A bleak and nihilistic fantasy-horror, the game boasts vampiric entities, spectres, wraiths and even Lovecraftian abominations, all of which Raziel must negotiate in order to meet his erstwhile Father at its climax. Thirteen For Halloween 2022: The Legacy of Kain: Soul Reaver Ask any video game fan of a particular age to name a soundtrack that affected them profoundly, and odds on there will at least be a passing mention of The Legacy of Kain: Soul Reaver. A surprising franchise to make the quantum leap to three dimensions and 32-bit systems in the late 1990s, Soul Reaver was the sequel to a much less-regarded PC title by the name of Blood Omen. Whereas that title was a more classic, top-down RPG, it made a name for itself by being one of the very few gothic-horror titles in that genre, as well as its superb script and voice acting (a true rarity at the time, when the vast majority of video game voice-acting consisted of poorly-recorded and compressed lines read by whoever happened to be hanging around the studios at the time). Boasting the voice talent of numerous inveterate voice-actors such as Simon Templeman, Michael Bell and the legenday Tony Jay, Blood Omen was one of the first video games to boast an entirely voice-acted script and to tell its story without vast reams of text scrolling across the screen. As well as fantastic voice-acting (unequalled in its era), the game also boasted a moody, gothic-horror soundtrack to complement its visuals. Whilst not particularly remarkable, it served its purpose well, enhancing what was a gaphical archaism beyond what might otherwise have been a diverting but ultimately flawed work. Skip forward a year or two, and we have the game's sequel: the technically ambitious, three-dimensional adventure that is Soul Reaver. Whereas the original game explored the origins and intriguing destiny of the vampire-noble, Kain, Soul Reaver hurtles the action forward by a measure of millennia, to a time when Kain has swollen beyond any lingering humanity he might've boasted to become the vampire-tyrant of the land of Nosgoth. Rather than playing as the monarch himself, the protagonist of this sequel is Raziel, first and foremost of Kain's vampire sons, who, in the game's opening sequence, is mutilated by Kain in an apparent fit of jealousy over his evolution of a set of demonic wings (a “gift” Kain himself has yet to achieve). Cast into the swirling waters of Nosgoth's abyss, Raziel's vampiric flesh is burned as though immersed in acid. Enduring an eternity of torment, he eventually finds himself in the twisted alternate reality of the spirit realm, where he has been reborn as a soul-devouring ghoul, seemingly at the behest of a faceless Elder-God, who acts as Raziel's guide throughout the game. The game is a graphical and technical marvel compared to its predecessor, boasting a three-dimensional environment that can be altered and manipulated by Raziel as he transitions between spirit and physical dimensions. As before, its script, story and voice acting are exemplary; what begins as a simple quest of vengeance becomes more nuanced and convoluted as we and Raziel learn more of his labyrinthine destiny, which is somehow bound up with Kain's own. A bleak and nihilistic fantasy-horror, the game boasts vampiric entities, spectres, wraiths and even Lovecraftian abominations, all of which Raziel must negotiate in order to meet his erstwhile Father at its climax. From the first notes, the soundtrack is a step beyond almost anything else on the market at the time: mixing gothic, operatic scores with discordant, shrieking guitars and rock and roll riffs, the main Soul Reaver theme -that continues in various forms throughout the subsequent series of games- is a masterpiece of mythological epicness, communicating not only the nihilism of Nosgoth's metaphysics, but also the profound significance of Raziel's quest (not to mention the unspeakably complex game Kain himself is playing). The intro alone is epic enough to leave the player breathless, its FMV (Full Motion Video) graphics extremely impressive for the era, the soundtrack complementing and enhancing every moment. Following Raziel's resurrection, he finds himself in the spirit realm; a twisted, distorted, eerily lit parody of physical reality. Here, buildings and structures warp or stretch in impossible ways, moving objects trail phantasmal after-images of themselves, and light flickers all manner of unnatural, pellucid colours. The subtle score of the spirit realm is more muted and recessed than in the physical realm, emphasising its strangeness and lack of substance. Just as the graphics shift and change when Raziel transitions between states, so too does the score: In the physical realm, tracks are always clearer and more pronounced, emphasising the cataclysmic decay Kain's empire has wrought upon Nosgoth. This is a world on its knees, brought to the brink of metaphysical unraveling by the decisions of a solitary man. The score shrieks and wails that quality: as well as complementing the action of the game, it also echoes with utter despair, a moribund sense that, no matter what Raziel does, Nosgoth is doomed to succumb to its cancer. As the game progresses, Raziel encounters all manner of incredible environments, from the graveyard-realm of his brother, Melchaia (swollen over the aeons into a rotting hulk of necrotic flesh) to the infested cathedral that houses the spider-like