Six Damn Fine Degrees #126: The Horror

Welcome to Six Damn Fine Degrees. These instalments will be inspired by the idea of six degrees of separation in the loosest sense. The only rule: it connects – in some way – to the previous instalment. So come join us on our weekly foray into interconnectedness!

Most dramas will circle around the problem until they reach their core issue. Horror movies don’t – they seem to go for the jugular while the real issue might be shrouded in mystery until – gasp! – it is revealed, often gorily and always unforgivably visually. What I like about a truly good horror flick is the unflinching way they attack the real issue at the heart of its story.

Take the Australian ghost story Lake Mungo (2008), for instance. At the beginning of the film, it is already too late – we know what the result of the story is, and we get told how things unfolded. In any drama, the focus would be on the grieving parents, but Lake Mungo, while having a lot of feelings for Mum and Dad, uses them to tell the story of how Alice got where she ended up. The movie peels away layer after layer of the mystery until, incredibly, we are confronted with what happened. And that, of course, entails a lot of suspension of disbelief since we are stuck in a very scary ghost story. I may have said so elsewhere, but Lake Mungo is one of the best horror movies in years, and one of the best Australian movies ever.

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Six Damn Fine Degrees #105: (Don’t Fear) The Shape

Welcome to Six Damn Fine Degrees. These instalments will be inspired by the idea of six degrees of separation in the loosest sense. The only rule: it connects – in some way – to the previous instalment. So come join us on our weekly foray into interconnectedness!

Warning: oversimplification ahead. In horror films where the threat is personified in one primary antagonist, you tend to get one of two types of bad guys. Type 1: the characters. They are defined quite clearly, they have motivations and a personality. They may be driven by a dark, dramatic backstory, but to some extent this background is less important than how they behave in the present of the stories they’re in. Especially in the horror films of the ’80s, they have a signature style. They quip. They’re the Freddy Krugers and the Pennywises, the Chuckies and the Pinheads.

And you know what? I don’t think I’ve ever found any of these particularly scary.

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They create worlds: Disasterpeace

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Usually when people talk about the worlds games create, they’re talking about graphics first and foremost. I’ve been playing since the early ’80s, and perhaps the most readily apparent way to see how the medium has progressed since then is to look at screenshots: it’s pretty much like first looking at cave paintings and then a Caravaggio – although admittedly a Caravaggio that’s like to have been done by a teenage Caravaggio who’s been glutting on Michael Bay movies or the Lord of the Rings trilogy.

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