirming that the building is clear, even though he is aware that Angela, Scott, and two of his firefighting team, Jake and Fletcher, are still inside. In all three of the texts, the characters are forcibly confined against their will. This recurrent motif echoes the anxieties of a culture which has been made so paranoid about threats to their safety that introducing a state of exception, withholding civil rights or any heavy handedness in terms of police or military action is to be excused as an attempt to keep the American people and the homeland safe. During Quarantine, a resident tries to flee out of the window and is shot dead by the assembled paramilitary on a nearby rooftop. This action serves as a moment of realisation for Angela, as she turns to the survivors and rhetorically asks ‘they aren’t going to let us out of here alive, are they?’ Similarly, at the end of Outlast, Miles Upshurr hobbles slowly to the exit of the asylum, where he hopes, as an investigative journalist, to get the truth of what is happening inside Mount Massive Asylum out to a wider audience. He is met at the door by a group of armed men, and Dr Wernicke, who issues orders for him to be killed. The idea of the civilian as collateral damage to military and bioengineering aspiration is underlined again in Outlast: Whistleblower. Within the game, Waylon Parks, a computer technician is forcibly confined in the asylum, due to his attempt to get information to journalists (including Miles Upshurr) about the experiments taking place. In the closing moments of the game, Waylon contemplates uploading his video evidence of the events to a site called ‘VIRAleaks’. An unnamed man reminds him that ‘our enemies are twitchy and malicious cooperate paranoiacs with resources you’re too moral to imagine.’ Although it is impressed on Waylon that by uploading his footage he is putting himself, his wife and his child in danger, we never see what happens after he slams his laptop screen shut after submitting his footage. We are also never shown what happens to Angela after she is dragged, screaming, into the darkness of Quarantine’s attic, and the fate of Miles in Outlast is shown at the end of Outlast: Whistleblower as his possessed, bullet ridden body advances on the player. All three texts, therefore, end nihilistically, and are less about the survival of the characters than the survival of their recorded version of events. Their Lives in Their Hand(held)s : The Aesthetics of Terror in Quarantine and Survival Horror Gaming 3. Witnessing The documentary film 9/11 consists of footage recorded by Jules and Gedeon Naudet before and during the events of September 11, 2001. The Naudet’s original intention was to make a documentary about a probationary firefighter in New York City. Near the beginning of 9/11, Jules Naudet evaluates that it was pure coincidence that resulted in him being one of only two people to capture footage of American Airlines Flight 11 flying into the North Tower of the World Trade Centre. However, he notes his belief that ‘there is always a witness for history. That day, we were chosen to be the witness’. The idea of witnessing is key element in Quarantine and the Outlast games. Echoing the raison d'etre behind the filming of the Naudet’s documentary, Angela and Scott’s original intention in Quarantine was to film a television piece about the fire department. Like the Naudet’s, a series of coincidences mean that Angela and Scott witness horror, and record their version of events. In Outlast, Miles is told that he has been chosen as a witness, and is specifically kept alive by a non-player character, Father Martin, to act in this capacity. The opening title-card of the game informs the player than their mission is to ‘stay alive as long as you can, record everything’. The act of witnessing is often obstructed for these characters and in Quarantine this happens multiple times. Upon entering the building, Jake and Fletcher meet with police officer Wilensky, who is cautious of a reporter and cameraman being present. As they ascend the stairs to the apartment of Mrs Epinoza, one of the first infected residents, he confrontationally tells Angela and Scott that ‘I tell you not to film something, you don’t film it. I tell you to get lost, you do it’ After the small group in the apartment block realise they have been contained, Angela instructs Scott to ‘tape everything’ and Wilensky’s caution towards the camera turns to hostility, with the camera often being hit and pushed as he attempts to stop them documenting what is happening. Interestingly, Wilensky’s aggression towards the camera dissipates towards the end of the film, once the Centre for Disease Control send in an inspector. Once the inspector spots the camera, he demands it is turned off, and after losing control of the makeshift surgery that has been set up in the basement, he attempts to grab the camera. Officer Wilensky quickly pins the inspector to the door, arguing that they have a right to film what is happening. It is also of note, that the first playable action in Outlast: Whistleblower is to pick up a camcorder and start to record events. The camera therefore, in Quarantine, Outlast and Outlast: Whistleblower is characterised as an unblinking eye, which acts as a vehicle for truthful documentation and operates as a witness to the horror within these narratives. 4. The Camera as a Tool The camera is constructed in all three texts as both a figurative and literal tool. As discussed in the previous section, the camera is used as a figurative tool when it acts as a witness, and allows characters to record a counter version of events. In addition, the physicality of the camera, and it’s potential as a literal tool or weapon, is underlined in Quarantine. At one point, Angela is attacked by an infected resident named Elise, and Scott uses the camera to bludgeon Elise to death. In this scene, the audience witness extreme close-ups of Elise’s infected and beaten features as Scott physically drives the lens into her face. Once he has killed her, the lens remains covered in blood, obscuring the audience’s vision until Scott cleans it. The way the camera is used in the majority of found footage horror is reminiscent of first person gaming and as Barry Keith Grant has noted, survival horror gaming specifically ‘has had a profound impact on the look of verite horror’ (2013: 163). Survival