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[Editorial] Have You Heard of… ‘DreamWeb’?

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Buried amongst the fairly smelly detritus of the early 1990s gaming scene was a grim little curio called DreamWeb, a top-down futuristic adventure that released on the Amiga and PC by the now long defunct Empire Interactive. Though the marketing for the title carried the tagline “a game to die for”, which might seem so cringe-worthy now that you run the risk of fracturing your spine (maybe that’s why Empire Interactive died, who knows), DreamWeb actually turned out to be quite the interesting effort and one that, conceptually at least, was a far cry from anything else on the shelves at time.

Generously taking aesthetic inspiration from Ridley Scott’s Blade Runner (the opening title sequence even does the whole moody red font fading on black thing), DreamWeb’s setting is nothing if not evocative, with neon-lit buildings, rain-blasted streets and no shortage of seedy alleyway grotspots. Set in what would seem to be a futuristic dystopian take on the United Kingdom, players find themselves stepping into the shoes of Ryan, the initially unremarkable protagonist of the piece who later evolves to become something of a raging asshole.

You see, Ryan has been having some trouble sleeping, not least because he’s been having these weird, Cronenberg-esque visions that are generously stuffed with prophecy, murder and other fairly horrible things. Specifically, Ryan’s visions center around a monk that tells him he’s some sort of ‘Deliverer’ and must kill seven apparently evil people to prevent the titular DreamWeb from spiraling into destruction to the ruination of basically everybody.

Somewhat cleverly, you were never 100% sure if our boy Ryan was on some mystical quest to rid the world of evil, or, if he was just an absolute raving fiend with a hard-on for knocking folk off of their mortal coils (though a prequel novel hints fairly heavily towards affirmation of the latter). As such, this question is one that the game regularly toys with throughout its duration.

After being made aware of the seven victims at the start of the game, henceforth referred to as the ‘Seven Evils’, Ryan’s personal life soon takes a turn down the toilet and he finds himself lazing at a local bar when the first of these evils, a particularly ostentatious rockstar by the name of David Crane appears on the television. Naturally, like any good, potentially murderous nutter worth their salt, Ryan pursues his quarry to a penthouse, kills his bodyguards and then goes into his bedroom whilst our man David is mid-shag, and puts a bullet into his head that sprays his mind-meat on the headboard behind him.

Funnily enough, it was actually this scene that caused a fair amount of uproar at the time of DreamWeb’s release. Specifically, before you blow Davey boy’s noggin off, he’s entertaining a lady with some top groin-bouncing action; which though somewhat explicit as both participants are naked, is still within the boundaries of what was allowed back then. However, when Ryan walks into the apartment hand-cannon in, well, hand, said lady promptly escapes under the bed, leaving Mr. Crane’s man-rod in full-frontal view of DreamWeb’s top-down camera.

Left more than a little rosy-cheeked by this scene, the Australian Classification Board refused to provide DreamWeb with an age rating, essentially meaning that the game couldn’t be sold legally within the country. As a result, a reworked version of the game gave Davey Crane some trousers to satisfy the minimum requirements for a Mature rating (thankfully the violence remained intact), so that DreamWeb could finally see a release down under.

So yeah, it’s no stretch to say that DreamWeb was routinely pretty unrestrained in terms of the sex and violence that it would show on-screen. From vicious stabbings, to people getting cleaved in half by axes and, of course, grey-matter splattering headshots, DreamWeb was a game that earned something of a reputation at the time of its release. Aiding its depiction of the explicit was the fact that despite being viewed from a top-down perspective on aging computer hardware, DreamWeb’s diminutive sprite and animation work was actually rather accomplished and wholly capable of depicting the aforementioned scenes of violence and other such mature subject matter.

