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Maheux Frederick 2014 Memoi Université de Montréal La représentation du métro dans le jeu vidéo d‘horreur : désorientation, angoisse et terreur par Frédérick Maheux Département d‘histoire de l‘art et d‘études cinématographiques Faculté des arts et des sciences Mémoire présenté à la faculté des études supérieures en vue de l‘obtention du grade de M.A. en études cinématographiques Avril 2014 © Frédérick Maheux, 2014 Université de Montréal Faculté des études supérieures Ce mémoire intitulé : La représentation du métro dans le jeu vidéo d‘horreur : désorientation, angoisse et terreur Présenté par Frédérick Maheux a été évalué par un jury composé des personnes suivantes : Carl Therrien Président-rapporteur Bernard Perron Directeur de recherche Richard Bégin Membre du jury i Résumé Ce mémoire s‘intéresse à la spatialité du jeu vidéo et à l‘adaptation vidéoludique de lieux réels. Il se concentre sur un lieu précis, le métro, et sur sa représentation dans le genre de l‘horreur. Cette recherche comprend trois niveaux d‘adaptation du lieu et de création spatiale, soit l‘adaptation systémique, l‘adaptation sociohistorique et finalement l‘adaptation technologique. À partir d‘exemples de jeux comparés aux réalités concrètes du métro, ces trois niveaux d‘adaptation sont analysés afin d‘explorer à la fois les impacts du lieu virtuel sur l‘expérience de jeu et les influences externes qui guident la conception vidéoludique. Mots-clés Jeu vidéo, horreur, conception spatiale, production de l‘espace, urbanisme. ii Abstract This master thesis studies video games‘ spatiality and the ludic adaptation of real locations. It focuses on one specific location, the subway, and on its representation in the horror genre. The research is structured by three levels of adaptation : systemic, sociohistorical and technological. Based on examples of games compared with the reality of the subway, those three levels of adaptation enable at once an exploration of the impact of the virtual location on the gaming experience and of the external influences on the game design. Keywords Video game, horror, spatial conception, production of space, urbanism. iii TABLE DES MATIÈRES LISTE DES FIGURES ........................................................................................................ v REMERCIEMENTS .......................................................................................................... vi INTRODUCTION ............................................................................................................... 1 Chapitre 1 Adaptation spatiale: détournement vidéoludique du métro ......................................... 5 Introduction ......................................................................................................................... 5 1.1 - Typologie des adaptations spatiales du métro ............................................................ 7 1.1.1 - Du rail au trajet idéal : progresser dans le survival horror ...................................... 8 1.1.2 - Le métro comme labyrinthe ................................................................................... 13 1.1.3 - Le métro comme arène ........................................................................................... 16 1.1.4 - Détournement de la fonction du lieu comme source de terreur ............................. 21 1.2 - Perdre ses repères : comment le jeu vidéo permet de s‘orienter……...…………… 25 1.2.1 - La carte................................................................................................................... 27 1.2.2 - Le radar .................................................................................................................. 32 1.2.3 – Entre tactique et stratégie : rapport de force entre joueur et concepteur ............... 35 1.3 – La distance, vecteur d‘intensité ................................................................................ 38 1.3.1 - Dilatation architecturale : l‘escalier mécanique de Silent Hill 4 ............................ 40 1.3.2 - Détours du trajet : le périple de Metro 2033 .......................................................... 44 Conclusion ......................................................................................................................... 47 Chapitre 2 Adaptation sochiohistorique: détournement de l’imaginaire collectif ....................... 49 Introduction ....................................................................................................................... 49 2.1 - Le métro, un non-lieu? .............................................................................................. 51 2.1.1 - Conventions sociales .............................................................................................. 54 2.1.2 - Suicides .................................................................................................................. 58 2.2 - Adaptation historique ................................................................................................ 61 2.2.1 - Le métro comme oracle d‘un monde révolu .......................................................... 63 iv 2.2.2 - Les ruines : détournement des fonctions de l‘espace ............................................. 67 2.3 - Adaptation phobique ................................................................................................. 70 2.3.1 - Claustrophobie ....................................................................................................... 72 2.3.2 - Agoraphobie ........................................................................................................... 77 Conclusion ......................................................................................................................... 81 Chapitre 3 Adaptation technologique : détournement d’un contrôle dissimulé .......................... 83 Introduction ....................................................................................................................... 83 3.1 - La production de l‘espace; de la pratique à la représentation ................................... 84 3.1.1 - Dépendances systémiques du métro ...................................................................... 87 3.1.2 - Risques et sûreté du métro ..................................................................................... 89 3.2 - Les mesures de sécurité spatiales, point de rencontre de l‘architecture et la criminologie ...................................................................................................................... 93 3.2.1 - Comparaison entre le métro de Washington et la station Hazel Street (Silent Hill 3) ..................................................................................................................... 97 3.3 - De l‘antiterrorisme au divertissement ..................................................................... 100 3.3.1 - Corporalisation de l‘attentat terroriste : du gaz sarin à la monstruosité biochimique......................................................................................... 102 3.3.2 - Complexe militaro-divertissement : l‘effacement de l‘horreur ........................... 107 Conclusion ....................................................................................................................... 110 CONCLUSION ............................................................................................................... 112 ANNEXE 1 ..................................................................................................................... 116 BIBLIOGRAPHIE .......................................................................................................... 117 LUDOGRAPHIE ............................................................................................................ 126 FILMOGRAPHIE ........................................................................................................... 129 v LISTE DES FIGURES Fig. 1 Écran d‘évaluation finale de Resident Evil 2 Fig. 2 Le mannequin ensanglanté qui attend le joueur lors de son retour dans le métro de Silent Hill 4 Fig. 3 La porte rouge de la station Hazel Street dans Silent Hill 3 Fig. 4 Le insane cancer qui bloque Heather dans le dernier wagon du métro de Silent Hill 3 Fig. 5 La carte du métro de Silent Hill 3 est marquée à mesure que le joueur explore le lieu Fig. 6 L‘interminable escalier mécanique de Silent Hill 4 Fig. 7 La carte de Metro 2033 introduit chaque chapitre du jeu Fig. 8 Graffitis dans le métro de Silent Hill 3 Fig. 9 Métro fantôme dans Metro 2033 Fig. 10 La mutation finale de William Birkin avance progressivement vers Leon dans Resident Evil 2 Fig. 11 Le plafond du métro s‘écroule dans Disaster Report Fig. 12 La créature de Hellnight vi REMERCIEMENTS Merci à mon père de m‘avoir introduit à l‘univers des jeux vidéo (Final Fantasy et quatre mages noirs). Merci à ma mère d‘avoir, enfant, limité mes temps de jeu et m‘avoir introduit (malgré elle peut-être) à la littérature d‘épouvante. Merci à ma femme et meilleure amie, Nadia, qui m‘a encouragé à entreprendre la maîtrise et qui m‘a poussé à persévérer. Mais surtout, merci à Bernard Perron de m‘avoir accompagné avant même le début et jusqu‘à la fin. Merci pour ta confiance. Même si les années passées n‘ont pas été faciles, ton humour et ta rigueur ont toujours été indéfectibles. Finalement, un grand merci à tous mes amis et frères d‘armes. 1 INTRODUCTION Plus de quinze ans de théorie vidéoludique ont démontré l‘infinie complexité de ce médium. Cette insondabilité est entre autres
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