Elvira
Accolade, 1990
originally played on Amiga, PC
There’s no way to go through this one without talking
about Elvira’s breasts. Absolutely no way whatsoever. Not just prominently
displayed on the box art, informing the font used in the company name, but also
right in the middle of the back of the box: “Can someone help me find my chest?”
So let’s just get them out of the way now, as with Elvira, the self-proclaimed “hostess
with the mostest”, fans are very used to this sort of self-objectified feminism. Elvira uses the
objectification of women to her advantage, with an irreverent punk rock wit
which made a generation of men want to be her sub. An ironic gesture to the
kind of oppressive gender constrictions which women faced for most of the
twentieth century. That the female body could be objectified for commercial
gain was not the problem; horror cinema is all about the objectification of bodies both male and female. The problem, rather, centres upon the beneficiary of this process
of objectification.
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Elvira, reprising her TV role as 'lounges gracefully' |
Elvira herself is of course not an entirely original
creation on the part of actress Cassandra Peterson. She references the many ‘horror
hotties’ who are used to bolster ticket sales to a largely (or at least
perceived) male audience throughout the medium’s history. More specifically,
Elvira
performs in a tradition of television hosting in which an attractive
horror-themed actress introduces late-night horror and science-fiction films
broadcast on television station throughout North America. Most of these
personalities were limited to being regional celebrities, but a few such as
Vampira and Elvira gained national attention. Not just an attractive body, the
quick-witted Elvira constantly served as a foil to male desire at the same time
as she was herself fully empowered by it (most visible in the financial returns
from her celebrity status). This trope has long been used in both counterculture
and mainstream cinema and television. By the late 1980s, Elvira was fully
exploited across a range of products, including
pinball tables, toys,
numerous comic
book series, a feature film, and of course videogames. In addition to television
duties, she hosted
a series of horror film releases on home video which, while
tame, were still inevitably watched by every fan of the genre. Sadly, while her likeness has been reproduced relatively successfully in
Elvira (1990), her persona and most especially her wit have not been so equally-well rendered. What does remain, however, is an appreciation for horror films by the game developers, evidenced by nearly every scene in the game.
A video store near my friend Ryan O’s house used to rent us
absolutely everything in the store. A family run business, the owners clearly
didn’t care what children watched, although we never did venture into the porn
section concealed behind a red fake velvet curtain to fully test out their permissiveness. By the look of the crazy weirdos who went back there, they must have had some fucked up shit on tape in the back room. So no porn, but we could rent anything else. Violent martial arts films with heads being destroyed with weapons in red plumes of death; cable access and direct-to-video softcore thrillers, often starring
the same five naked people and their clearly fake breasts; b-list American slashers and Italian zombie and revenge movies. The Italians with their lack of censorship always made the goriest films. I wasn't a big fan of their slashers (except for
the eye trauma), but the zombie films are
often amazing. It didn’t matter what the rating was – most of the films were unrated anyway – the
clerks allowed my friends and I to take the movie home one for 87 cents or five
for three dollars.
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confusion guides the game's opening, as you are cast into a jail cell |
Obviously it was the covers which grabbed us. My religious
mother was always horrified when she saw them laying around the house, but
there was never any attempt to take them away. We never had ‘the talk’ about
movies the way that we had ‘the talk’ about
N.W.A. or
Iron Maiden and ‘the talk’
about
satanic-looking Dungeons & Dragons books, or ‘the talk’ about the
copy of Husler she found under my bed in
grade seven. One of my favourite muttertrauma moments happened on my tenth
birthday. My father had started a yearly tradition of renting a laserdisc
player for my birthday and then keeping it through Christmas. Laserdiscs were rare
and precious like holy water to video fans in the '80s. While libraries stocked
copies of films, laserdisc was really the first home video medium which
intended consumers to purchase titles rather than rent them. Of course, the VHS
kids of the '90s who turned over rooms of their houses to libraries of horror,
anime, or foreign films may wish to dispute this statement. However, in the
early 1980s cassettes were priced higher than laserdiscs for the simple reason
of their mechanical complexity as well as the time required for their
duplication. Still, nobody except rich people bought into laserdisc as it was
not a recording medium. Everyone wanted to try
the exciting new hobby of taping their favourite shows, especially when they weren’t home to watch them.
Laserdiscs felt like something you purchased if you already had a VCR. Even
though VHS had shitty picture and sound quality and the cassettes never lasted
for long without being damaged, people put up with the faults of the VCR
because they could tape
Miami Vice
and
Monday Night Football.
For my birthday, my father and I rented laserdiscs of
The Evil Dead (1981),
Raiders of the Lost Ark (1981),
The Black Hole (1979), and
Nightmare on Elm Street (1984). Two of
them were for the birthday party with my friends, and two were for later. I picked
Evil Dead and
Raiders for the party. The Indiana Jones film went fine, and
everyone was a big fan of the face melting scene. There’s something about
Stephen Spielberg’s early career that I find rather interesting, namely that he
really did love grossing out and disturbing children. After making
Raiders, with its somewhat infamous and
thoroughly entertaining face-melting scene, Spielberg famously ghost
directed
Poltergeist (1982), a film with so
many
fantastically gory scenes that the film industry invented the new rating
of PG-13 to indicate films meant for teenagers and yet which included violence, gore,
and softcore nudity. A perfect rating for the
Elvira: Mistress of the Dark film which came out in 1988 to the
delight of tween boys everywhere. I’ve always been fascinated by this fetish of
the gaze in early Spielberg, an interesting element of his filmmaking practice
which in his institutionalization in Hollywood has entirely disappeared along
with any attempt at making interesting films. Obviously a hit at a party full
of a dozen boys aged nine to twelve,
Raiders
segued into
The Evil Dead without any
notice from my parents hovering on the periphery. It was during
the tree rape scene that my Anglican minister mother brought a tray a cupcakes into the room,
placed them on the coffee table, and stared intently without saying anything. The
film wasn’t stopped, but I wasn’t allowed to have birthday movies on laserdisc
again.