If you peer behind the blunt force trauma of DreamWeb’s moody aesthetic and grisly subject matter, however, the actual game that lurks beneath is a touch lacking to say the least. The first thing that stands out with DreamWeb is just how limited it is. While you can move around the environment freely enough, the different locales you end up venturing into are small, boxy affairs that are routinely stuffed with incidental items that serve little other purpose than to fill your inventory with pointless crap.

Equally, the conversation system finds itself similarly stunted. Rather than embracing non-linear, multi-path dialogs with NPCs, DreamWeb’s chats are dreadfully rote affairs that always follow the same route and conclude in the same way – a crying shame when you consider the delectable world and character building opportunities that DreamWeb’s compelling setting provides.

Another issue is how combat is handled. Despite the similar perspective, DreamWeb is no Hotline Miami, not least because the combat is handled in a highly choreographed and restrictive fashion that fails to include even the smallest amount of that game’s penchant for high-agency, ultra-splatter. Nope, instead you walk into a room and if there’s a confrontation about to happen, you have time to access your inventory whereupon you just ‘use’ the firearm/weapon you have while a predetermined shooting/death animation plays out.

In the end, though heavily flawed and suffering from a litany of questionable design decisions, DreamWeb still found itself captivatingly drowning in atmosphere. Oddly constructed and even stranger to actually play, DreamWeb earns its niche in gaming history as an effort that thematically succeeded in doing something wildly different, but mechanically broke under the weight of its own substantial ambitions.

All the same, it is difficult to shake the feeling that shortcomings aside, if released today by a publisher with a big pair of swinging brass balls like Devolver Digital, DreamWeb would be the Toast of the Internet(™), and eager players would milk themselves dry over it. Which brings me to my next thought; about that remake then…

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Editorials

How Marina de Van Uses Body Horror and Pain to Explore Trauma in ‘In My Skin’ and ‘Dark Touch’

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Marina de Van horror movies

Pain is the language of New French Extremity.

Known for excruciating violence and gore, what often distinguishes these visceral films is the depiction of emotional turmoil manifested as the destruction of human flesh. Few filmmakers make this comparison so literally as Marina de Van.

The French writer/director burst onto the scene in 2002 with her shocking In My Skin, a tale of self-discovery via grisly self-harm. Eleven years later, she would write and direct Dark Touch, the harrowing story of a traumatized girl who expresses her pain through telekinetic force.

Though they differ wildly in tone and subject, both In My Skin and Dark Touch deal with the horror of unexpressed agony and its tendency to break the skin, ripping and shredding through anything in its path.


In My Skin (2002): Self-Harm as a Response to Emotional Repression

This intensely personal film stars de Van as Esther, a corporate analyst on the verge of having it all. Her adoring boyfriend Vincent (Laurent Lucas) is poised to move in, and she’s been targeted for promotion thanks to her diligent work. During a high-pressure networking party, Esther wanders outside and trips over an open construction site, ripping her pants on an abandoned tool. It’s only later that she notices blood on the floor and realizes that she’s torn the skin of her calf as well. Surprisingly, Esther has not felt a thing.

The surgeon who stitches up the wound marvels at this lack of sensitivity, wondering if the problem is not her shredded flesh — she’s still able to feel the lightest touch — but a misalignment in her head. This wound unlocks a disturbing pattern of dissociative self-mutilation as Esther begins cutting and gouging her skin to cope with moments of emotional stress. 

Her first intentional act of self-harm follows a minor mistake in a document. After noticing that she’s misused a word, Esther fixes the error, then sneaks away to slice her thigh with a stray piece of metal. Though she has caught the mistake herself, Esther anticipates punishment for imperfection. The subsequent wound on her thigh is proof that she has paid for her transgression and can now return to solid ground, having completed the cycle of shameful correction. 

As we peel back the layers of Esther’s life, we’re aghast at the toxicity of her environment. The inciting fall happens shortly after she politely declines a dinner invitation from her older colleague, an inappropriate sexual advance dressed up as an offer for mentorship. At another party, her male coworkers drag her towards the pool, threatening to pull off her pants when she screams that she’s not wearing a bathing suit.