swarms of his sibling, Zephon. Each of these areas boasts their own soundtracks, that alter or change depending on Raziel's circumstances. When he finds himself in combat with the twisted progeny of his vampire brothers, the soundtrack becomes more rapid and urgent, redolent of the threat he faces. In moments of relative serenity, it settles into a more sedate condition, but always echoes with the faint horror of Nosgoth's unraveling condition. Each of Kain's monstrously mutated vampire sons has their own peculiar themes, composed to complement the unique horror-archetypes they've come to inhabit. The aforementioned Melchaia, for example, boasts a piece that is simultaneously horrific and epic, being the first of Raziel's brothers the emergent Soul Reaver encounters, and therefore the first indication he has of how degenerate the vampire empire has become. Zephon's, on the other hand, is more discordant and classically horrific, redolent of the scuttling of insects and the skitter of spiders across their webs. As the game progresses, and the mystery not only of Kain's agenda but Raziel's true nature deepens, so too does the soundtrack shift in synchronicity. Whereas before, the score cried and howled with Raziel's vengeful rage, as he becomes more befuddled and intrigued by his own destiny, the music adopts a contemplative, mysterious quality, making it plain that, whatever Raziel -and, via him, the player- has assumed, it is profoundly misconceived. Kain did not mutilate and “murder” Raziel on a jealous whim. Rather, his agenda is more ineffable, relating to the broken metaphysics of Nosgoth itself, which Raziel may be the key to redeeming (or, indeed, destroying utterly). As an early example of three-dimensional, gothic horror, Soul Reaver boasts a score that is as memorable as it is unique. There is nothing in its era that is quite the same, and very little that equals its peculiar meshing of visual style and auditory epicness. Even today, the soundtrack stands as a profound influence on much of what has come later, and is a fantastic example of the new vistas video game designers and composers were exploring during an era when evolving technology had blown wide the parameters of previous assumptions. Check out George's other entries in this series belowHORROR SOUNDTRACKS - SHADOW MAN CHECK OUT TODAY'S OTHER ARTICLES BELOW THE HEART AND SOUL OF HORROR PROMOTION WEBSITES That uneasiness was the original film’s greatest triumph, a culmination of beautifully combined elements, that has been eroded more and more in the forty-four years since it was released. As of writing this Halloween Ends opened on Friday. I had been planning on doing something about how awful Halloween Kills was as a follow-up to my disappointing second viewing of Halloween (2018) for my personal blog. Then I started thinking — in fairness it’s been a thought that’s been rattling around for a while — that perhaps there shouldn’t be thirteen films with Michael Myers in them. I’ll start by saying I haven’t seen Halloween Ends. I have gone ahead and waded into all kinds of spoilers, so I know what’s going on in with it. I will eventually watch it — since I’ve insanely committed myself to finishing this particular cycle of the films. I’m not hopeful about this one at all. Not that I’ll reveal any spoilers here, I just felt I needed to say this in a spirit of full disclosure. There will be spoilers for previous films, so watch out for that. Why do I think that there shouldn’t have been so many films concerned with the Shatner mask-wearing knife enthusiast? A question that has a cathartically long answer. We’ll start by talking about the 1978 original. It’s a film I have seen many times since I was a kid and as such has been a major shaper in my tastes. I’m not alone in considering it a classic. From the mood, the pacing, music, and characters it’s as close to perfect as you can get. Even those little imperfections and movie-logic things add to the charm of the piece. Yes, I heart Halloween (1978). What is it that makes Halloween such an effective horror film? That pacing is a big part of it. Even though it is a lean ninety-minute film it has a deliberateness that some might want two hours to cultivate. The appearances of Michael Myers after his escape from the mental hospital around Haddonfield, set a brooding atmosphere. Once he’s in full murderful swing, Myers’s implacable pursuit and inhuman cunning, make him a particularly intimidating antagonist. The most fundamental thing about the events in Halloween was the fact that there was no neat explanation for Myers’s actions. It just happens, a bunch of kids are just doing mundane stuff on Halloween and then they are murdered for no reason. The notion that the horror comes from his senselessness and the destruction of the idea of suburban safety isn’t a new one. I’m not bringing anything novel to the table by saying this, it is worth repeating, though. You can’t discount the purposeful lack of background for the big bad in the mix. Michael Myers is a blank slate, in the years between his attack on his older sister and his spree murder there is nothing. He sits in his room and simply stares at the wall. Even writing that sentence gives a chill. The idea that he was on standby mode for fifteen years is terrifying. His sheer inscrutability builds on this: mute and wearing a neutral expression mask. He lurks in the shadows, and sometimes