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Zombies Run!: Outrunning The Living Dead
Zombies: Walking, Eating and Performance
University of Plymouth
Saturday 13th April 2013
Our First Performance
It is not certain as to whether running played an important part in our evolution or
whether it was a by-product of our walking (Bramble and Lieberman, 2004: 351).
Compared to other primates, humans are not very good sprinters. In fact, such
running is counter-productive for the body’s needs (ibid: 345). However, what is
interesting is that we are the only primates that are capable of endurance running,
which, according to evolutionary biologists Dennis M. Bramble and Daniel E.
Lieberman, is due to our exploiting of a “mass-spring mechanism” housed in our feet
(ibid: 345).
Unlike walking, when running there is a moment where both feet leave the ground,
where the runner is detached from the earth. However such temporary detachment is
countered by gravity, which brings the runner’s foot down to earth with great force –
up to four times as much as when walking (Whelan, 2012:113). A rhythmic oscillation
occurs between this sensation of being located and dislocated, which makes the act of
running always precarious.
For artist-researcher Greg Whelan, running is the body’s first performance
(2012:113), but ironically within the zombie narrative it is often our last.
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In this article I am going to discuss my experiences of an audio augmented reality
mobile game that combines the zombie narrative with the act of running. Here I wish
to illustrate how the physiological effects of running assist in dissolving tensions
between the virtual landscape of the game and the real landscape traversed. Within
this, I will highlight how running is the very act that defines us as living humans
against the slow and shambling undead. However, lurking behind all of this is the
presence of the running zombie or zombie 2.0 (Lanci, 2011). What does their running
represent?
Running and the Living Dead
Running has increasingly become a contentious act within the zombie genre. Films
such as Danny Boyle’s 28 Days Later (2002) have prompted extensive discussion, due
to the fact that most of its infected run. Although in 28 Days it can be debated as to
whether these figures are zombies, the running zombie has permeated elsewhere
through cinema (Zombieland, 2009), gaming (Left 4 Dead, 2008), and television
(Dead Set, 2008), most recently with the film adaptation of Max Brook’s novel World
War Z (2013).
Simon Pegg, the co-writer of Shaun of the Dead (2004), argues that this inclusion of
running has actually simplified the tragic figure of the zombie– “a quick thrill at the
expense of a more profound sense of dread” (2008: n.p.). The walking zombie allows
humanity to turn and look at them, objectifying them within the ‘zombie gaze’,
whereas the running zombie makes this difficult to maintain.
Pegg’s assertion that zombies should not run is further supported by psychiatrist
Steven Schlozman and his examination of the physiology of the zombie. For
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Schlozman, the running zombies possess “some sort of higher cortical function” that
“allows them to hunt humans” (in Strauss, 2009: n.p.). This is in opposition to the
shuffling of the walking variety, which according to neuroscientist Sarah Garfinkel,
occurs due to a disruption of the cerebellum – the area of the brain “which is known
to promote balance and fluidity of movement” (in Beal, 2013: n.p.). Running
therefore is a distinctive human quality – it is what separates us from the zombie.
This aspect is made or the more prominent in live action zombie-themed marathon
events such as Run For Your Lives (2011-), where runners have to make their way
through a gauntlet of people pretending to be the undead. Here the player is “bodily
present in the game world” (Eising-Duun, 2011: 4), a landscape that emphasises an
oscillation between topophilia and topophobia (Lorimer, 2012: 83). It is this
intersection of zombie narratives and exercise that brings me to Zombies Run! a
mobile phone game from developer sixtostart.
Fitness vs. Flight
Over recent years there has been a proliferation of mobile technologies that allow the
runner to monitor their performance. However, Zombies Run! is one of a growing
number of titles that seeks to gamify exercise by providing a narratological objective
for the runner.
The game relies primarily on audio, acting as part radio play, part fitness game. All
the player has to do in order to propel the narrative onwards is to run. Although the
game utilises GPS, this is done as a means for you to monitor your progress
afterwards. In truth, you can use this game on a treadmill, the motion sensors of your
smartphone detecting your running (Alderman, 2013: n.p.).