Esther flees this disturbing scene, but not because of the men’s aggressiveness. She’s disturbed to find that her struggle to break free has reopened the still-healing wound on her leg, causing unsightly blood to seep through her pants. Like many women in the corporate world, she’s been conditioned to view her presence as an optional privilege and to create comfort for her male colleagues. Should she negatively react to their atrocious behavior, they may deem her “too emotional” and take away her hard-earned position. 

But this toxic environment only exacerbates Esther’s need to self-harm. At a working dinner, a wealthy client pressures her to drink expensive wine, then continues to refill her glass. Increasingly unmoored, Esther finds her hand creeping onto her dinner plate. After repeatedly dragging it out of her food, she notices the appendage lying limp on the table, completely disconnected from her upper arm. This surrealist moment in an otherwise grounded film is a turning point in her violent journey. Esther sees how desensitized her body has become and the lengths she will go to perform unobtrusive compliance. 

Desperate to regain control, Esther gouges her forearm with a steak knife stolen from the table, hiding the carnage under a napkin. Humiliated, she concludes the evening in a nearby hotel, where she indulges this dangerous new compulsion. For hours, Esther lovingly slices her arms and legs, gnawing on loose flesh and suckling blood from extensive wounds. She seems enamored with her ability to feel again without being perceived by anyone else. 

Disturbed by her scars, Vincent offers shaky support while contributing to Esther’s unexpressed pain. During an intense discussion about buying their first home, Esther forgets her PIN at an ATM and bursts into tears on the street. Vincent offers an easy solution, only showing his frustration behind closed doors. He lashes out at his stunned girlfriend, conflating her emotional stress with his own inadequacy.

Clearly destabilized by her tears, Vincent baits Esther into soothing him, an echo of the cycle she performs at work. We see that even at home, her emotional needs come second to men who are unequipped to handle their own feelings. Esther has internalized the responsibility of managing Vincent alongside the message that any break in her calm demeanor will lead to more suffering later on. 

In the wake of this argument and a rebuke from her boss, Esther suffers a panic attack while walking to work. In a daze, she buys another knife, then takes a hotel room for the day. Blood runs over Esther’s face as she again luxuriates in self-mutilation. De Van finds an uneasy juxtaposition between gruesome carnage and euphoric escape. Alone again with her exquisite pain, Esther seductively runs the knife over her face, digging into the skin around her eye. She chemically preserves a severed piece of flesh then lovingly tucks it inside her bra, a keepsake to honor this violent vacation.  

The next day, Esther prepares for work, pulling office attire over her blood-stained skin. De Van does not follow her out the door, leaving us to imagine how she will be received by the men in her life. Will they finally see what they’ve put her through, or will life continue as before, with Esther pretending that nothing is wrong and performing perfection until her body gives out? De Van ends the film with the striking image of Esther lying on the hotel bed, fixing the audience with a knowing stare. Though she carefully hides her fragility, we alone have seen the true cost of survival in this destructive world. 


Dark Touch (2013): Trauma, Abuse, and Supernatural Revenge

In many ways, this shocking story of catharsis through violence feels like a thematic response to In My Skin and Esther’s unexpressed pain. Also written and directed by de Van, Dark Touch follows an Irish girl named Niamh (Missy Keating) who becomes the sole survivor of a massacre.

 We first meet this little girl screaming from her bedroom window, then running through the stormy night to the house of family friends Nat (Marcella Plunkett) and Lucas Galin (Pádraic Delaney). Niamh’s parents smooth over the incident, presenting the illusion of a happy home. It’s only when the doors are closed that we realize something is dreadfully wrong. De Van implies the worst as the sinister couple creeps into their daughter’s room, commanding her to be a “good girl.” But Niamh is saved from horrific abuse by furniture that seems to move on its own. 