not-quite-so-shadows, waiting for his opportunity to attack. We don’t know what his motivations are, and we don’t know what his ultimate goal is. All we get is a hulking dude in a boiler suit and a mask, who is extremely keen on making people dead. What backstory there is doesn’t offer anything, either. He comes from a happy, loving home (if it’s not the Rob Zombie take, at least — another one I haven’t seen and refuse to on account of how terrible I find Rob Zombie films), in a good, unremarkable neighbourhood. There’s nothing overtly supernatural, no years of animal abuse, or suggestion he was bullied, just a normal kid who decides to kill his big sister one day. I mean, being a little brother myself, I kind of understand that, but c’mon man, a bit of restraint. This is why I think even one sequel was too many. John Carpenter has stated that he said everything he wanted to say with the original Halloween, and given how stripped-down the story is, I can believe it. It’s the reason he didn’t direct Halloween II (1981). However, Halloween II was made after all and then the rest, and ‘the rest’ is a lot. I still quite enjoy Halloween II, but it doesn’t work nearly as well as the original. Michael Myers just walking through a glass door like a Terminator is still hilarious, mind you, but I don’t think that what anyone involved in the production was going for. To stretch out the story for another ninety minutes John Carpenter and Debra Hill, who were drawn back for writing duties, had to start expanding things. The idea of Samhain thing was the genesis of the original, but they had to make it explicit here and just this little bit of extra lore bloated this world and destroyed The Shape’s mystique. As soon as we were given even a vague motivation it imparted a sense of disappointment, after the initial moment of understanding. The bloat didn’t stop there, with the further revelation that Laurie Strode was adopted and was in fact Michael’s sister. This connection was dropped for the 2018 Halloween, which was a good decision. The clunky familial tie dilutes the nihilistic meaninglessness of Michael Myers’s actions even more. This is something that was crammed into the US television cut of the original, with the clumsy expedience of the word ‘sister’ being scrawled in Michael’s abandoned cell. Not the most elegant solution and given his refusal to communicate, completely out of character — such as it was. And I’d like to go on a tangent here about the level of gore in Halloween II in comparison with Halloween. The first film is almost bloodless, with literally only a few splashes here and there. My understanding is that for Halloween II, John Carpenter, having seen the much gorier Friday the 13th insisted on having the blood spray more liberally. Because of this the Halloween films have the reputation of being grue-fests. While I’ve always been something of a gorehound, I think this does a major disservice to the restraint of the original. It also means that instead of an atmosphere of dread in the Halloween there was a heavy emphasis on brutality and gore, despite the statements by David Gordon-Green and Danny McBride saying they wanted something closer to the original. The Cult of Thorn trilogy is the ultimate expression of story bloat and ties together Halloween IV-VI. Gone was the ambiguity of whether Michael Myers was supernatural, and in came a series of ever more ridiculous twists to keep the franchise alive, which included just a wee bit of incest, because everyone loves that. The franchise thankfully went dormant for a few years after that. Even though the most recent trilogy of films has stripped back most of the baggage of lore with respect to Michael Myers, they come with their own in the form of overblown character developments for the survivors. In some ways this is almost as damaging to the mystique of Myers; everyone even tangentially involved with the original has become obsessed with Michael Myers, damaging and destroying lives. I see what they are doing here, and how it fits their thesis on the nature of evil, but it feels forced and as clumsy as Laurie Strode and Michael Myers being siblings. Michael Myers should always have been an enigmatic one-shot creation. His bizarre disappearance at the end of Halloween had power because we didn’t know where he was or if he was alive. The struggles and diminishing returns of the baker’s dozen of films reinforces my belief. I used to want Halloween sequels, but now I feel like that was a juvenile want, something to soothe the unease of Michael Myers stalking somewhere, ready to strike. That uneasiness was the original film’s greatest triumph, a culmination of beautifully combined elements, that has been eroded more and more in the forty-four years since it was released. Halloween Ends won’t be the final outing for Michael Myers. No doubt in a few years’ time someone will think they can handle the material, a reboot or a different continuation of Myers’s mysterious quest. My hope is that this doesn’t happen, and that anyone who might want to tackle it takes a long consider and just puts it back on the shelf with a nice wistful pat. My preference would be that we had eleven original films in the intervening decades since 1978, but that’s a unfulfillable wish, and letting the old codger who is way too into sticking sharp metal things into squishy pink squealy things retire is a more achievable outcome. William Couper ![]() William Couper is a writer from Scotland. As well as horror, he writes fantasy, and science fiction. He will even do some non-fiction when the fancy takes him. His work has appeared in anthologies including, Cthulhu Lies Dreaming, In the Blink of an Eye, and Built from Human Parts. He is partial to a good (or okay) film, playing computer games, and a bit of Magic: The Gathering. Twitter: www.twitter.com/WillCouper CHECK OUT TODAY'S OTHER ARTICLES BELOW THE HEART AND SOUL OF HORROR PROMOTION WEBSITES it remains a consistently fascinating historical artefact to this day, and nowhere moreso than in its soundscape, whose tracts are as alien and evocatively desolate as those of the Pine Barrens themselves. When it comes to horror soundtracks, Found Footage and Documentary horror films aren't necessarily the most ideal subjects. For the most part, their reliance on verisimilitude means that any score they boast is minimal at best, usually consisting of simple themes or -as in The Blair Witch Project's case- a single, resonant chord that repeats over the end credits. Factors such as background or incidental music are, obviously, abandoned in favour of vast, resonant silences and environmental soundscapes, in order to enhance the impression of sincere footage rather than a contrivance of fiction. However, there are exceptions that prove the rule: The Last Broadcast garnered something of a cult status in the wake of The Blair Witch Project phenomena. The latter film having introduced mainstream audiences to the concept of Found Footage horror, The Last Broadcast errs more towards the documentary format, marketing itself as an exploratory work by an amateur film-maker in his apparent search for the truth regarding a series of grizzly and violent murders that occurred in the USA pine barrens. As a result, unlike the footage of The Blair Witch Project, The Last Broadcast is a necessarily more cultivated work, aping the editing and framing of TV documentaries familiar to 1990s audiences. It therefore boasts its own unique and fascinating soundtrack; one that mingles the realist silences and profound absences of Found Footage pieces with chilling incidental work, designed to convey a particular ethos on behalf of the in-fiction film-maker, and elicit emotional reaction in the manner of a more traditional horror film. The score of The Last Broadcast is itself part of the fundamental illusion: in order for the horror of the film to work, we as the audience must be able to suspend disbelief to a degree, and allow ourselves into the world of the documentary-maker himself. As such, the score is a peculiar beast: Throughout, the host attempts to cultivate a narrative that incorporates everything from cryptozoology -the murders having taken place whilst the victims were on the hunt for the mythic “Jersey Devil”- to potentially supernatural occurrences. He makes comment upon the almost ritualistic, mystical nature of film-making; how demons might be summoned or monsters born on the interstice between electronic image, sound, broadcast and audience participation. Thematically, this makes the piece a sincere companion to 1992's BBC Halloween project, Ghostwatch, which explores similarly esoteric concepts. Between the scraps of silence and strangely quilted, almost priestly dialogue of our host, are scraps of music that derive from a variety of eclectic sources, some ostensibly cribbed from what scattered archives existed back in the day, others purportedly from recordings created by the man framed for the murders themselves, Jim Seward. In every instance, the pieces selected are subtle, eerie and resonant, echoing the vast, almost alien emptiness of the Pine Barrens, but also the strange alienation and detachment we experience from atrocity when it is conveyed through media (bearing in mind that, at the time, images of atrocity in the news were de rigeur, from footage of distant wars to grizzly details of the work of domestic serial killers). The Internet, radio, broadcast television...all of these mediums become the anatomy of the greater beast within the documentary's purview, rendering the murders themselves almost incidental; Baudrillardian signs and signifiers within a far more profound and all-consuming hyper-reality. Pieces overlaying images of the Pine Barrens sound like the ghosts of lost children or, in more intense, graphic moments, the simultaneously electronic and bestial buzzing growl of "The Jersey Devil” itself. At other times, Jim Seward's Nirvana-esque pieces emphasise the impression of a troubled mind in a troubled world; a sense of isolation within one's own skull that echoes the condition of being lost and afraid in the woods, or within the equally alienating, profoundly haunted tracts of the Internet. Throughout, musical tracks mingle with and complement the sounds of electronic media; the clicks and whirs of analogue tape, the now-archaic shrieks and whines of Internet dial-up, which the documentary frames variously as digitised, tortured expressions and the shrieks and howls of something inhuman. Whilst the twist ending of the documentary is ultimately disappointing, and serves to undo much of the ambiguity and mystery that forms the foundations of its essential horror, it does pull a fascinating trick in terms of format and perspective: Up until that moment, everything has occurred from the perspective of a documentary film-maker. As the film