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The premise of the game is that the player acts as a messenger and scout in a postapocalyptic landscape where zombies roam freely. Your job is to find supplies and
outrun the zombie hoards whilst uncovering the reasons for how this global atrocity
occurred.
For Naomi Alderman, co-creator and writer of the game, Zombies Run! allows the
player to face a life-or-death situation that reminds them of why they wanted to get fit
in the first place (2013: n.p.). It returns them to one of the primal purposes of running
– flight. In winter of last year I played the game and what follows is my experience of
its first mission.
My Run
It’s December and I’m staying in the village of Grimley in Worcester. It’s incredibly
cold, the landscape has slowly shifted, the floods having cut off certain paths,
restricting the ability to walk in certain places.
With my headphones plugged in, I start the mission on the phone, peering out
through the glass of the front door.
The narrative begins.
It’s the zombie apocalypse.
I’m in a helicopter being sent to Abel Township, one of the few surviving bases. All the
information I glean, comes via radio, which is what my mobile phone and
headphones now represent.
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Suddenly our helicopter is shot down. I’m stranded on my own, five miles from the
base.
On my radio I come in contact with Sam Yao, radio operator at the base I need to get
to. Unfortunately, due to the damage sustained to the communication equipment, he
can’t hear me, but I can hear him.
Sam gives me the zombie forecast: ‘You’ve come down in a nest of hostiles. They’ve
heard the noise. They’re coming.’ The game allows me to feel complicit in its prerecorded narrative as if it is happening in the present. This is what Misha Myers refers
to as “conversive wayfinding”, in which the individual seeks to convert two
monologues into a dialogue (2010: 59). This sense of conversation is important,
because according to research conducted by Florian Mueller, Shannon O’Brien and
Alex Thorogood (2007), social interaction is a major incentive for why people run.
Just having someone there, keeps you running.
Five miles from the base, I open the front door and leave the house, which now in my
head becomes the ruins of the crashed helicopter. I take a left, heading into the
village. I have forty zombies on my tail. Sam tells me to head towards the tower. He
must mean the church in the village.
On my journey, the game informs me that I have picked up several objects: a pair of
trousers and a mobile phone.
As I begin to fictionalise the landscape, I remember a rural legend I once heard,
which explains why this village is called Grimley. The village is on the River Severn,
and in the middle of this river lies a small island. Apparently, during the great plague,
sufferers of this disease were left on this island and food and water was ferried to
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them. Over time, a settlement nearby grew to transport the supplies with ease, and
due to the grim nature of its origins it became known as Grimley.
With this story in my head, I reach the entrance to the churchyard and automatically
shut the gate behind me. Zombies have a “malfunctioning frontal lobe, the part of the
brain associated with problem solving” and therefore would struggle to open this
simple gate (Jacobson, 2010: n.p.).
The cold air starts to chill my lungs. I’m suddenly reminded of how unfit I am.
I see someone in the distance, and instinctively I duck behind a grave. Did I do this as
a runner fleeing a zombie or as a person caught in the act of roleplaying?
According to Sam, the main hoard of zombies is behind me and will be coming out of
that forest soon. I look around and find a small patch of trees. Is that the forest Sam
means? He tells me to head towards the saw mill in order to avoid them. I spot the
sand and gravel quarry in the distance, smile at the slight coincidence, and head
straight for it, running down a small hill.
In a game such as this, nothing outside of the gaming architecture is “created to serve
the purpose of the game” (Ejsing-Dunn, 2011: 4). Zombies Run! can be likened more
to that of a site-adaptable game (Montola et al., 2009), which is designed for a
generic location. In this instance a framework is created that allows players to make
connections to locations and events, through coincidence (Eising-Duun, 2011: 55).
The decision to make the game “location-agnostic” (Hon, 2013: n.p.) as the
developers refer to it, was made with the intention to not make the player too
preoccupied with finding an exact location to match what is described by the
characters. Alderman compares it to a kind of “cold reading”, which relies on the
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willingness of the player to prolong the fiction through “imaginative projection”
(2013: n.p.).
