Question:

Was the blair witch project a real story and was the footage actually real that was found?

Answer:

In October of 1994 three student filmmakers disappeared in the woods near Burkittsville, Maryland, while shooting more?

More Info:

Burkittsville Films

The Blair Witch Project is a 1999 American horror film written and directed by Eduardo Sánchez and Daniel Myrick. The film was produced by the Haxan Films production company. Though fictional, it is presented as if it depicted real events, and popularized this style of horror movie. The film relates the story of three student filmmakers (Heather Donahue, Joshua Leonard, and Michael C. Williams) who disappeared while hiking in the Black Hills near Burkittsville, Maryland in 1994 to film a documentary about a local legend known as the Blair Witch. The viewers are told the three were never seen or heard from again, although their video and sound equipment (along with most of the footage they shot) was discovered a year later by the police department and that this "recovered footage" is the film the viewer is watching.

The film received enormously positive reception from critics and went on to gross over US$248 million worldwide, making it one of the most successful independent movies of all time. The DVD was released in December 1999 and presented only in full-screen.

Survival horror is a subgenre of action-adventure video games inspired by horror fiction. Although combat can be a part of the gameplay, the player is made to feel less powerful than in typical action games, because of limited ammunition, health, speed, or other limitations. The player is also challenged to find items that unlock the path to new areas, and solve puzzles at certain locations. Games make use of strong horror themes, and the player is often challenged to navigate dark maze-like environments, and react to unexpected attacks from enemies.

The term "survival horror" was first used for the original Japanese release of Resident Evil in 1996 which was influenced by earlier games with a horror theme such as 1989's Sweet Home. The name has been used since then for games with similar gameplay, and has been retroactively applied to games as old as Haunted House from 1982. Starting with the release of Resident Evil 4 in 2005, the genre began to incorporate more features from action games and more traditional first-person and third-person shooter games, which has led game journalists to question whether long-standing survival horror franchises and many recent popular horror franchises have abandoned the genre and moved into a different distinct genre often referred to as "action horror". Still, the survival horror genre has persisted in one form or another.

Games for Windows was a brand owned by Microsoft and introduced in 2006 to coincide with the release of Windows Vista and Windows 7. The brand represents a standardized technical certification program and online service for Windows games, bringing a measure of regulation to the PC game market in much the same way that console manufacturers regulate their platforms. The branding program is open to both first-party and third-party publishers.

Games for Windows was promoted through convention kiosks and through other forums as early as 2005. The promotional push culminated in a deal with Ziff Davis Media to rename the Computer Gaming World magazine to Games for Windows: The Official Magazine. The first GFW issue was published for November 2006, and the magazine was defunct as of 2008.

Burkittsville is a town in Frederick County, Maryland, United States. The population was 151 at the 2010 census, a decline of 20 people from 2000.

Book of Shadows: Blair Witch 2 is a 2000 American psychological horror film and the sequel to The Blair Witch Project, directed by Joe Berlinger. Another sequel was planned but never materialized. In August 2009, in a BBC News feature to mark the 10th anniversary of the first film, Daniel Myrick and Eduardo Sánchez, the director/creators of the original movie have discussed potentially making a third film.

Entertainment is a form of activity that holds the attention and interest of an audience, or gives pleasure and delight. It can be an idea or a task, but is more likely to be one of the activities or events that have developed over thousands of years specifically for the purpose of keeping an audience's attention. Although people's attention is held by different things, because individuals have different preferences in entertainment, most forms are recognisable and familiar. Storytelling, music, drama, dance, and different kinds of performance exist in all cultures, were supported in royal courts, developed into sophisticated forms and over time became available to all citizens. The process has been accelerated in modern times by an entertainment industry which records and sells entertainment products. Entertainment evolves and can be adapted to suit any scale, ranging from an individual who chooses a private entertainment from a now enormous array of pre-recorded products; to a banquet adapted for two; to any size or type of party, with appropriate music and dance; to performances intended for thousands; and even for a global audience.

The experience of being entertained has come to be strongly associated with amusement, so that one common understanding of the idea is fun and laughter, although many entertainments have a serious purpose. This may be the case in the various forms of ceremony, celebration, religious festival, or satire for example. Hence, there is the possibility that what appears as entertainment may also be a means of achieving insight or intellectual growth.

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