僵尸去游乐园》:娱乐、暴力与《僵尸之地》和《Left 4 Dead 2》中的 21 世纪僵尸

N. Kelly
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Instead, both parks remain the pleasure centers they once were, although the \"fun\" is now not just in sampling the park's offerings; it is in fighting off the undead horde. In Zombieland and Left 4 Dead 2, the survivors bask in the adolescent dream of having the run of a carnival while delighting in combat against their assailants. They laugh and whoop for joy as they see the sights and ride the rides, their automatic weapons blaring. They diverge from the task of survival on the off chance of finding an unharmed Twinkie or concession stand, hoping to be the last person on Earth to savor the ambrosial flavor of junk food.While these post-apocalyptic trips serve mostly as light-hearted entries into the zombie-apocalypse megatext, they represent a compelling site for critical consid- eration when examined alongside earlier zombie narratives which have received attention from the academy, notably George A. Romero's Dawn of the Dead. Through such intertextual comparison, Zombieland and Left 4 Dead 2's respective uses of the amusement park will provide an avenue through which insight may be gleaned into a spate of changes the zombie has undergone as a villain figure in past years. Part of the reason for this is that, while Left 4 Dead 2 and Zombieland do enter various zones of commerce throughout their plots, their move to place significant portions of their narratives at amusement parks seems a bid to establish the carnival as a new canonical setting for zombie combat, just as Romero did with the American mega mall in Dawn of the Dead. The mall, made famous via Dawn's scathing commentary on materialism, has become inextricably connected to the zombie apocalypse. In fact, critics have argued that Dawn's mall-based meditation was so influential that it created a situation in which modem zombie narratives are \"irrevocably associated with a critique of consumer culture\" (Robbins 75). Yet, in Zombieland and Left 4 Dead 2, a discussion of materialism is largely elided. Instead, the characters are incorrigible seekers of pleasure, hunters of junk food and joy, and ardent fans of the entertainment industry with propensities towards fan worship that cannot be obliterated even by a zombie apocalypse. This new generation of entertainment-fixated zombie survivors differs from their forbearers in the objects they desire to consume, yet their consumer desires remain.In examining Left 4 Dead 2 and Zombieland medially as well as diegetically, placing them in dialogue with Dawn, we will be able to see the interrelationships between material changes in present-day life and the shifts the zombie has undergone as a villain figure in popular fiction, particularly in regards to the dynamics of violence and pleasure. Via Left 4 Dead 2 and Zombieland we will see that the metamorphosis of the zombie narrative, its move from mall-based critiques of materialism to bloody-but-playful romps across amusement parks in search of entertainment, echoes the dematerialization and digitization of the contemporary life. In short, what we will find is the zombie has transformed from a device for cultural contemplation to a figure which has become a focal point for bloody fun, a newly justified target of aggression. 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引用次数: 2