Lists are sometimes a good thing. I
used to walk through video stores making them. Often the cover art was enough
to be convincing. Favourite covers included
The Company of Wolves (1984),
Sole Survivor (1983),
The Supernaturals (1986),
House (1986),
The Gates of Hell (1981),
Hellraiser (1987),
I Spit on Your Grave (1978),
The Slumber Party Massacre (1982),
Sleepaway Camp (1983),
Scanners (1983),
The Visitor (1979),
Chopping Mall (1986),
Death Spa (1989),
Basket Case (1982),
Frightmare (1983),
Creepers (1986),
The Howling (1981),
Zombie Flesh Eaters (1979),
Scream and Scream Again (1970),
The Return of the Living Dead (1984),
Zombie Lake (1981),
Night of the Zombies (1981),
Visiting Hours (1982),
Future Kill (1984)
– still the film with the highest awesome-cover-to-shit-film ratio
– Mausoleum (1983),
Revenge of the Dead (1983),
Burial Ground
(1981), and
Squirm (1976). Are any of
these movies any good? Of course not, with only a few exceptions. But their
appreciation is a process greater than the characteristics of any one film. The
thing about genre appreciation of this kind is that no individual text is
complete or interesting in isolation. An intertextual matrix of relations between
texts, their social usage, and the individuals who consume them guides the
production of meaning and affect. In this sense, a genre text is never really
complete, and this is true even for influential films such as
Psycho (1960) and
The Shining (1980). Themes, conventions, and tropes animate texts in
an equal and polyphonous discourse of social uptake and use value, and indeed come to define the genre and differentiate it from the mass of other possible
textual experiences.
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I didn't make it |
With this idea of intextual
referentiality that
Elvira the game proper can be fully appreciated. The game takes pleasure in presenting a variety of awful things to players: decapitated heads, bloody stakes
hammered into vampire hearts, eyes gouged out and necks ripped open, knifeplay and hangings, and maggot and other atrocities as inventory items. The tone of the game indicates that Horror Soft are clearly invoking in particular the history of Hammer horror
films such as
Dracula has Risen From his Grave (1968) and
The Plague of the Zombies (1966). Players are tasked with retrieving Elvira’s chest (see the
clever pun?) so that she may cast spells in order to defeat the game’s ultimate
bad guy, in this case a bad girl. This spellcasting component most obviously marks
Elvira as a genre
hybrid. Unlike most role-playing games,
Elvira
does not present players with the ability to cast spells directly by means of
mana points or spellbooks. Instead, as in an adventure game, players collect
reagents and bring them to Elvira for her to create items which function like
spells. Arguably, movement and exploration functions more like an adventure
game than most RPGs. While appearing to be a standard grid-based game like
Eye of the Beholder (1990), or
Might and Magic Book 1: Secret of the Inner Sanctum (1987), as in many graphical
adventures most rooms are only presented from specific vantage points and do
not allow for the illusion of a 3-D representation of space. However, unlike
most adventure games, other than
Hero Quest: So You Want To Be A Hero? (1989) which became the
Quest for Glory series (1990-1998), combat is an involved, somewhat tactical affair much like
in a role-playing game, functioning in real-time much like
Dungeon Master (1987) or
Eye
of the Beholder. Awkward and imprecise,
Elvira's combat is perhaps the least interesting
thing about the game. Once players have learned to time their actions against
opponents after a few hours of playing, there is relatively little variance to
encounters except the amount of damage their can cause and withstand.
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combat involves timing mouse clicks for attack and defence |
Elvira does indeed have the “look and feel of a graphical
adventure”, especially if that adventure is in the degenerately comedic vein of
Leisure Suit Larry in the Land of the Lounge Lizards (1987)
or
Spellcasting 101: Sorcerers Get All The Girls (1990). British developer Horror Soft – later to change their
name to Adventuresoft (in fact, their original name) with the release of
Simon the Sorcerer (1993), their most
famous game – were clear genre aficionados, displaying a sophisticated knowledge
not only of adventure and role-playing convention, but also a thorough love of
horror cinema and all things macabre. While not as well known as their later,
more mainstream
Simon releases,
Elvira demonstrated that licensed
properties did not have to be quickly-produced, haphazard attempts to cash in
on creative energy expended in other media. In the world of digital games, this is a
very rare thing indeed.
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you'll probably end up in the soup |
Most of the game plays like a
classic adventure game with lots of inventory objects to find and manipulate. Many
of the game’s set encounters – a vampire asleep in her bed, a man who turns
into a werewolf, a mad chef keeping Elvira out of her kitchen – are not combat encounters but rather inventory puzzles. These
portions of the game are quite good if you like late '80s, early '90s graphical
adventures. Luckily,
Elvira is not a
pixel hunt game, as objects are always visible (or hidden behind other visible
objects). Puzzles are usually quite logical and hints are often given during
conversations. Save often, as players can easily fuck themselves over by destroying inventory items or getting killed in combat. After combat has been mastered, however, the game can be finished in a
few hours. All really neat and tidy, really. Except for the massive amounts of triumphantly
visceral gore.
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the end: wanting, but not getting |
Elvira would be a fun remake, but we'll probably never see it. A fairly competent sequel
Elvira II: The Jaws of Cerberus was released in 1991, and the company made one more horror game
Waxworks (1992) before turning to wizards and British humour and mainstream success.
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