Sam is joined on the radio by another person, who introduces herself as Doctor
Meyers. They are arguing about sending me to the old hospital to find supplies. It
appears that their last Runner, Runner 5, was ambushed there.
As I run through the ‘abandoned hospital’, which I ‘project’ onto the forest, Sam
informs me that Runner 5 did in fact go missing here and that her and him were
romantically involved. I get swept up in the sincerity of his speech, my legs going into
autopilot as I try to avoid the mud. 'The truth is, if you've got two legs and you can stay
above a slow shamble then you can stay out the zom's way’ he says.
I am now the new Runner 5. If I see anything official lying about, I’m told to grab it.
Apparently there’s a swarm of zombies gathering in the car park. I picture them
Eastwards at one of the quarry car parks. I won’t be turning down there then. I find
some antibiotics, some crutches, three first aid kits and something called a CDC box.
Sam and Doctor Myers have seen me on CCTV. The doctor spots the CDC file in my
hands. Apparently it stands for the Centre for Disease Control and is very important.
I’m then informed that the zombies from the car park are following me. I launch into
a sprint. A computerised voice tells me how far they are behind me. 10 metres. 20
metres. I escape quite easily, running along the main road. I don’t look back.
Bramble and Lieberman observe that when we run “the trunk and neck […] are more
forwardly inclined” than when walking (2004: 349). John Bales echoes this in his
research on running, by drawing upon the writings of Yi-Fu Tuan, which has
resonances with the figure of the zombie. According to Tuan (1977), “front space is
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primarily visual; it is perceived as the future. It is sacred space, towards the horizon yet
to be reached. Backspace is in the past, the profane” (in Bales, 2004: 37-38).
I’m on the last stretch now… The road into Grimley and the Abel Township base. Sam
tells me that there are more zombies behind me and for some reason one of them is
running. Then I realise the tragic truth. The zombie giving chase is none other than
Alice … the old Runner 5. To make matters worse, she’s still got her radio on, so I can
hear her groans as she pursues me.
Up until now, my running has been primarily that of endurance, of going the distance,
with as little wasting of energy as possible. The walking zombie I can stay ahead of
just by jogging, but the running zombie forces me to pick up the pace. There is no
respite, no stopping. Place becomes even more transient and unstable, the rhythm of
my running more staccato.
If I can sprint fast enough I can make it.
But I’m starting to breathe anaerobically now. I’ve got stitch, but I need to outrun the
living dead. I must have looked like an idiot, running like an absolute madman into
the village. But I don’t care. The old Runner 5 is right behind me.
I turn the corner into the village, run up the drive of the house, hearing the gunfire
behind me. I ring the bell. The front door opens exactly as the gates of the base open.
I collapse on the bottom of the stairs. I’ve made it.
Our Encore
In his account of Janet Cardiff’s audio walks David Pinder observes that in “the gap
between the scenes as described and as experienced, questions arise about the
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supposed stability of what is seen” (2001: 11). If I had chosen to walk Zombies Run!, it
would have been harder to hold onto the immaterial landscape of the game world
because the real world landscape of Grimley would have had a more robust
presence. Instead, my running further destabilised my perception of place, allowing
me to accommodate both worlds side-by-side. Consequently, the connections I made
between the fictional landscape of the game, and the mythogeography and
topography of Grimley occurred more freely. Furthermore, my desire to ignore the
physical pain of exercise led me to embrace coincidence in order to keep the fiction
going.
After all, as Whelan observes, running hurts, and to engage in it is to face a
biomechanical conflict between mind and body (2012: 111). Alderman likens it to a
dialectical relationship between the primal side of the brain and the side that knows
that it is all a lie (2003: n.p.). This I would argue is facilitated by the staccato rhythm
of the feet and the earth. This makes for a more enjoyable experience, as the runner
stumbles and catches themselves in the act of believing the fiction. This would suggest
that there is a paucity for such titles as Zombies Run!, in order to soften such a
‘conflict’ by tapping into a more primal motivation for exercise.