reveals itself, that perspective is shed in favour of a more traditional, external approach, as though there are indeed other eyes and cameras present at the film's climax, spectral documentarians who are as fascinated by scenes of human atrocity as we are as audiences, and as unconcerned by consequence. This shift towards a more traditional, horror film format is also true of the soundtrack, which suddenly adopts more elaborate, spine-tingling chords and cues, redolent of any slasher film or psychological thriller of the era. Whilst the film arguably flubs the landing, it remains a consistently fascinating historical artefact to this day, and nowhere moreso than in its soundscape, whose tracts are as alien and evocatively desolate as those of the Pine Barrens themselves. Check out George's other entries in this year's 13 for halloween below CHECK OUT TODAY'S OTHER ARTICLES BELOW THE HEART AND SOUL OF HORROR PROMOTION WEBSITES This invitation to copy, imitate and add in contributing to the ideas and beliefs of these phenomena creates a perpetual feedback loop, allowing for continual exposure to the masses, imaginative infection, and spreading via new copying in new places or in the creation of new works. In other words, to go viral. Over the past decade and a half, we have seen a plethora of monsters birthed in online forums that have become viral sensations. These monsters often become the subjects of video games, fiction, art, and films, as well as even the catalysts for moral panics and even becoming linked to real-life crimes. In 2009, Eric Knudsen, AKA Victor Surge, created the granddaddy of these monsters, Slender Man. In 2018, a partially cropped image of a rubber bird-woman creature created by Japanese special effects company Link Factory became the face of Momo, an inhuman figure who supposedly reached out to children via social media and YouTube to encourage violent behavior. That same year, artist Trevor Henderson created Siren Head, a forty-foot skeletal figure with two giant, megaphone-like speakers for a head, each one filled with man-eating teeth and blaring random words and siren noises. Siren Head has since become the subject of several successful indie video games and mods, short films and TikTok videos, creepypastas and children’s fan art. And in 2022, we are seeing the birth of a new monster, though this one, like Fiddler’s Green in The Sandman, is less of a person or creature and more of a place: the Backrooms. Birthed from an anonymously posted photo of an empty office hallway with yellow wallpaper and its accompanying text on 4chan in 2019, the Backrooms are an alternate universe in the shape of an endless maze of these yellow office rooms and hallways, rank with the smell of moldy carpet and the buzz of electric lights, as well as the presence of some unknown monster stalking you from within the depths of the maze. While the Backrooms had proven popular before 2022, it went viral early in the year when teenage YouTuber Kane Parsons released a short film called Backrooms (Found Footage) on his channel, Kane Pixels. The tense nine-minute video currently has thirty-nine million views at the time I’m writing this, and Parsons has since released a series of videos on the Backrooms, creating both his own unique lore for the space and spreading the idea to new fans everywhere. The subject of Internet boogeymen and horror folklore spawned online has long fascinated me, leading me to create my own monster, Queen Alice, who will be making her debut in 2023 in my new book Hannah and Other Stories. I am also developing a short story or novelette set in the Backrooms, hoping to give this relatively young entry into the realm of horror folklore a personal spin. These creations have also made me wonder: what makes these characters not just terrifying, but also causes them to become online sensations that spread to every corner of the globe? And while it’s near impossible to definitively say there’s any recipe for viral success, let alone in the realm of horror, I have noticed among the four examples I’ve given some commonalities that I believe contributed to their virality: Occupying the uncanny valley or being something ordinary turned unordinary. The uncanny valley is the idea that objects or beings that resemble humans to a point that we see recognizable features, but not enough that we recognize them as human, causes feelings of nervousness, anxiety, and fear. This is the idea behind phobias of dolls, dummies, and mannequins, among other things, and it’s at the heart of many Internet monsters. Slender Man is a humanoid being in a black suit but without a face; Momo’s human face has oversized eyes and a long, beaklike mouth; and Siren Head has a body resembling a starved or skeletal human with pieces of technology where his head should be. And while the Backrooms in no way resemble humans, they often elicit the same feelings of wrongness and anxiety. Even the original image of the empty yellow office space evokes an eerie sensation in viewers. That’s because the Backrooms, like the other mentioned characters, are also something ordinary that’s been made unordinary and terrifying. Think of a normal office, including one you might go to every day: they are spaces occupied by furniture, equipment and technology, the occasional decoration or art piece, and of course, people. The fact that the office space depicted in the backrooms is empty, coupled