Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Play Me for a Fool

Horror-Inducing Madness from Edgar Allan Poe to The Dark Eye (1995)

Bibliographic Data

ID12948281
AuthorsValentina Romanzi (0000-0002-7995-3917, University of Turin, corresponding author)
Year2025
Volume45
Issue1
Pages157-179
Publication date2025-12-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueAmerican, British and Canadian Studies (JOURNAL)
Journal identifiersISSN: 1841-1487 • E-ISSN: 1841-964X
PublisherDe Gruyter Open (PUBLISHER • PL)
DOI10.2478/abcsj-2025-0019
OpenAlexW4417156320
LanguageEN
References cited16

Madness often serves as the driving force behind the actions of Edgar Allan Poe’s protagonists, making their psyche a central component of his horror stories. Theme, however, is only one element that contributes to the horror affect/effect in Poe’s oeuvre: his talent for evoking horror through narrative structure and tone (Punter 1996) positions form as another crucial aspect of his poetics. When adapting Poe’s tales for a different medium, authors and artists need to confront both the thematic clusters that Poe favored and the stylistic choices that he deployed in conjunction with his themes. This contribution explores how the 1995 video game The Dark Eye adapts several works by Poe, focusing on the transposition of madness-induced horror. The game is of particular relevance because it approaches Poe’s stories in four different manners: first, the game adapts three of Poe’s best-known stories (“The Cask of Amontillado,” “Berenice,” and “The Tell-Tale Heart”) for interactive gameplay. Second, it features full or abridged versions of Poe’s poems and stories (“Annabel Lee” and “The Masque of the Red Death,” recited, and “To Helen” and “The Premature Burial,” in written form). Third, it constructs a framing narrative which retrieves Poe’s themes, merging several stories, and proceduralizes his horror-inducing style for the video game environment. Fourth, it makes ample use of Poe’s Gothic atmosphere to induce horror and terror not only narratively, but also visually and aurally. The contribution thus argues that The Dark Eye serves as an all-encompassing attempt to adapt Poe’s madness-related stories beyond the mere thematic dimension, showing that Poe’s innovations can persist across different media

  • Adapting Poe

    Open Access•Dennis R Perry, Carl H Sederholm•Adapting Poe•2012

  • Echoes of the gothic

    Open Access•Angel Torres-Toukoumidis, Tatiana León-Alberca et al.•Humanities and Social Sciences…•2024

  • The Cultural Impact of Video Games

    Open Access•Mario Cerezo-Pizarro, Francisco Ignacio Revuelta-Domínguez et al.•Education Sciences•2023

  • More than a Game

    Barry Atkins•More than a game•2003

  • The Literature of Terror

    David Punter•Literature of Terror : Volume 2•2014

  • Persuasive Games

    Ian Bogost•Persuasive Games•2007

  • Playing Research

    Open Access•Espen Aarseth•Artnodes•2007

  • Irresistible Impulses

    John Cleman•American Literature•1991

Citation velocityhistorical
Highly citedNo

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae