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Reverbing : The 'Red vs. Blue' machinima as anti-war film

机译:混响:《红与蓝》机甲作为反战电影

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摘要

This essay considers the place of Red vs. Blue (Michael "Burnie" Burns and Matt Hullum 2003-07) in the context of the war film genre, given that machinima is a kind of cinema. The methodology of textual analysis (Alan McKee 2003: 1) is used to argue that the series is an example of "genrification" (Rick Altman 1999: 65), whereby the war film has evolved into the anti-war film, much like the Hollywood western gave rise to the anti-western. Unfettered by nationalistic censors or profit-hungry studio bosses, makers of anti-war machinima movies often depict a futuristic scenario in which combatants openly mock the purpose of their military leaders. Machinima such as We Choose Death (Susi Spicoli 2006), Deviation (Jon Griggs 2006), An Unfair War (Thuyen Nguyen 2006) and Red vs. Blue represent a sort of digital version of Bertolt Brecht's agitprop theater. The post-modern attributes of cultural referencing and inter-textual bricolage and the existentialist themes of questioning the soldier's life of self-sacrifice in Red vs. Blue are closely examined to support this argument. In addition, a certain technological stumbling block in the development of machinima - the poor to non-existent lip-synchronization and the limited repertoire of facial expressions of the virtual actors - has resulted in greater "vovocentrism" (Michel Chion 1994: 5) and this is of particular significance in understanding the series' ready adoption of a pacifist stance: a character's emotions are difficult to show thus narratives are largely dialog driven. Talk, not action, predominates and mediation becomes imaginable in the anti-war machinima. This essay also considers the place of Red vs. Blue in the context of the new media, given that it is a direct product of the online gaming phenomenon that many blame for the widely reported decline in Hollywood box office receipts. The technological determinism (as described by Jacques Elluls in 1980 and recalling the words of Walter Benjamin) lampooned in the series not only offers a critique of contemporary warfare, it self-reflexively parodies the first person shooter computer game through its re-imagining of the mask-like faces, over-the-top weaponry and hyperbolic armory of the player's typical avatar into a more positive vision in which these erstwhile killer cyborgs are significantly defamiliarized as they engage in life-affirming introspection. This is contrasted with the excessive gore of the "Make Love not Warcraft" episode of South Park (2006) which features machinima from the massive multi-player online role-player game The World of Warcraft. Furthermore, the very impermanence of death in the gamer's virtual universe is satirized by an ongoing joke about a soldier's unburied corpse in Red vs. Blue. The series thereby makes a cogent case for the pursuit of satisfying, meaningful human agency rather than jingoistic warfare, unrestrained arms racing and blind nationalistic fervor. While computer games are frequently co-opted in the armed forces recruitment drives of USA and its enemies alike, Red vs. Blue provides a contemporary counter-culture message akin to the flower power zeitgeist of the 1960s.
机译:鉴于机械电影是一种电影,本文在战争电影类型的背景下考虑了红色与蓝色的关系(Michael“ Burnie” Burns and Matt Hullum 2003-07)。文本分析的方法论(Alan McKee 2003:1)被用来争论该系列电影是“绅士化”的一个例子(Rick Altman 1999:65),战争电影演变成反战电影,就像好莱坞西部引发了反西方。反战机器电影的制片人不受民族主义检查员或渴望利润的制片厂老板的束缚,常常描绘出一种未来派的场景,在这种场景中,战斗人员公开嘲笑军事领导人的目的。 《我们选择死亡》(Susi Spicoli 2006),《偏差》(Jon Griggs 2006),《不公平的战争》(Thuyen Nguyen 2006)和《红色与蓝色》等Machinima代表了Bertolt Brecht的agitprop剧院的一种数字版本。我们仔细研究了文化参照和互文间的后现代属性以及质疑红色与蓝色的士兵自我牺牲生活的存在主义主题。此外,机械人发展中的某些技术绊脚石-嘴唇同步差到不存在以及虚拟演员的面部表情有限-导致了更大的“ vovocentrism”(Michel Chion 1994:5)和这对于理解该系列已准备好采用和平主义立场具有特别重要的意义:角色的情感难以展现,因此叙事很大程度上是对话驱动的。在反战机器中,谈话而不是行动占主导地位,而调解变得可以想象。本文还考虑了红色与蓝色在新媒体中的位置,因为它是在线游戏现象的直接产物,许多人将其归咎于好莱坞票房收入的下降。系列中嘲讽的技术决定论(如雅克·埃卢斯(Jacques Elluls)在1980年所描述,并回想起沃尔特·本杰明(Walter Benjamin)的话)不仅对当代战争提出了批评,而且通过对第一人称射击游戏的重新想象而自我反省。面具般的面孔,超凡脱俗的武器以及玩家典型化身的双曲线武器使他们更加积极地看待这些昔日的杀人半机械人,因为他们从事肯定生命的内省。这与《南方公园》(2006年)中的“制作爱而不是魔兽”情节过多而形成鲜明对比,该情节的特点是大型多人在线角色扮演游戏《魔兽世界》中的机甲。此外,关于红色和蓝色中士兵未埋尸体的一个持续的笑话使玩家虚拟世界中的死亡无常性感到讽刺。因此,该系列为寻求令人满意的有意义的人类代理而不是动乱的战争,奔放的军备竞赛和盲目的民族主义热潮提供了令人信服的理由。虽然在美国及其敌人的招募活动中经常选择使用计算机游戏,但红色与蓝色之间却提供了类似1960年代花粉时代精神的当代反文化信息。

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    Starrs D. Bruno;

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