一个实际存在的反乌托邦:其他东欧和一个专制政权的生活经验:黑色的堕落

IF 0.3 0 FILM, RADIO, TELEVISION Studies in Eastern European Cinema Pub Date : 2022-05-09 DOI:10.1080/2040350X.2022.2071523
Zsófia O. Réti
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引用次数: 0

摘要

2014年,罗马尼亚小型独立游戏开发公司Sand Sailor Studio在Kickstarter上发起了一个项目,为他们的游戏《Black: the Fall》的开发提供资金。在获得超过1600人的支持后,他们完成了这款以过去/未来为背景的2.5D解谜平台游戏,并于2017年发行,获得了大多数积极的评价。文章认为,《黑色:堕落》将奥威尔式的反乌托邦融入了罗马尼亚社会主义过去的反乌托邦版本,目的是将其作为一种商品呈现给西方观众,利用罗马尼亚历史的独特性,从而强化东欧作为“手边的他者”的形象。虽然视觉效果支持我们所谓的齐奥塞斯库时代晚期的媒介体验,但游戏机制和游戏的情感品质可能能够提供一种更微妙的印象,即1980年代的罗马尼亚生活体验。
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An Actually Existing Dystopia: Othering Eastern Europe and the Lived Experience of an Authoritarian Regime in Black: The Fall
Abstract Sand Sailor Studio, a small Romanian indie game developer company launched a Kickstarter project to fund the development of their game Black: The Fall in 2014. After having more than 1,600 people backing their pitch, they could finish their 2.5D puzzle-platformer set in a bleak dystopic past/future and published it in 2017, receiving mostly positive reviews. The paper argues that Black: The Fall inscribes a more general Orwellian dystopia into a dystopified version of Romania’s socialist past in order to present it as a commodity for Western audiences, leveraging on the perceived uniqueness of Romanian history and hence reinforcing the image of Eastern Europe as an ‘other at hand?’. While the visuals support what we can call a mediatised experience of the late Ceausescu-era, the game mechanic and affective qualities of playing may be capable of offering a more nuanced impression of the 1980s in Romania as a lived experience.
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来源期刊
Studies in Eastern European Cinema
Studies in Eastern European Cinema Arts and Humanities-Visual Arts and Performing Arts
CiteScore
0.50
自引率
0.00%
发文量
34
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