De Van leans into her French Extremity roots in what will become a gruesome execution. Niamh’s mother is crushed by a splintering bureau, a loose screw driving itself into her face. Her father watches his wife’s grisly death, then falls on the blades of an ultra-modern light fixture. Flames spread through the house as Niamh cradles her infant brother in a tiny cupboard. When rescuers arrive on the scene, we learn that the baby boy has died, mysteriously smothered by an inhuman force. Now an orphan, Niamh goes to stay with Nat and Lucas, who struggle to meet her emotional needs. Unable to explain her traumatic past, Niamh finds that things move whenever she cries, an outward manifestation of her silenced rage. 

Though Nat and Lucas offer support, they only seem to make things worse. Lucas volunteers to stay in Niamh’s room when she has a bad dream, oblivious to the discomfort his presence might cause. Growing impatient when she can’t fall asleep, a snide comment betrays his empty concern. Niamh finally finds solace in photos of the couple’s older daughter, who died from cancer years ago. She clings to an image of the little girl blowing out birthday candles while covered in bruises, drawn to the familiar juxtaposition of a child suffering through visible pain while going about life as if nothing is wrong.

But this too enrages Lucas. When he finds the pictures under her bed, the weeping father shakes Niamh and demands to know what gives her the right to bring up such a devastating memory. While perhaps understandable, Lucas’ reaction tells the traumatized girl that his comfort is the true priority, and she is not allowed to soothe herself. 

Niamh’s only friends in the tiny town are young siblings from a similarly violent home. Whistling to them in the night, Niamh uses her emerging telekinesis to kill their abusive mother in an attack similar to the one that destroyed her own family. When Nat arranges for Niamh to attend a birthday party, she bristles at the other girls’ treatment of their baby dolls. They slap and rip at their faux children’s hair, seeming to process their own quasi-abusive upbringing. As she bursts into tears, Niamh spreads fire through the party and melts the faces of the mistreated dolls. That night, she lures the children to school and then destroys the building, violently disrupting what she interprets as a continuous cycle of child abuse. 

Next, Niamh turns her attention to her foster parents, telepathically trapping them in her former home. For hours, she puts them through a series of torturous humiliations we assume she endured at her own parents’ hands. Now, Nat and Lucas must suffer in silence as Niamh finally reveals the extent of her misery. Forced to sit with their tormentor at a dinner table, Nat and Lucas quietly weep as flames spread throughout the home. Like Naimh once did, they go through the motions of a happy family, unable to protect themselves. Their foster daughter smiles as the fire consumes them all, finally putting an end to her tragic life. 

Despite this murderous conclusion, Niamh is not a traditional villain. She’s a horrifically abused little girl who can’t find a way to express her pain. Though she’s managed to remove herself from immediate danger, every attempt to heal is met with stigma, resentment, or the burden of caring for someone else. When her trauma becomes too uncomfortable, she’s advised to simply stay out of sight.

Like Esther, Niamh exists in a world that expects her to create comfort for everyone else, regardless of the suffering it causes her. But Niamh’s agony can no longer be contained. Abandoning all hope for a happy life, she channels her rage and destroys anyone who crosses her path. Perhaps this is not fair to Nat and Lucas or the children of this tiny town. But what happened to Niamh is also unfair, and her trauma can no longer be ignored

Though they do not narratively connect, Dark Touch feels like a spiritual successor to In My Skin. Both Esther and Niamh try to swallow their pain, but find it too great to be contained. We leave Esther struggling to stay afloat in a world of male toxicity. Picking up Niamh’s story at a similar moment, we watch the child escape her own abuse only to find that the world doesn’t really care. Her community will only offer support if it doesn’t disrupt their own lives.

Though de Van does not offer us hopeful endings, there’s grim satisfaction in revealing the world as it is, one built on the expectation that women will suffer in silence. Both In My Skin and Dark Touch seem to argue that a society built on women’s pain does not deserve a second chance. 

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