"It's almost like these games are the modern day comic books, especially when you play Alone in the Dark. There's a real story that goes along with it and a movie seemed like the right kind of transition to make"
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Slater’s line lands in that late-’90s/early-2000s cultural pivot where video games stopped being framed as toys and started demanding the legitimacy of “real” narrative media. Calling games “modern day comic books” is doing double work: it flatters the form as story-rich and visual, but it also smuggles in an old hierarchy. Comic books were long treated as disposable until Hollywood figured out how to translate their imagery into box office inevitability. Slater is effectively arguing that games are on the same escalator: popular, vivid, once-dismissed, now ripe for cinematic extraction.
The specific intent is promotional but not cynical; he’s trying to make a videogame adaptation sound less like a cash-in and more like a natural migration. “Especially when you play Alone in the Dark” is a tactical example, invoking a title associated with atmosphere and plot, not just reflexes. That “real story” phrase matters. It’s a reassurance aimed at skeptics: there’s already a screenplay hiding in the code, so the movie won’t be hollow.
The subtext, though, is anxiety about translation. Games are interactive; films are not. By pitching the adaptation as a “transition,” Slater side-steps the loss of agency and reframes it as maturity: the story graduating to a medium mainstream audiences already understand. It’s a snapshot of Hollywood learning to talk about games in the language it respects most - its own.
The specific intent is promotional but not cynical; he’s trying to make a videogame adaptation sound less like a cash-in and more like a natural migration. “Especially when you play Alone in the Dark” is a tactical example, invoking a title associated with atmosphere and plot, not just reflexes. That “real story” phrase matters. It’s a reassurance aimed at skeptics: there’s already a screenplay hiding in the code, so the movie won’t be hollow.
The subtext, though, is anxiety about translation. Games are interactive; films are not. By pitching the adaptation as a “transition,” Slater side-steps the loss of agency and reframes it as maturity: the story graduating to a medium mainstream audiences already understand. It’s a snapshot of Hollywood learning to talk about games in the language it respects most - its own.
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| Topic | Movie |
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