From the first lines of the history, the narrator tries to insert the reader in an obscure and sad atmosphere, where it predominates a mystery climate and exacerbated negativity.
The images lead the reader, from the beginning of the narrative to sensations and events that seem to challenge him and to invite to a construction process of differentiated sense.
The creation of the Gothic elements happens through the construction of the atmosphere of fear of the story, as well as the gloomy and decadent character, intensified still more on the phantasmagoric environment of the mansion Usher.
The characters also gain important narrative participation in the study work, as soon as his ambiguous characterization gives to the story a tone of estrangement. So, the Gothic thing in The Fall of the House of Usher is revealed through the morbid description of the narrative environments and of the decoration without life, of the imprecision that shows up around the nature of the events and of the characterization of the main characters, Madeline and Roderick Usher.
The Most Dangerous Game story as two major themes. The first one is reason vs. Instinct and The Effects of War.
On this excerpt, you can see that the theme is reason vs. instinct. The hunter thinks that hunting is a good sport even though it kills an animal that has no way of defending itself. The character Whitney defends that the jaguar has feelings, especially the fear of pain and being killed.
This way this character is used to blur differences between animals and humans, that both have the same feelings.
It’s a shame, then, that the second part of Pauling’s advice tends to be overlooked: “Most of (your ideas) will be wrong, and what you have to learn is which ones to throw away.” It’s certainly true that most ideas written on a Post-It note or submitted to an online system never get used, but the reason has more to do with a bias toward short-term payback in most innovation processes than informed filtration