with descriptions such as a moldy or damp carpet, evoking the idea that the space is long abandoned, brings out a feeling of wrongness all on its own. Spread via public forum and audience participation. Slender Man first appeared on the Something Awful website forums and quickly spread across the internet via creepypasta sites. Momo was first brought to the attention of people via YouTube, both as a featured character and in discussing the character herself. Siren Head was released on his creator’s Twitter account, and the Backrooms were born on 4chan. In addition, each one, with so little lore attached by the original creators, were almost inviting other users and creators to add their own spins to the characters. Slender Man’s video games, artwork and films added concepts like his tentacles and his notes, for example, and the Backrooms gained popularity via creators creating games and short films where they add their own ideas as to what the Backrooms are. Kane Parsons, in particular, has created his own miniature universe of folklore thanks to his highly successful video series, which in turn has influenced other creators in their additions to the Backrooms mythology, particularly Parson’s version. This invitation to copy, imitate and add in contributing to the ideas and beliefs of these phenomena creates a perpetual feedback loop, allowing for continual exposure to the masses, imaginative infection, and spreading via new copying in new places or in the creation of new works. In other words, to go viral. Technology may be part of their allure/horror. To varying degrees, each of these examples use technology to further their nefarious ends or have technology wrapped up in what makes them horrifying and fascinating, separate from their going viral via the internet. Slender Man is sometimes able to reach out to people via the internet, enslaving them or making them his next targets, and Momo was believed to reach out to people via social media platforms, especially YouTube and messaging apps like Whatsapp. Siren Head, meanwhile, is part technological equipment himself with his megaphones, a callback to WWII and Cold War era sirens warning of possible impending bombings. The presence of mouths within the megaphone pieces moves Siren Head from harbinger of doom to the actual cause of it as he chases his prey. And in some variants of the mythology, especially Kane Parsons’s, the Backrooms are born or created from scientific experiments into the fabric of reality. This itself adds a further layer of terror, as well as a feeling of responsibility. After all, any threats to humanity that the Backrooms and the entities within present are partially our fault. The possibility of being real. With their virality and the enthusiasm of those spreading and contributing to their mythology, its sometimes easy to believe these entities are real rather than the creation of other human beings. This is especially the case when the creator is not immediately known or quickly found out, such as Stephen King for Pennywise or HP Lovecraft for Cthulhu. Even when the creator of a fictional character or place is known, some may still mistake them for being real simply because of their ubiquitous nature. For example, the Sherlock Holmes Museum in London, England often receives guests who believe Sherlock Holmes is a real detective and not the creation of Sir Arthur Conan Doyle. This is not helped when the staff are required to tell guests wondering where the great detective is that “he’s out on a case,” allowing the mistaken belief to continue. Thus, it’s easy to believe in the actual existence of these characters and places, which we have seen before. Momo, for example, was the subject of a moral panic in 2018 fueled by concerned parents and watchdog groups believing her to be a real threat to children, which also in turn fueled her virality. And while there’s no evidence anyone was actually hurt or encouraged to hurt others or themselves because of Momo, Slender Man has famously been the inspiration for acts of violence by disturbed individuals. These incidents led to a nationwide panic around the character, as well as a decline in his popularity and an increase in benevolent portrayals from a shocked community of fans. Keep in mind, most fans and non-fans alike can tell the difference between fantasy and reality, and just because an internet horror phenomenon seems real isn’t necessarily a bad thing or something to worry about. It’s simply a factor that has helped to spread these creations across the world and into the horror zeitgeist. Being uncanny or making something ordinary look unordinary or terrifying. The invitation to spread and add to the lore of the central character or idea. Technology being part of the allure and/or horror in some way or another. And finally, the idea that what is being spread could be real. All these factors contribute to new creations of internet horror folklore and allow for them to spread across the world till they are part our culture. It may not be the case for all the examples out there, or the case for the next one to come and scar our collective psyches, but it is certainly the case with some of our most well-known examples, including the ones I have mentioned. And, in all likelihood, will be present with the next big internet horror craze, whatever form that may take. The Pure World Comes |
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