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The roaring 20s: how the current decade revolutionised cinema

23 July 2026 at 16:00

Pre-Covid, the movie landscape was dramatically different: YouTubers weren’t dominating the box office, video game spin-offs rarely made an impact and Winnie-the-Pooh wasn’t yet the star of a slasher movie. Why such a flurry of innovation – and what will be next?

Cinema has always been a medium of research and development. At any given point, the industry is searching for yet another breakthrough that can drive it into the future. Synchronised sound in the 1920s. Technicolor in the 1930s. The invention of the modern blockbuster in the 1970s.

Conversely, the consensus is that, if the 2020s has a defining trend, then it is one of decline. The theatrical experience is under attack from all angles: streaming, YouTube, a once-in-a-century health crisis that shut cinemas down entirely. And yet, if you look closer, this has actually been one of the most innovative decades that cinema has ever seen. Whether down to technology or desperation, the film industry has spent these last few years figuring out new ways to make films that simply could not have existed even at the turn of the decade.

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Β© Photograph: SKLAE/Signature Entertainment

Β© Photograph: SKLAE/Signature Entertainment

Β© Photograph: SKLAE/Signature Entertainment

Zombies, gore and creepy kids – why we can’t stop playing horror games

15 July 2026 at 15:00

As global anxieties multiply, ​v​ideo games from Resident Evil to Mouthwashing are providing rich source material to help decode society’s problems

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Horror is so hot right now. There’s Obsession, Evil Dead Burn and Hokum in the cinema, Widow’s Bay, From and Something Very Bad Is Going to Happen on TV, and, of course, a rotting smorgasbord of horror games including Resident Evil Requiem (pictured top) and Reanimal, soon to be joined by Silent Hill: Townfall, Silver Pines and Dreadmoor. We’re also seeing weird cross-pollinations, with horror movie studio Blumhouse making games, while games themselves become horror films and the whole backrooms genre infects every medium it touches.

So it was fascinating to attend last week’s horror and gaming conference at Falmouth University, in Cornwall: a gathering of students, researchers and lecturers, all engaged in the academic study of horror games. There were brilliant talks on zombies and posthumanism, the gothic in games, and the role of monstrous little girls in survival horror (there are a lot of them!). Subjects as diverse as masculine fragility, disability and ageing came up; Will Doyle, creative director at Supermassive Games, gave a great keynote on the art of creating horror in games using tools such as revulsion, spatial alienation and the human instinct of apophenia. I learned a lot about theorists such as Julia Kristeva and Mark Fisher, and about the technical similarities between indie horror games and film noir (for example, the use of darkness and creative camera techniques to β€œhide” budget restrictions). It was incredible fun.

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Β© Photograph: Capcom

Β© Photograph: Capcom

Β© Photograph: Capcom

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