horror games, such as Amnesia: The Dark Descent (2010), SCP – Containment Breach (2012) and Five Shellie McMurdo Nights at Freddy’s (2012) are characterised as having a focus on evasion and survival rather than fighting enemies, and are notable for their de-emphasis on combat. In these games, the player typically plays ‘with limited ammunition, energy, and means of replenishing it’ (Kirkland, 2005: 172). In Outlast and Outlast: Whistleblower, there is absolutely no fight mechanic, the player must run from enemies and hide under beds or inside lockers until a threat has passed, and the encouragement is to record and then flee. A great deal of survival horror gaming focuses on puzzle solving or searching for items. This is echoed in Quarantine several times, where Scott uses the floodlight and later, the night-vision function, to assist Angela in finding clues and keys within the narrative. Early survival horror, such as Resident Evil (1996) and Silent Hill (1999), utilised fixed camera angles as the player navigated around the game, restricting the player’s vision, and using the off-screen space to build tension. This has changed in more recent survival horror gaming to either a first person viewpoint or over the character’s shoulder, and in the Outlast games, the player spends the large majority of gameplay looking through the lens of a handheld camera. The zoom function on the camera allows the player to evaluate areas before entering, or get a glimpse of a potential enemy before they are spotted themselves. The ways in which the camera is used as a tool in the Outlast series are also present in Quarantine as during the film, Scott uses the camera as a tool to see into areas that the characters cannot. One particular scene sees Jake and officer Wilensky enter the makeshift surgery room in the basement along with the officials from the Centre for Disease Control and one of the tenants, a vet. When Jake realises that Angela and Scott are trying to record what is happening, he slams the door on them. Undeterred, Angela and Scott enter the adjacent room, where Scott climbs onto a table and lifts his camera over the partition wall to see what is happening. In another scene, Scott uses the floodlight on his camera to illuminate areas before he and Angela enter them, an action which echoes Jules Naudet’s use of his camera’s floodlight in the aftermath of the collapse of the World Trade Centre’s North Tower. Night-vision is also used to great effect within the Outlast games. One of the limitations the player has in the game is the battery life of the camera’s night-vision function, which is solved by scavenging for batteries throughout the levels. Some areas of the games are wholly dependent on the night-vision function, as the player is unable to navigate through their horrific landscape without this function activated. A player who has run out of batteries at these points will fail the game and be returned to an earlier point. Agnieszka Soltyski Monnet has illustrated that night-vision in horror is a specifically post-modern aesthetic, and proposes that it resonates particularly with the anxieties of the post 9/11 militarisation of the American gaze. Monnet argues that ‘night-vision sequences quickly became a standard feature of images of the war shown to television viewers and have been particularly important in documentaries of the recent wars’ (2015: 125). Specifically, night vision calls to mind the “shock and awe” aerial bombardment campaign of the Iraq invasion, which Geoff King notes was ‘a “real” defined through reduced visual quality as a marker of authenticity’ (2005: 15). 5. Conclusion The lasting influence of images of horror and terror broadcast on mainstream news can clearly be seen both in the visual language of Quarantine, Outlast and Outlast: Whistleblower and in the themes they engage with. These narratives use markers of authenticity to emulate actuality footage like that of 9/11, and feature viruses, biological weapons and containment. All three texts construct their fear around anxieties surrounding the military, governmental institutions and the mainstream media. There are a myriad of connections between the three texts, but the overarching hope of Angela, Scott, Miles and Waylon is that their counter version of the truth reaches an audience. Their Lives in Their Hand(held)s : The Aesthetics of Terror in Quarantine and Survival Horror Gaming Notes i Operation Paperclip being the U.S secret intelligence program, which allowed German scientists and intellectuals to work for the American government without the knowledge of the general public. Bibliography Frost, Laura. ‘Black Screens, Lost Bodies: The Cinematic Apparatus of 9/11 Horror.’ In Horror After 9/11: World of Fear, Cinema of Terror, edited by Aviva Briefel and Sam J. Miller, 13-39. Austin: University of Texas Press, 2012. Froula, Anna. ‘Prolepsis and the War on Terror: Zombie Pathology and the Culture of Fear in 28 Days Later…’ In Reframing 9/11: Film, Popular Culture, and the “War on Terror,” edited by Jeff Birkenstein, Anna Froula and Karen Randell, 11-22. London: Continuum, 2010. Grant, Barry Keith. ‘Digital Anxiety and the new verite horror and sf film’, Science Fiction Film and Television 6, no. 2 (2013): 153-175 King, Geoff. ‘”Just like a Movie?”: 9/11 and Hollywood Spectacle.’ In The Spectacle of the Real: From Hollywood to Reality TV and Beyond, edited by Geoff King, 47-58. Bristol: Intellect, 2005. King, Homay. ‘The Host Versus Cloverfield.’ In Horror After 9/11: World of Fear, Cinema of Terror, edited by Aviva Briefel and Sam J. Miller, 124-141. Austin: University of Texas Press, 2012. Lowenstien, Adam. Shocking Representation: Historical Trauma, National Cinema, and the Modern Horror Film. New York: Columbia University Press, 2005 Monnet, Agnieszka Soltyski. ‘Night Vision in the Contemporary Horror Film.’ In Digital Horror: Haunted Technologies, Network Panic and the Found Footage Phenomenon, edited by Xavier Aldana Reyes and Linnie Blake, 123-136. IB Tauris, 2015. Shellie McMurdo is a PhD student at Roehampton University, London. The working title of her research is “Blood on the Lens: Found Footage Horror and the Terror of the Real”. In addition to found footage horror, her research interests are fandoms, transmedial texts, new media and contemporary horror studies.
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