Saturday 13 December 2014

Session Notes: It's okay they still got what they deserved (Part two)

The close textual analysis of Fictional Media Violence

Clip1: Outlast I’m Getting my Fingers cut off

Outlast is a video game where players take the role of a journalist who is sent to research a place where he cannot escape. In the scene where the journalist/gamer have their fingers cut off in the game the build up is cleverly constructed, with the character being wheeled from one room to the other by a masked, yet somewhat disfigured man, dressed in a surgical apron. Everything in this building seems to creak and squeak sadistically building tension, whilst revealing that the journalist is not the only person being tortured in the building, which reveal a similar set up to the film Hostel. The clip is interesting as it is all seen from the POV of the gamer, adding a sense of realism and the idea that this is happening to you. When “your” fingers are cut off “your” vision becomes blurred, you are then set to wriggle to free “your” hands where “you” stumble forward and are violently sick on the floor. The scene is extremely graphic.

Close Textual Analysis: Media Texts
Technique
1-    Watch/ listen to clip (content, genre)
2-    Re-Watch the clip: look at mise-en-scene (specific elements and make notes)
3-    Re-Watch the clip: Mise-en-shot
4-    Re-watch the clip: Soundtrack
5-    Re watch: Narrative (MACRO features)
6-    Refine your notes looking for themes…meanings, connotations within the example.

Themes for Outlast

By the character being portrayed in such a way with constant POV it gives you an extra feel of active relations within the game, instead of the passive relation which is created in TV and Film. Gameplay involves characters, our surrogates for us, that carry us through the game.

Gaming: Narrativeology Vs. Ludology

Narratology
Study of Narrative
(story/plot/character)
(Structures)
Games Defined by Narrative Structure

Ludology
The study of Play
(structure/experience)
Games defined by interactive play

Perceptual
Immersion
Sense dominated by being in the game

Psychological
Immersion
Player drawn in to game world at the level of imagination

Flow
State of mind when involved in challenging/pleasurable activity, that increases in difficulty over time leading to better rewards/ feedback.

 Temporality and Spatiality


Historical Context- technology and form the look of FMV enhanced by:

Technologies

- Computer hardware and software
- Industrial practises and processes.

Special Effects

- Blending fantasy and realism
- Complex visual effects.

Clip 2: Elevator Drive

The scene starts by changing to a real life set up of three people in an elevator, then the protagonist sees a gun in the antagonists belt, the scene then changes in pace to become very slow moving and stylised, with the lighting becoming dimmer, as he pushes the girl gently against the back wall of the elevator and kisses her the music is classical and slow moving to match the pace of the scene, the kiss continues for what feels like a long time, the audience are locked comfortably on the couple, the light then becomes brighter to resume its original set up, and then the protagonist engages the antagonist in a fight, the antagonist is quickly parted from his gun and then the protagonist begins to pound the mans skull in, the diegetic sound during this, is graphic in itself as you hear the antagonists skull cave in, the girl removes herself from the situation by exiting the elevator and standing just outside, at the end you watch as the protagonist looks at her with heartbreak in his eyes, you then have a close up shot on the back of his jacket which is a golden scorpion. This links to mythology that a scorpion cannot change its nature. An interpretation of the kiss can be taken, that it is his last chance to embrace her before she comes to no longer see him as the hero but rather the villain. The scene shifts from being artistically romantic, to brutally and graphically violent.

Overt and Covert FMV 



                                                                                                                   
Clip Three: Thriller A cruel Picture

A woman who suffers a severe trauma, and then seeks her revenge.
The fight scene is slow paced, and is accompanied by sci-fi esc music. The men our covered in blood but her hands never make contact with their faces. The sound then changes to something similar to the sound of a heartbeat, this sound effect then fades out to hear the sound of her high heels walking away.

Clip Four: End Scene; Death Proof

Man who ent around killing meets his match in 3 masculine appearing women who proceed to chase him, crash in to him and beat him in some what of a bully circle set up. This scene is somewhat comedic as they punch him for a longer period of time than any man could stand.

Comparison of Clip three and four


Three is very stylised the fight scene was dragged out to make it feel ridiculously long. This has a particular effect on the audience designed to be dill where as four was designed to be filled with violence. Three draws upon the style, forms and conventions of art-house cinema and Bertolt Brecht’s theatre style, whose slow pace draws our attention to its deliberated artistic intention to question how violence is portrayed and/ or this instils a comedic effect. Four, as much as it shows 3 women getting revenge it can be interpreted that it is show in a way to appeal to the male gaze rather than the female gaze. However it illustrates that they enjoy being violent towards him in a more light-hearted respect.

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