Foreword: I originally wrote this academic paper some time in 2013 and revised it in 2015, and it was republished at the UC Berkeley Comparative Literature Undergraduate Journal for their Fall 2015 issue.
This essay closely examines John Ruskin’s literary concept of the pathetic fallacy within the parameters of the survival horror videogame Silent Hill 2. More specifically, I draw upon trauma theory and the burgeoning theoretical field of interactive media to reorient the ways in which we think about the unreliable subjectivity of psychological horror narratives. These ideas are dissected in scene and image-specific analyses that seek to address the issues of unreliable narrators in videogames and what it means to play and actively inhabit such a role within the eponymous town’s malleable, digital environment.
Read the full text at the UC Berkeley Comparative Literature Undergraduate Journal.