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“Game Over, Man. Game Over”: Looking at the Alien in Film and Videogames

机译:“游戏结束了,伙计。游戏结束”:看电影和电子游戏中的外星人

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In this article we discuss videogame adaptations of the Alien series of films, in particular Alien: Colonial Marines (2013) and Alien: Isolation (2014). In comparing critical responses and developer commentary across these texts, we read the very different affective, aesthetic and socio-political readings of the titular alien character in each case. The significant differences in what it means to ‘look’ at this figure can be analyzed in terms of wider storytelling techniques that stratify remediation between film and games. Differing accounts of how storytelling techniques create intensely ‘immersive’ experiences such as horror and identification—as well as how these experiences are valued—become legible across this set of critical contexts. The concept of the ‘look’ is developed as a comparative series that enables the analysis of the affective dynamics of film and game texts in terms of gender-normative ‘technicity’, moving from the ‘mother monster’ of the original film to the ‘short controlled burst’ of the colonial marines and finally to the ‘psychopathic serendipity’ of Alien: Isolation .
机译:在本文中,我们讨论了《异形》系列电影的电子游戏改编,特别是《异形:殖民海军陆战队》(2013)和《异形:隔离》(2014)。在比较这些文本的批评性回应和开发者评论时,我们阅读了在每种情况下名义上的外星人性格的情感,审美和社会政治读物都非常不同。可以通过更广泛的讲故事技术(将电影和游戏之间的修复分层)来分析“看”这个数字的意义上的显着差异。在这组关键的背景下,关于叙事技巧如何产生强烈的“沉浸式”体验(例如恐怖和认同感)以及对这些体验的重视程度的说法有所不同。 “外观”的概念是作为一个比较系列而开发的,可以根据性别规范的“技术”对电影和游戏文本的情感动态进行分析,从原始电影的“母怪”转变为“电影”短暂地控制着殖民海军陆战队的阵阵爆发,最后达到了《外星人:隔离》的“精神变态”。

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