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3rd Global Conference Monsters and the Monstrous: Monday 9th May - Wednesday 11th May 2005 Conference Programme, Abstracts & Papers |
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Session 8a: Visions of the Monstrous
Below the Metaphor of Intent: One Author-Illustrator’s View of the
Monstrous, and What He Didn’t See This paper details the findings of a project
that focused on illuminating how one of Australia’s leading graphic-novelists,
Marcello Baez, created the ideal of the monster and the monstrous in his
best selling text, Diablo. The initial ‘focussing interview’,
concentrating on the inspiration and impetus behind the drafting process
and what I perceived to be an obvious, but disconnected elements of
the monstrous inserted in this text. This initial discussion revealed Baez
deliberately inserted a series of symbolic elements in his frames of
visual storytelling. In this particular instance he deliberately underpinned
the text-illustration journey with his personal view of what constitutes
a more global ideal of the monster in the Western World, which revolves
around the ideals of the isolation of the individual, the fear of loneliness,
loss of relationships, insecurity and fear of dying. While he was able
to articulate some of these features and their archetypical representations,
it soon became clear that he had also unconsciously rested his metaphoric
intentions on an even deeper set of semiotic facets. After repeated
analysis, these elements were seen to be manifested in a set of visual literacy
tools that included a constant use of what I have come to term parallelism,
changing horizons, line of connective gaze and cut off features. Once
identified and combined with a set of further ‘rabbiting interviews’,
these triggered off in Baez a set of realisations that not only did
these facets give further weight to his deliberate metaphoric inclusions
but also represented a deeper subset of personal fears. These were
manifestations of his “false self, or mask” (Laing 1969:36),
a set of hidden private monsters centred on sexuality, the binding
of time and the need for an affirmation of living. The Renaissance Bearded Woman: Marvel or Monster? In 1631 the Spanish artist José de
Ribera completed his portrait of one Magdalena Ventura of Abruzzo [Figure
1.] with her husband and a child, an astonishing work that is perhaps
unique in the canon of Renaissance art in the way in which it deals with
the portrayal of its central subject; a woman who sported a rather handsome
beard. Bestiaries in the Computer Games: Case
Study Of Diablo II (Lord of Destruction) Monsters and bestiaries are essential element of the
contemporary computer games. Most of the games start with an introduction
narrative, telling a story of game world, in which disaster happens and
various monsters are unleashed, infesting the world. A player, assuming
the hero role, has to deal with these various monsters and face many
of them in numerous adventures and combats.In this paper I would like
to discuss how different monsters are presented in one of the computer
games – Diablo II: Lord of Destruction. I
would like to focus on the following issues:
Assuming the mentioned above, most of the monsters in Diablo II are pictured as corrupted, unclean and foul, their behavior is hostile towards the hero, but despite that, they are still appreciated by the players. Qualitative descriptions refer more to the monsters’ place in the game narrative structure than indicate perception of them. Specific descriptions of the monsters can be viewed as a play with popular understanding of evil and monstrous, making sport of popular superstitions and exploring the boundaries of fear and affection. |
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