Body horror, biological horror, organic horror or visceral horror is horror fiction in which the horror is principally derived from the unnatural graphic transformation, degeneration or destruction of the physical body.[1] Such works may deal with decay, disease, deformity, parasitism, mutation or mutilation. Other types of body horror include unnatural movements or the anatomically incorrect placement of limbs to create "monsters" from human body parts. David Cronenberg, Frank Henenlotter, Brian Yuzna, Stuart Gordon, Lloyd Kaufman, and Clive Barker are notable directors of this genre. The term body horror was coined with the "Body Horror" theme issue of the University of Glasgow film journal Screen (vol. 27, no. 1, January–February 1986), which contains several essays on the subject.
After witnessing a gay bashing death in which the victim was impaled through the stomach with a metal rod, a closeted gay teenager hallucinates metal rods threatening to poke out of his own body whenever he confronts his own sexuality.[8]
Based on the comic book character of the same name. When Wade Wilson has cancer, he undergoes an experiment that leaves him covered in burn-like scars.
In his introduction to The Mammoth Book of Body Horror, the film director Stuart Gordon says that "Body Horror has been with us since long before there were movies". According to the summary of this anthology, the important writers of Body Horror are :
The New 52 ongoing; Animal Man features many body horror elements including grotesque mutations, disease and decomposition of animals, plants and humans alike.
A massive pit causes numerous ailments for returning explorers, depending on depth. Past a certain point, grotesque transformations/mutations or agonizing death are all but certain.
An infectious disease called "the Evil" lets peoples' bodies mutate into various forms which are not necessarily recognisable as humanoid.
Use in video games
In recent years, the subjects of human experimentation, medical research, and infection have played large roles in video games whose plots are heavily influenced by themes common in body horror.
The gatherer enemies are deformed human-like monsters; their eyelids are cut off and their bottom jaw is mutilated and stretched down and attached to their chests leaving their mouths permanently open.
Both BioShock and BioShock 2 consist of enemies called Splicers, who were once normal humans that were heavily mutated and driven insane from a drug called ADAM, which they used to re-write their genetic codes to develop "psychic" powers such as telekinesis and pyrokinesis. The game also contains the iconic Big Daddy, which is a man whose skin has been removed, and whose organs have been grafted to the inside of a modified deep-sea diving suit. BioShock Infinite uses a similar premise, although in this case series of compounds called Vigors grant the player extraordinary abilities; however, unlike ADAM they are consumed orally rather than injected. In this game, the Big Daddy has been replaced by the Handyman, a human whose spinal cord, head, and heart have been connected to a steampunk robotic frame with minor effects like psychological trauma.
The fallout games take place in a post-apocalyptic wasteland, and as such, many of the enemies and species have physical deformities from the radiation.
Parasitic monsters known as Headcrabs attach themselves to heads of people and cause them to develop mutations such as elongated claws and gaping jaws in their chests.
An indie puzzle platformer developed by Playdead. Inside tells the story about a young boy as he struggles against evil forces trying to take over the world. The boy infiltrates a massive facility where scientists perform mind-control and underwater experiments on human bodies.
An action adventure/survival horror game set in a post apocalyptic world ravaged by a mutated fungus, transforming humans into hostile creatures with horrific body disfigurements. One such specimen consists of several infected humans fused together by the fungus called the Rat King.
A first-person survival horror game in which an investigative journalist explores an asylum housing inmates displaying various degrees of bodily mutilation and/or mutation.
The Squaresoft (now known as Square Enix) video game based on the 1996 Japanese SF horror novel of the same title, was released in 1998. The premise of both the novel and "cinematic RPG" being that the mitochondria, organelles from early aerobic bacteria that formed a symbiotic partnership with cells of most present-day multicellulareukaryotes, e.g. humans, are able to retain their separate identity as independent organisms in the form of cellular parasites. A dispersed intelligence, known as Eve, was able to take over the consciousness of certain individuals to make them reproduce and form an ultimate organism that will bring the downfall of humanity and other creatures alike. She can also turn organisms into monstrous beings.
A pharmaceutical company uses a mutagenic T-Virus in order to produce monsters to sell as weapons. The most basic were zombie versions of whatever organism was infected or giant versions of insects. There are also human/insect and human/reptilian hybrids, malformed super-soldiers called "Tyrants", and various other mutants. Later games introduce, for example, more viruses, parasites like Las Plagas (an ancient parasite which take over nervous systems), and a superfungus called a Mold.
In this game, the player controls Troy, a fleshy creature that resembles two cojoined heads with a pair of long arms, which are used to drag through levels. During the game the player faces other similarly bizarre creatures known as "abomination gods" which serve as the main bosses of the game. The game as a whole has a body horror theme but it goes with a more comical approach and has an atypical cartoon art style.
A sequel to the 1982 film The Thing, player follows Captain Blake, a member of a U.S. Special Forces team sent to the Antarctic outpost featured in the film to determine what has happened to the research crew. The enemies encountered come in three main forms. "Scuttlers" are small Things formed from the limbs and appendages of infected personnel. "Walkers" are larger and much stronger than Scuttlers, and finally the Bosses are larger and much more powerful than Walkers.
An upcoming first-person survival horror indie game in which the player assumes the role of a zookeeper tasked with creating vaccines and curing mutated animals.
The basis of Phyrexia, an antagonist faction composed of assimilatory biomechanical undead. The Scars of Mirrodin block in particular focuses on this theme, in which assimilation and infection are emphasised upon, and Phyrexia has branched into all colours of mana, introducing new forms of mutilation.
In the Shadows Over Innistrad block, the gothic horror inspired setting of Innistrad undergoes a transformation; at first marked by subtle mutations in both the human and the already-monstrous living residents, it gruesomely distorts many of the plane's inhabitants in the image of the invading cosmic being, Emrakul.