Getting Cozy with the Zombie Apocalypse: The Saferoom as Capitalist Breakroom in "Left 4 Dead" and "Back 4 Blood"

Authors

DOI:

https://doi.org/10.18778/2391-8551.12.01

Keywords:

capitalism, first-person shooter games, safe zones, situational coziness, work/leisure cycle

Abstract

This article considers how players experience coziness inside t h e saferooms of Left 4 Dead, Left 4 Dead 2, and Back 4 Blood, which are ot herwise high-demand, fast-paced first-person shooter zombie games. Pairing Agata Waszkiewicz and Martyna Bakun’s concept of “situational coziness” with James Ash’s “intense space,” this discussion first explores how moments of coziness can occur within competitive and stressful FPS environments, and indeed may be considered cozy specifically in how they afford temporal, spatial, aesthetic, and audial reprieves from the stress of those environments. I explore how such situational coziness, when produced as both break from and reward for succeeding at stressful zombie apocalypse gameplay, contributes to the zombie genre’s ability to allow players performances of an idealized iteration of capitalism’s work/ leisure cycle, as both “work” and “leisure” have come to be defined under and in service to exploitative capitalist labor conditions.

Author Biography

Caighlan Smith, Memorial University of Newfoundland

Caighlan Smith is a PhD candidate and Vanier Scholar with the English Department of Memorial University of Newfoundland, holding a B.A. (Hons.) in English from Memorial University and an MLitt (with Distinction) in Fantasy from the University of Glasgow. She currently researches power dynamics, gender, and hero narratives in videogames.

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Published

2024-11-29

How to Cite

Smith, C. (2024). Getting Cozy with the Zombie Apocalypse: The Saferoom as Capitalist Breakroom in "Left 4 Dead" and "Back 4 Blood". Replay. The Polish Journal of Game Studies, 12(1), 41–53. https://doi.org/10.18778/2391-8551.12.01

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Articles