摘要

2009 年,哥伦比亚电影公司(Columbia Pictures)的《僵尸之地》(Zombieland)和 Valve 公司(Valve Corporation)的电子游戏《Left 4 Dead 2》(Left 4 Dead 2)这两部流行文化产品决定给 "僵尸启示录 "情节来个大转弯。有趣的是,它们选择了同一个情节。僵尸来到了游乐园。这两部作品仍然属于僵尸启示录类型。它们的情节都集中在一帮幸存者在一个被死人占领的世界里挣扎求生的故事。不过,这两部影片都将这场斗争的主要部分放在了美国废弃的游乐场内。有趣的是,这些游乐园并不只是灰暗、满目疮痍的废墟,也不是用来对比僵尸前世界的轻松与僵尸后世界的恐怖的背景。相反,这两个公园仍然是它们曾经的娱乐中心,不过现在的 "乐趣 "不仅仅在于品尝公园里的美食,还在于击退亡灵大军。在《僵尸之地》和《Left 4 Dead 2》中,幸存者们沉浸在青春期的梦想中,一边享受着狂欢的乐趣,一边与袭击者搏斗。他们一边大笑,一边欢呼,一边拿着自动武器大喊大叫。虽然这些末世之旅主要是作为僵尸启示录大文本中轻松愉快的条目,但如果将它们与受到学术界关注的早期僵尸叙事(尤其是乔治-A-罗梅罗的《死神的黎明》)放在一起进行研究,就会发现它们是一个引人注目的批判性思考场所。通过这种互文比较,《僵尸世界》和《Left 4 Dead 2》各自对游乐园的使用将提供一种途径,通过这种途径可以深入了解僵尸作为反派形象在过去几年中所经历的一系列变化。部分原因在于,虽然《左4死2》和《僵尸之地》在剧情中确实进入了各种商业区,但它们将叙事的重要部分放在游乐园的举动似乎是为了将嘉年华会确立为僵尸战斗的新经典场景,就像罗梅罗在《黎明杀机》中对美国大型购物中心所做的那样。购物中心因《黎明杀机》中对物质主义的嘲讽而闻名,如今已与僵尸启示录密不可分。事实上,评论家们认为,《黎明杀机》以购物中心为基础的冥想非常有影响力,它创造了这样一种局面,即现代僵尸叙事 "不可逆转地与消费文化批判联系在一起"(Robbins 75)。然而,在《僵尸之地》和《Left 4 Dead 2》中,对物质主义的讨论在很大程度上被忽略了。取而代之的是,剧中人物是无可救药的快乐追求者、垃圾食品和欢乐的猎手、娱乐产业的狂热粉丝,他们对粉丝的崇拜倾向即使是僵尸启示录也无法抹杀。通过对《左4 右2 》和《僵尸世界》的媒介和影像研究,将它们与《黎明时分》放在一起对话,我们将能够看到当今生活的物质变化与僵尸作为流行小说中的反派形象所经历的转变之间的相互关系,尤其是在暴力和享乐的动态方面。通过《Left 4 Dead 2》和《Zombieland》,我们将看到僵尸叙事的蜕变,从以商场为基础的物质主义批判,到在游乐园中血腥但不失娱乐性的狂欢,与当代生活的非物质化和数字化相呼应。简而言之,我们会发现僵尸已经从一种文化沉思的工具转变为一个血腥娱乐的焦点,一个新的合理的攻击目标。这些变化(从作为僵尸战场的商场到公园的转变中可以隐喻地捕捉到)是实体经济和社会向非物质和基于信息的经济和社会持续过渡的征兆。...
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Zombies Go to the Amusement Park: Entertainment, Violence, and the 21st Century Zombie in Zombieland and Left 4 Dead 2
In 2009, not one, but two pop culture products, Columbia Pictures's Zombieland and the Valve Corporation video game Left 4 Dead 2, decided to give the "zombie-apocalypse" plot a twist. Interestingly enough, they picked the same one. Zombies arrived at the amusement park. Both works still fall neatly within the zombie apocalypse genre. Their plots focus on a rag-tag band of survivors struggling to stay alive in a world overrun by the dead. However, both locate major portions of that struggle inside abandoned American fun lands. What's interesting is that these amusement parks aren't just grim, devastated ruins, backdrops used to contrast the levity of a pre-zombie world with the horror of a post-zombie one. Instead, both parks remain the pleasure centers they once were, although the "fun" is now not just in sampling the park's offerings; it is in fighting off the undead horde. In Zombieland and Left 4 Dead 2, the survivors bask in the adolescent dream of having the run of a carnival while delighting in combat against their assailants. They laugh and whoop for joy as they see the sights and ride the rides, their automatic weapons blaring. They diverge from the task of survival on the off chance of finding an unharmed Twinkie or concession stand, hoping to be the last person on Earth to savor the ambrosial flavor of junk food.While these post-apocalyptic trips serve mostly as light-hearted entries into the zombie-apocalypse megatext, they represent a compelling site for critical consid- eration when examined alongside earlier zombie narratives which have received attention from the academy, notably George A. Romero's Dawn of the Dead. Through such intertextual comparison, Zombieland and Left 4 Dead 2's respective uses of the amusement park will provide an avenue through which insight may be gleaned into a spate of changes the zombie has undergone as a villain figure in past years. Part of the reason for this is that, while Left 4 Dead 2 and Zombieland do enter various zones of commerce throughout their plots, their move to place significant portions of their narratives at amusement parks seems a bid to establish the carnival as a new canonical setting for zombie combat, just as Romero did with the American mega mall in Dawn of the Dead. The mall, made famous via Dawn's scathing commentary on materialism, has become inextricably connected to the zombie apocalypse. In fact, critics have argued that Dawn's mall-based meditation was so influential that it created a situation in which modem zombie narratives are "irrevocably associated with a critique of consumer culture" (Robbins 75). Yet, in Zombieland and Left 4 Dead 2, a discussion of materialism is largely elided. Instead, the characters are incorrigible seekers of pleasure, hunters of junk food and joy, and ardent fans of the entertainment industry with propensities towards fan worship that cannot be obliterated even by a zombie apocalypse. This new generation of entertainment-fixated zombie survivors differs from their forbearers in the objects they desire to consume, yet their consumer desires remain.In examining Left 4 Dead 2 and Zombieland medially as well as diegetically, placing them in dialogue with Dawn, we will be able to see the interrelationships between material changes in present-day life and the shifts the zombie has undergone as a villain figure in popular fiction, particularly in regards to the dynamics of violence and pleasure. Via Left 4 Dead 2 and Zombieland we will see that the metamorphosis of the zombie narrative, its move from mall-based critiques of materialism to bloody-but-playful romps across amusement parks in search of entertainment, echoes the dematerialization and digitization of the contemporary life. In short, what we will find is the zombie has transformed from a device for cultural contemplation to a figure which has become a focal point for bloody fun, a newly justified target of aggression. These changes (metonymically captured in the shift from the mall to park as zombie battleground) are symptomatic of a continued transition from physical economies and societies to immaterial and information-based ones. …
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