Adaptation, Violence, and Storytelling in The Last of Us

IF 2.4 2区 文学 Q1 COMMUNICATION
Steve Spence
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引用次数: 0

Abstract

A focus on the work of adaptation illuminates narrative innovations in Naughty Dog's PlayStation 3 game The Last of Us, its sequel, The Last of Us Part II, and the original game's transcoding as a nine-episode season of “quality television” by the American cable network Home Box Office (HBO). HBO's showrunners employed the distinct affordances of television to adapt core game themes regarding both ludic and real-life violence. Close comparisons with the game shed light on the wellsprings of the show's success, and they also highlight distinctive qualities of videogames as a storytelling medium. Naughty Dog's sequel also adapted the first game, using its complex, recursive narration to amend and complicate key moments from the original story. This narrative strategy reveals the influence of quality television, and it also enables the sequel to extend the first game's critique of violence's pleasures and their enabling justifications.
最后的我们》中的改编、暴力和故事性
顽皮狗的 PlayStation 3 游戏《最后的我们》及其续集《最后的我们第二部》,以及美国有线电视网 Home Box Office(HBO)将原游戏转码为九集 "优质电视 "季的过程中,对改编工作的关注揭示了叙事上的创新。HBO 的节目编导们利用电视的独特优势,改编了游戏中关于荒诞和现实暴力的核心主题。通过与游戏的近距离比较,我们发现了该剧成功的根源,同时也凸显了电子游戏作为叙事媒介的独特品质。顽皮狗的续集也对第一部游戏进行了改编,利用其复杂、递归的叙事方式对原故事的关键时刻进行了修正和复杂化。这种叙事策略揭示了优质电视的影响,也使续集得以延伸第一部游戏对暴力乐趣及其有利理由的批判。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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