From its first publication in 1992, Men, Women, and Chain Saws has offered a groundbreaking perspective on the creativity and influence of horror cinema since the mid-1970s. Investigating the popularity of the low-budget tradition, Carol Clover looks in particular at slasher, occult, and rape-revenge films. Although such movies have been traditionally understood as offering only sadistic pleasures to their mostly male audiences, Clover demonstrates that they align spectators not with the male tormentor, but with the females tormented―notably the slasher movie’s “final girls”―as they endure fear and degradation before rising to save themselves. The lesson was not lost on the mainstream industry, which was soon turning out the formula in well-made thrillers.
In this gloriously over-the-top tale, Aoyama, a widower who has lived alone with his son ever since his wife died seven years before, finally decides it is time to remarry. Since Aoyama is a bit rusty when it comes to dating, a filmmaker friend proposes that, in order to attract the perfect wife, they do a casting call for a movie they don’t intend to produce. As the résumés pile up, only one of the applicants catches Aoyama’s attention―Yamasaki Asami―a striking young former ballerina with a mysterious past. Blinded by his instant and total infatuation, Aoyama is too late in discovering that she is a far cry from the innocent young woman he imagines her to be. The novel’s fast-paced, thriller conclusion doesn’t spare the reader as Yamasaki takes off her angelic mask and reveals what lies beneath.
“Who Goes There?”: The novella that formed the basis of “The Thing” is the John W. Campbell classic about an antarctic research camp that discovers and thaws the ancient, frozen body of a crash-landed alien. The creature revives with terrifying results, shape-shifting to assume the exact form of animal and man, alike. Paranoia ensues as a band of frightened men work to discern friend from foe, and destroy the menace before it challenges all of humanity! The story, hailed as “one of the finest science fiction novellas ever written” by the SF Writers of America, is best known to fans as THE THING, as it was the basis of Howard Hawks’ The Thing From Another World in 1951, and John Carpenter’s The Thing in 1982.
When four old University friends set off into the Scandinavian wilderness of the Arctic Circle, they aim to briefly escape the problems of their lives and reconnect with one another. But when Luke, the only man still single and living a precarious existence, finds he has little left in common with his well-heeled friends, tensions rise. With limited experience between them, a shortcut meant to ease their hike turns into a nightmare scenario that could cost them their lives. Lost, hungry, and surrounded by forest untouched for millennia, Luke figures things couldn’t possibly get any worse. But then they stumble across an old habitation. Ancient artifacts decorate the walls and there are bones scattered upon the dry floors. The residue of old rites and pagan sacrifice for something that still exists in the forest. Something responsible for the bestial presence that follows their every step. As the four friends stagger in the direction of salvation, they learn that death doesn’t come easy among these ancient trees . . .
Allison Hewitt and her five colleagues at the Brooks and Peabody Bookstore are trapped together when the zombie outbreak hits. Allison reaches out for help through her blog, writing on her laptop and utilizing the military’s emergency wireless network (SNET). It may also be her only chance to reach her mother. But as the reality of their situation sinks in, Allison’s blog becomes a harrowing account of her edge-of-the-seat adventures (with some witty sarcasm thrown in) as she and her companions fight their way through ravenous zombies and sometimes even more dangerous humans.
Silent Hill: The Terror Engine, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer’s cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.