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“If the dog dies, I quit”: Blair Witch and the problems of contemporary psychological horror games
 
 
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Katedra Kulturoznawstwa, Instytut Nauk o Kulturze, Uniwersytet Mikołaja Kopernika w Toruniu, Polska
 
 
Submission date: 2020-10-25
 
 
Final revision date: 2020-12-20
 
 
Acceptance date: 2020-12-21
 
 
Publication date: 2021-03-31
 
 
Corresponding author
Katarzyna Marak   

Katedra Kulturoznawstwa, Instytut Nauk o Kulturze, Uniwersytet Mikołaja Kopernika w Toruniu, Polska
 
 
Studia Humanistyczne AGH 2021;20(2):57-70
 
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ABSTRACT
This paper highlights the manner in which contemporary psychological horror games rely on repetitive storylines and plot twists, resulting in predictability of new titles, and the way in which this negatively affects immersion and players' emotional investment. Through examining the game Blair Witch (2019) developed by Polish studio Bloober Team, and its inclusion of an animal companion, the article demonstrates how shifting the players' affective identification from the avatar to the companion character can cause the players to overlook the shortcomings of the game. At the same time, by juxtaposing Blair Witch with other similar digital game texts, the paper showcases how linearity and reliance on predictable tropes in a game can be masked by the effective inclusion of an interesting companion with appropriate mechanics.
eISSN:2300-7109
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