The Most Dangerous Game

by

Richard Connell

Teachers and parents! Our Teacher Edition on The Most Dangerous Game makes teaching easy.

The Most Dangerous Game: Mood 1 key example

Definition of Mood
The mood of a piece of writing is its general atmosphere or emotional complexion—in short, the array of feelings the work evokes in the reader. Every aspect of a piece of writing... read full definition
The mood of a piece of writing is its general atmosphere or emotional complexion—in short, the array of feelings the work evokes in the reader. Every aspect... read full definition
The mood of a piece of writing is its general atmosphere or emotional complexion—in short, the array of feelings the work evokes... read full definition
Mood
Explanation and Analysis:

“The Most Dangerous Game” has a near-constant haunting and foreboding mood—established right off the bat by the introduction of Ship-Trap Island as a place of dark mystery (literally, given the black night in which the reader arrives at the narrative). “Sailors have a curious dread of the place,” Whitney announces to Rainsford while they pass the island on the ship. The unease surrounding the island—and the uneasiness of the reader—is sustained through Connell’s language and metaphor, as when Rainsford falls into the “blood-warm” waters of the Caribbean.

Even the portions of the plot that could be uplifting, such as Rainsford’s discovery of the mansion in the jungle, are rendered ominous by Connell’s language: the spiked iron gate of the “palatial chateau” separates Rainsford from “pointed towers” that “plunge,” like a knife, “upward into the gloom.” Even before the full horrors of Zaroff's character are revealed, the reader is meant to feel an ominous sense of danger and unease.