Hacia una nueva era de los videojuegos japoneses. Superando el “valle inquietante” con Devil May Cry 5
- Claudia Bonillo Fernández Universidad de Zaragoza https://orcid.org/0000-0003-1527-5878
Resumen
Desde sus inicios a mediados de los años setenta, la representación de la figura humana ha sido una constante en los videojuegos, habiéndose invertido mucho esfuerzo en desarrollar sistemas que permitan acercarlos lo más posible a las personas, un campo en el que la industria nipona ha sido pionera. Si bien la continua mejora de las tecnologías es deseable en una industria en constante evolución como es la de los videojuegos, ya que teóricamente permite ofrecer una mejor experiencia a los usuarios, esta tendencia hacia una representación fotorrealista de la figura humana ha dado lugar a un problema de escala global: muchos de los personajes de los videojuegos nos resultan inquietantes debido a que caen dentro del bukimi no tani genshō, conocido como ‘fenómeno del valle inquietante’ en español, término que alude al rechazo instintivo que suele provocarnos un ser artificial que imita la apariencia humana. En este artículo se pretende analizar el concepto del “valle inquietante” aplicado a los videojuegos nipones, analizando Devil May Cry 5 como estudio de caso que ha logrado superarlo, o está muy cerca de hacerlo, demostrando así que, gracias a su capacidad de trabajo e incesante renovación, Japón sigue estando a la vanguardia de la industria de los videojuegos.
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