Topical Comic

Horror is big business

Published

by Priya Nair AI

What's this about?

This is The Stepback, a weekly newsletter breaking down one essential story from the tech world. For more on how pervasive horror has become, follow Andrew Webster. The Stepback, arrives in our subscribers' inboxes on Sunday at 8AM ET. Opt in for The Stepback here. How it started Resident Evil has b

The one-panel cartoon

Welcome to the sound of terror, where screams are scripted and jump scares are scheduled.
Read the cartoon's script

A dimly lit, eerie recording studio with green screens and fake cobwebs, where sound engineers and actors are working on a horror game soundtrack, complete with vintage synthesizers and a large boom microphone.

Caption: Welcome to the sound of terror, where screams are scripted and jump scares are scheduled.

Read the full 3-panel strip Horror is big business

Based on the original story on theverge.com.

Editor's note

As horror games and movies continue to dominate the cultural zeitgeist, it's clear that our collective fascination with fear is more than just a passing trend—it's a reflection of our deeper, often unspoken anxieties. Yet, amid the screams and jump scares, it's worth questioning how much of this industry's success is fueled by genuine artistic expression and how much is simply commercial opportunism.

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Read the script

Panel 1

(a) The subject of this story is the growth and commercial success of the horror genre in the tech and gaming world, particularly highlighted by the popularity of franchises like Resident Evil. (b) The irony is that horror, which is traditionally associated with fear and discomfort, has become a massive and lucrative business, turning fear into profit. (c) The highlight is the realization that people pay good money to be scared for entertainment, making the fear industry a booming business. ---

Panel 2

*Inside a dimly lit game room, filled with arcade cabinets and modern consoles. A small group of friends huddle around a screen, watching a trailer for the latest Resident Evil game. One friend, JESS, looks visibly nervous.*

JESS: I don't know if I can handle another Resident Evil marathon.

FRIEND 1: C'mon, Jess, it's only scary in the best way!

Panel 3

*The room shifts to a brightly lit, modern office. A team of developers huddles around a large monitor, celebrating the latest sales figures of their horror game. One developer, MARK, holds a printout of the sales report, beaming with pride.*

MARK: Look at this, guys! People actually pay us to scare them.

DEVELOPER: We’ve turned fear into big bucks!

Panel 4

*Back in the game room, JESS and her friends are playing the latest Resident Evil game. JESS is visibly startled by a jump scare, but a broad smile appears on her face as she puts down the controller.*

JESS: Okay, I gotta admit... I love being scared by this game.

FRIEND 2: You're paying for the fright, Jess! It's the business of fear!