changes and trends in horror-genre films are linked to the anxieties of the culture in its time and place. Vampires are the manifestation of grappling with sexuality; aliens, of foreign influence. Horror from the Cold War is about apathy and annihilation; classic Japanese horror is characterised by “nature’s revenge”; psychological horror plays with anxieties that absorbed its audience, like pregnancy/abortion, mental illness, femininity. Some horror presses on the bruise of being trapped in a situation with upsetting tasks to complete, especially ones that compromise you as a person - reflecting the horrors and anxieties of capitalism etc etc etc. Cosmic horror is slightly out of fashion because our culture is more comfortable with, even wistful for, “the unknown.” Monster horror now has to be aware of itself, as a contingent of people now live in the freedom and comfort of saying “I would willingly, gladly, even preferentially fuck that monster.” But I don’t know much about films or genres: that ground has been covered by cleverer people.
I don’t actually like horror or movies. What interests me at the moment is how horror of the 2020s has an element of perception and paying attention.
Multiple movies in one year discussed monsters that killed you if you perceived them. There are monsters you can’t look at; monsters that kill you instantly if you get their attention. Monsters where you have to be silent, look down, hold still: pray that they pass over you. M Zombies have changed from a hand-waved virus that covers extras in splashy gore, to insidious spores. A disaster film is called Don’t Look Up, a horror film is called Nope. Even trashy nun horror sets up strange premises of keeping your eyes fixed on something as the devil GETS you.
No idea if this is anything. (I haven’t seen any of these things because, unfortunately, I hate them.) Someone who understands better than me could say something clever here, and I hope they do.
But the thing I’m thinking about is what this will look like to the future, as the Victorian sex vampires and Cold War anxieties look to us. I think they’ll have a little sympathy, but they probably won’t. You poor little prey animals, the kids will say, you were awfully afraid of facing up to things, weren’t you?
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today I learned about "thumb book holders" in my search for ways to read giant fantasy paperbacks without injuring myself, and then I realized I could make one out of the 20-year-old polymer clay that I had lying around... so I did.
and god DAMN it's more effective than I ever expected, so I thought everyone should know about them. You can get really cheap mass-produced ones but this was fun to make and I'll probably make more ᕕ( ᐛ )ᕗ
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haven't seen this on here yet so:
in case you don't want to slog through the shitscape that is the bird/letter website, take a peek beneath the cut (shamelessly copied from the something awful forums dungeon meshi thread)
- Her first memory of video games was watching her father playing Wizardry on Famicom, also Dragon Quest, Ultima, and Fire Emblem among others.
- She was a difficult child so her parents didn't let her play. Wizardry is a boring game to watch, but the monster illustrations on the walkthrough evoked her imagination and made her keep watching.
- She only started becoming a serious gamer after the serialization of Dungeon Meshi was locked, for research purposes. Before that, she read fantasy novels such as The Neverending Story (Michael Ende) and The Lord of the Rings (JRR Tolkien).
- The international title for Dungeon Meshi: Delicious in Dungeons was decided by her editor.
- D&D popped up a lot when she researched the history of video games, so she read the rule books, replay novels, and games inspired by D&D.
- One of the first games she studied was the Legend of Grimrock (game's 80% off on Steam atm). Originally, she wanted Dungeon Master (FTL Games) which was famous for "RPG with meals" but hunting down the game and machine was too much.
- She didn't like games other than turn-based RPGs at first, but she decided to stop being picky and play anything that piqued her interest.
- She played Zelda: BotW and TotK on a borrowed Switch from her editor due to the console's scarcity at the time.
- She enjoyed Red Dead Redemption 2 and God of War for their stories. RDR2's incredible attention to detail had Kui engrossed so much that she asked her editor and other mangaka to play it so she could discuss it with them.
- Kui praised The Witcher 3 localization as something only possible with full support from the developer. Cyberpunk 2077 is one of her all-time favorites.
- Papers, Please was her first taste of indie games.
- Disco Elysium is the perfect game for her due to the lack of fighting, intriguing story, charming character interaction, and top-down perspective. She tried playing it in English at first due to an unlikely chance for JP loc, but it was out of her ability. Thus she is forever grateful to Spike Chunsoft for localizing it.
- Kui played Baldur's Gate 3 from the time it was in Early Access. Again, she's grateful for Spike Chunsoft's JP loc. She hoped BG3's success would bring the possibility of JP loc for other titles too, such as Pathfinder: wotr
- She likes games with top-down perspective because they have narration text for monologues and scenery description. Even if the graphic is lacking, the texts show the atmosphere and each character's behavior and psyche. Also, characters that react to your choices.
- She praised Unpacking and House Flipper for being able to tell what kind of person lives there only through their belongings, and that there's no right or wrong for the placements; she would make the best arrangement and then enjoy her hard work while sipping tea.
- The biggest inspiration for Dungeon Meshi was the Cosmic Forge pen from Wizardry VI. With improved graphics from its predecessor, now it could show broken farming tools in the background and many more details that made exploration so much fun.
- At the time of the interview (Dec '23) she still hadn't watched DunMeshi anime, but she attended the recording sessions. She's embarrassed that the dialog she wrote now acted passionately by professionals. Marcille's screaming was wonderful but also made her want to flee.
- Kui was anxious about the CP2077 anime adaptation, but she was relieved it was the Night City she knows and loves.
- Other than minor adjustments, she left it to TRIGGER as to how to adapt
- She's happy that Mitsuda Yasunori was chosen as the anime composer, as she used to play Chrono Cross and rewatched the opening many times.
- Her anticipated games in 2024 are Cloudpunk, Nivalis, and Avowed.
- DunMeshi would be hard to adapt into a game because in the first place, what Kui depicted in the manga are parts that are omitted in games for the sake of brevity.
- If DunMeshi game was Wizardry-like, it'd be told through Laios' perspective and eating was essential not to die
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