5. Observations
OTS introduces us into the horror story and can help make the audience feel scared so
that they know they can be expected to be scared. The purpose of horror OTS is to
make people terrified
Linear, non-linear and symbolic OTS’s all have their different ways of adding the
generic conventions of the horror genre come across as scary.
The OTS gives us an insight on what the horror film could be about/what it is based on.
How camerawork can make the horror OTS look terrifying. For example, showing a
close-up of blood-stained teeth.
How editing can make the horror OTS seem terrifying. For example, fast cuts to show
rapid movement and intensity between shots.
How sound can make the horror OTS seem terrifying. For example, the sound of
people screaming loudly, paranormal sounds and very fast and intense music.
How M-E-S can make the horror OTS seem terrifying. For example, adding blood to
people’s clothes to show that they harm others or get involved in violence.
How the setting of the place can be terrifying. For example, a deserted street covered
in blood where there are zombie rampages.
The OTS can set the mood for the horror film, i.e. making the the audience feel nervous
or scared.
The OTS can set the scene or location of the horror film, to give the audience an insight
on where it is set.
6. The Last of Us
http://www.artofthetitle.com/title/the-last-of-us/
1. Symbolic OTS – because it shows the fungus infection
spreading across the screen – symbolising infection and death.
There are no images from the main storyline. It’s to give the
gamers an insight of what the game is going to be like.
2. The OTS prepares us for the film by:
Setting the story by introducing us to the background of the
story.
Setting the mood by introducing the characters to a story set in
a post-apocalyptic world/ one that is under heavy marshal law.
3. Creates narrative enigmas:
Why have so many people died?
Why is the place under marshal law?
Who/what are the fireflies?
7. …continued
4. How does it challenge the forms and/ or the conventions of the post-
apocalyptic survival horror subgenre?
Music (non-diegetic background music) is calmer (acoustic guitar) than
what it stereotypically should be – the stereotype would be loud and
aggressive music.
Doesn’t show any scenes of the monsters/the post-apocalyptic things
that would appear in post-apocalyptic horrors. For example, human
victims or action/drama/intense scenes.
5. Characters represented and why are they represented in this way?
An American female reporter represented as serious and informative.
Several other reporters have been represented in the same way
throughout this clip, some with a terrified tone of voice.
Leader of the fireflies has been represented as a rebellious but down-
to-earth and relatable woman who understands what people have been
going through and is offering them the chance to make a stand.
8. …continued
6. How does the OTS present its credits and its main title?
Large, bold white text in capitals for the title.
Has smaller white/black text for the role of the person, and a
bigger white/black text underneath it for the person itself.
The color of the text is the opposite to the background is placed
on. E.g. white text against a black background.
7. What else can you enjoy about the OTS?
The shouting and panicked talking sounds makes the scenario
very intense and, therefore, makes the players want to play the
game more because they want to find out what is going on.
It’s interesting to see the symbols of the fungus infection
spreading across the screen showing to the audience about the
spreading infection – aided by the reporters informing us on the
story.
9. Bold white title against a
black background –
enabling the audience to
clearly see the title
because the two colors
are opposites.
Large text size so the
audience can clearly
see it.
Text is located at the
center of the screen.
No other shapes or
images to distract the
audience from viewing
the title.
10. The title of the role of the
person involved is smaller than
the person itself. Also, their title
is above their names, telling us
that that is their role. For
example, Neil Druckmann, the
creative director
White text against the
black background
enables the audience
to clearly see the titles
and people involved,
e.g. the game
designer.
The fungus/infection symbol signifies death
and pandemic increasing as it flows across
the screen – shown by the increasing in
mass and size onscreen