Article:
Why Some Worlds Fail. Observations on the Relationship Between Intertextuality, Intermediality, and Transmediality in the RESIDENT EVIL and SILENT HILL Universes

dc.creatorHennig, Martin
dc.date.accessioned2021-08-03T13:15:37Z
dc.date.available2021-08-03T13:15:37Z
dc.date.issued2015
dc.description.abstractBoth the RESIDENT EVIL and the SILENT HILL series were among the most famous and successful franchises of video game culture until the film adaptations appeared, which initiated a slow but unstoppable decline. The films remained artistically independent, but the game experience of the following parts of the game series increasingly converged with the movies. The RESIDENT EVIL series put the focus on more action instead of horror and puzzles and the SILENT HILL series adapted itself to the narrative design and dramaturgy of the cinematic franchise. This resulted in both game worlds no longer being able to replicate their earlier artistic and economic successes—the most recent parts, RESIDENT EVIL 6 (2012) and SILENT HILL. DOWNPOUR (2012), were considered the low points of the series. In this article, reasons for this loss are discussed by describing the processes in both transmedial franchises with the related concepts of intermediality and intertextuality. A starting point of this article is the assumption that each storyworld includes a specific set of general rules (characters, settings, conflicts, etc.), which can be varied to a certain degree in a transmedial adaptation. Nevertheless, video games seem to include mediaspecific rules whose violation within the same medium is perceived as a break in the structural coherence of the storyworld. A closer look at the Resident Evil and SILENT HILL series indicates that, in these cases, new releases are considered to stand in an intermedial or intertextual, but no longer in a transmedial relationship to the original texts.en
dc.identifier.doihttp://dx.doi.org/10.25969/mediarep/16505
dc.identifier.urihttps://mediarep.org/handle/doc/17378
dc.languageeng
dc.publisherHerbert von Halem
dc.publisher.placeKöln
dc.relation.isPartOfissn:1614-0885
dc.relation.ispartofseriesIMAGE. Zeitschrift für interdisziplinäre Bildwissenschaft
dc.rights.urihttps://rightsstatements.org/vocab/InC/1.0/
dc.subjectTransmedialitätde
dc.subjectIntermedialitätde
dc.subjectIntertextualitätde
dc.subjectSpielde
dc.subjectFilmde
dc.subjecttransmedialityen
dc.subjectintermedialityen
dc.subjectintertextualityen
dc.subjectGameen
dc.subjectmovieen
dc.subjectFranchiseen
dc.subjectGame Studiesen
dc.subjectstorytellingen
dc.subject.ddcddc:704
dc.subject.workRESIDENT EVIL
dc.subject.workSILENT HILL
dc.titleWhy Some Worlds Fail. Observations on the Relationship Between Intertextuality, Intermediality, and Transmediality in the RESIDENT EVIL and SILENT HILL Universesde
dc.typearticle
dc.type.statuspublishedVersion
dspace.entity.typeArticleen
local.coverpage2021-08-03T15:22:49
local.identifier.firstpublishedhttp://www.gib.uni-tuebingen.de/image/ausgaben-3?function=fnArticle&showArticle=319
local.source.epage33
local.source.issue1
local.source.issueTitleThemenheft zu Heft 21
local.source.spage17
local.source.volume11
local.subject.wikidatahttps://www.wikidata.org/wiki/Q220260
local.subject.wikidatahttps://www.wikidata.org/wiki/Q236821

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