The inclusion of zombies within the gaming narrative, further highlights the role of
running as an act that “produces humanness”, as we are pitted against something
that seeks to extinguish it (Whelan, 2012: 114). In a prosaic sense, motion here
represents life, with immobility representing death. Yet what complicates this binary is
the walking zombie – a distortion of these two states. In Zombies Run! it is the zombie
which is both the pacemaker and route-maker. They prompt the player to monitor
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their own progress both as a runner and as a human being. This desire to get fit gives
way to wanting to survive – to prove our humanness.
However, the presence of the running zombie hinders this, by creating a double
negative, its increased speed making it difficult to outrun. We can no longer
successfully distance ourselves from it, spatially and psychologically, as it is no longer
a figure that straddles life and death, but actually now becomes another form of life
itself – a super-human that can run faster for a longer period of time. It cancels out
humanity, by being able to do something that has traditionally defined us against the
zombie. For Yari Lanci, the narratives that incorporate it depict “a situation of zombie
epidemics from which it is impossible to escape” (2011: 6). By running from these
figures, it becomes increasingly difficult to turn and objectify them, enacting the
“zombie gaze”. For Gerry Canavan, in forsaking this gaze, we inevitably succumb to
the “zombie embrace” (2010: 450). This creates a paradox, as the faster we run from
these creatures, the more we accelerate towards them.
If running was humanity’s first performance, then the running zombie is our encore.
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References
Alderman, N. (2013) ‘Zombies Run!’, Interviewed by Kris Darby [in person]. [online]
http://www.inretrospectpodcast.com/2013/03/content/podcasts/the-bloginventing-a-wheel-my-interview-with-naomi-alderman/ [10 April 2013]
Bale, J. (2004) ‘Running: Running as Working’, Geographies of Mobilities: Practices,
Spaces, Subjects, T. Cresswell and P. Merriman (eds.), Farnham: Ashgate.
Beal, T. (2013) ‘Museum explores the science of a zombie outbreak’, BBC News,
[online] http://www.bbc.co.uk/news/science-environment-21295567 [10 April
2013]
Bramble, D.M. and Lieberman, D.E. (2004) ‘Endurance running and the evolution of
Homo’, Nature, vol. 432, pp. 345-352.
Canavan, G. (2010) ‘“We Are the Walking Dead”: Race, Time, and Survival in
Zombie Narrative’, Extrapolation, vol. 51, no. 3, pp.431-453.
Ejsing-Duun, S. (2011) Location-Based Games: From Screen to Street, PhD
Dissertation, The Danish School of Education, Aarhus University.
Hon, A. (2013) Zombies Run!. Interviewed by Kris Darby [e-mail sent to
kjd211@exeter.ac.uk] [16 January 2013].
Jacobson, R. (2010) ‘What Zombies Can Teach Us About Braaain Science’, PBS,
[online] http://www.pbs.org/newshour/rundown/2010/10/what-zombies-canteach-us-about-brains.html [6 February 2013]
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Lorimer, H. (2012) ‘Surfaces and Slopes’, Performance Research: A Journal of the
Performing Arts, vol. 17, no. 2, pp. 83-86.
Montola, M., Stenros, J., and Waern, A. (2009) Pervasive Games: Theory and Design,
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Visual Studies, vol. 25, no. 1, pp. 59-68.
Pegg, S. (2008) ‘The dead and the quick’, The Guardian, 4th November [online]
http://www.guardian.co.uk/media/2008/nov/04/television-simon-pegg-deadset [6 February 2013]
Pinder, D. (2001) ‘Ghostly Footsteps: Voices, Memories and Walks in the City’,
Ecumene, vol. 8, no. 1, pp. 1-19.
Strauss, M. (2009) ‘A Harvard Psychiatrist Explains Zombie Neurobiology’, io9,
[online]
http://io9.com/5286145/a-harvard-psychiatrist-explains-zombie-
neurobiology [5 March 2013].
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