Abstract

This article explores a commonly used feature of many different videogame genres, namely slow motion. It discusses the origins of slow motion, its ontological qualities and why it is important to analyze a game mechanic’s audiovisual elements when doing game studies research. Slow motion in videogames can be divided into two broad categories: cinematic slow motion and bullet time. The focus in this article is on bullet time, which allows the player interactive control and an advantage in overcoming enemies and obstacles found in the gameplay. This retooling of slow motion to suit interactive use has consequences for the aesthetic qualities of the effect. Bullet time takes advantage of slow motion’s intrinsic qualities to highlight player control, feedback, and audiovisual spectacle. Bullet time is a good example of how videogames’ gameplay mechanics have a strong focus on rules while also offering an audiovisual experience that creates aesthetic pleasure.

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