This investigation thoroughly analyzes main aspects of Sad Satan‘s video game structure – gameplay, visuals, audio and narrative – and debates how and if the unit of analysis (Sad Satan) is diverse from critically aclaimed horror titles. Detailed attention was also presented to the opposition of ‘terror’ against ‘horror’, what helped to explain why and how it affects Sad Satan‘s unorthodox gameplay patterns. By examining how limited perception/information stimulates imagination, I argued why it benefits against Sad Satan‘s lack of visible threat how the technique of hesitation helped to establish the Sublime atmosphere – a rare concept in horror games. However, this is only the foundation of my thesis. The aim for this research was to discover whether or not human‘s understanding can be altered during the experience of horror what effect does believable narrative, reasonable enough to be considered actual, produces and finally – how breaking the ‘fourth-wall’ increases the impact of immersion. By proposing that it opposes traditional framework used within many successful horror films and video games, I will explain how it managed to blur the boundaries between reality and fictional world, thus creating liminal effect. This thesis examines concepts of the Sublime, liminality and terror, as expressed through hesitation, through the spectrum of Sad Satan (2015). Through the lens of folk horror we may not only witness significant developments in the horror genre, but also those of storytelling on a broader scale. As such he is truly a monster for the digital age as he reflects the many faces-positive and negative-of the increasingly “connected” individual. It has been suggested that the Slender Man is a tulpa, a creature brought into physical existence by collective thought. Folk horror might be a new term, but it is an old concept, one that reflects the important role that community plays in the forging of fear. Primary attention is given to three key components: the monster, the narrative, and the audience. The focus then shifts to the ways in which Marble Hornets’ digital folk context amplifies the classic horror conventions with which the series engages. ![]() After providing a context for understanding folk horror, this thesis analyzes Marble Hornets through the lens of folkloric narrative structures such as legends and folktales, and vernacular modes of filmmaking such as cinéma direct and found footage horror. Works of folk horror address the questions and anxieties of our current, digital age by reflecting the changing roles and behaviours of the everyday person, who is becoming increasingly involved with the products of popular culture. This thesis examines Marble Hornets as an example of an emerging trend in digital, online cinema that it defines as “folk horror”: a subgenre of horror that is produced by online communities of everyday people- or folk-as opposed to professional crews working within the film industry. This anxiety is apparent in the collective legends that have risen around the Slender Man since 2009, but it figures particularly strongly in the Web series Marble Hornets (Troy Wagner and Joseph DeLage June 2009 - ). ![]() Inhumanly tall, pale, black-clad, and with the power to control minds, the Slender Man references many classic, canonical horror monsters while simultaneously expressing an acute anxiety about the contemporary digital context that birthed him. In June 2009 a group of forum-goers on the popular culture website, Something Awful, created a monster called the Slender Man.
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