Horror of Shapes
I am OBSESSED with borders and angles, with the language of shape and form.
There is nothing quite like the admiration I feel for the art of dissecting and then reassembling the core sensory components of different things.
I do not mean cosmetic coatings or costumes. I do not mean stiching together equally recognisable, pure parts, like a griffin or a furry. No, I mean the shapes and borders, the silhoette, the weight, the sound envelope, the motion, all talking directly with your reptile brain - and saying different things. Using the language of recognisable forms - but mixing them to say something new. And more often than not, something disturbing.
Our brains don't like things between categories. If they are absurd enough, that's funny, that's just a combination of normal things - but if the contradicting parts are interwoven properly, that's just... real. A wrong, stressful kind of real that doesn't contradict itself, but rather, contradicts our deeply ingrained sensory and emotional catergories.
So it's not at all surprising that this kind of shape mixing - successful or not - is especially common in horror media.
One shape speaks human, and the other doesn't. And it is moving in your direction.
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For example.
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And that's why we're all here - to talk about the Stalker from Amnesia: The Bunker a bit.
(Medium-heavy spoilers for Amnesia: The Bunker)
(I'm discussing in detail the design of THE monster of the game. You'll hardly get a good look at it normally, and I will also inevitably reference its nature a bit. Without any story or gameplay spoilers)
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When you think of the Beast and its defining shapes, what comes to mind first?
Long, terrifying claws? Rows of needle-like teeth? A twisted, contorted visage, from which a snarl of unprecedented hate emanates?
I think of its neck. I'm in love with that fucked up neck as a subtle, yet powerful design choice. If you're surprised you've never really noticed it - google its model and marvel at the huge, thick, long neck of the Beast.
And think for a moment what it means in terms of silhoette.
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The unnatural length of the neck is invisible from the front - the direction you're most likely to *really look* at the creature when you are cornered and have to shoot. When it stands up to howl before dashing, it keeps its inflexible neck behind the head as well - but the head appears disjointed and disproportionate, moving in a way it's not supposed to in a humanoid creature.
The Beast is quite front-heavy - with huge claws and massive head. This is only emphasized by the perspective trick at play - the head looks bigger because it is actually closer to you than you think, thanks to the neck.
From the front it looks humanoid, like a monstrous gorilla, standing on its knuckles. But when you look at it from the side, while it crawls along the half-lit corridors, you see just have elongated it is. The neck ruins the humanoid silhouette, breaks the shoulder line, lowers the head and emphasizes the arched back, creating an image of a predatory, confident beast.
But the two bayonets sticking out of its spine disrupt even this image. Of course, you're unlikely to even distinguish that those are bayonets in normal circumstances - it's just two strange spikes, breaking up the smooth line of the predator.
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The back is different too - it is the least deformed part of the creature. Its legs are almost... normal, in the proportions at least, and it's from this angle that you clearly see the ragged remains of torn clothing on a disturbingly hunched back.
It kind of makes sense that from the least dangerous angle in the gameplay sense, the Beast looks the least threatening. Almost like a big, awkward, miserable human - more comfortable with this part of itself than with the huge claws in the front, but incapable of balancing itself any other way.
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The claws deserve attention too, as they are the first thing you see as it reaches out from its burrow. They are grotesque in their absurd size, that suggests something huge is about to emerge from this tiny hole.
They are bigger than they have any reason to be - it is very clear how awkward moving with them is, as the Beast constantly switches between full-palm run, knuckle-walk and standing on its two legs.
It is the claws that disrupt the "beast vs human" duality - no beast needs such unwieldy claws that are good only for killing. No beast prowls constantly and leaves dismembered, not eaten corpses. No beast constantly vocalizes its anger and frustration in uncontained growls and hisses as it hunts.
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Finally, this contradiction is also true for left vs right, as the right half of its face is torn and twisted into an almost crocodile-like form. This lateral assymetry, visible also in its uneven shoulders, sends a very clear message - sickness.
Nature is symmetrical - this monstrocity isn't. It is distinctly not natural - not even in terms of lore, but in terms of basic shape language.
Normally, the game does an exceptional job of hiding the Beast - even when it kills you. This contradiction of unwieldy mass, dangerous length and terrifying speed; of awkwardly human, confidently bestial and sadistically demonic never goes away - precisely because the Beasts' very proportions read differently from different angles.
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Devs at Frictional seem to have been searching for this image for quite some time. The contradiction of human and unnaturally demonic is visible in the concept art of The Dark Descent, but, I dare say, not in the game itself, where enemies look like wax torture mannequins.
A Machine for Pigs tried to do it more explicitly, but failed to properly bind together the disparate shapes, and instead created ugly furries. SOMA did monster design wonderfully, utilizing the strengths of the engine and avoiding its weaknesses - but, of course, not in THAT way. While Rebirth put the horror of shapes back a bit, focusing on ramifications and pacing.
The Bunker seems to be the culmination of this search - a rather elegant solution, one that must have taken a lot of time to get just right. And in the end it is not just simple - it is persistently hidden.
It is the culmination for Frictional of the art of hiding the monster, while letting the shapes do their thing - speak terror into your mind in the most basic language possible.
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