(Anti)Colonial Anti-Communism in S.T.A.L.K.E.R. Shadow of Chernobyl: Appropriating the Anti-Colonial Rhetoric of Heart of Darkness and F.E.A.R. to Criticize Soviet Communism
{"title":"(Anti)Colonial Anti-Communism in S.T.A.L.K.E.R. Shadow of Chernobyl: Appropriating the Anti-Colonial Rhetoric of Heart of Darkness and F.E.A.R. to Criticize Soviet Communism","authors":"A. Nae","doi":"10.51391/trva.2022.04.02","DOIUrl":null,"url":null,"abstract":"This article analyses the anti-communist rhetoric of the popular Ukrainian video game S.T.A.L.K.E.R.: Shadow of Chernobyl which was developed by GSC Game World and released in 2007. In this paper I argue that, in order to mount a humanist critique against Soviet communism, the game borrows the anti-colonial discursive structure of Joseph Conrad’s Heart of Darkness filtered through the video game F.E.A.R. If colonialism is predicated on the juxtaposition of territorial expansion and a progressive temporality towards a civilizational ideal, then Heart of Darkness and F.E.A.R. convey a critique of colonialism by highlighting how spatial progress brings about temporal regression manifested as a dissolution of the self. To show this, they employ the doppelgänger convention. Both protagonists representing white civilization are on quest to find a character who has been ‘contaminated’ by the ‘heart of darkness.’ This latter character is eventually revealed to be a negative cultural doppelgänger of the protagonist who has assimilated otherness to the point of no return. By the same token, in S.T.A.L.K.E.R.: Shadow of Chernobyl the psychological regression of the protagonist is mapped onto spatial progress towards the heart of communism, in this case Reactor #4 of the Chernobyl Nuclear Power Plant. S.T.A.L.K.E.R. reworks the doppelgänger convention by identifying the protagonist with the character ‘gone native,’ i.e. gone communist, not only symbolically, but also physically. This enables the game to put forth two scenarios, namely one where the main character overcomes communism, and one where he embraces it. By offering both endings, the game maintains two contradictory views on the communist past. One ending suggests that communism can eventually be overcome, while the other postulates the communist past is here to stay.","PeriodicalId":39326,"journal":{"name":"Revista Transilvania","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista Transilvania","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.51391/trva.2022.04.02","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 0
Abstract
This article analyses the anti-communist rhetoric of the popular Ukrainian video game S.T.A.L.K.E.R.: Shadow of Chernobyl which was developed by GSC Game World and released in 2007. In this paper I argue that, in order to mount a humanist critique against Soviet communism, the game borrows the anti-colonial discursive structure of Joseph Conrad’s Heart of Darkness filtered through the video game F.E.A.R. If colonialism is predicated on the juxtaposition of territorial expansion and a progressive temporality towards a civilizational ideal, then Heart of Darkness and F.E.A.R. convey a critique of colonialism by highlighting how spatial progress brings about temporal regression manifested as a dissolution of the self. To show this, they employ the doppelgänger convention. Both protagonists representing white civilization are on quest to find a character who has been ‘contaminated’ by the ‘heart of darkness.’ This latter character is eventually revealed to be a negative cultural doppelgänger of the protagonist who has assimilated otherness to the point of no return. By the same token, in S.T.A.L.K.E.R.: Shadow of Chernobyl the psychological regression of the protagonist is mapped onto spatial progress towards the heart of communism, in this case Reactor #4 of the Chernobyl Nuclear Power Plant. S.T.A.L.K.E.R. reworks the doppelgänger convention by identifying the protagonist with the character ‘gone native,’ i.e. gone communist, not only symbolically, but also physically. This enables the game to put forth two scenarios, namely one where the main character overcomes communism, and one where he embraces it. By offering both endings, the game maintains two contradictory views on the communist past. One ending suggests that communism can eventually be overcome, while the other postulates the communist past is here to stay.
本文分析了由GSC game World开发并于2007年发行的乌克兰热门电子游戏《S.T.A.L.K.E.R.:切尔诺贝利之影》的反共言论。在本文中,我认为,为了对苏联共产主义进行人道主义批判,游戏借用了约瑟夫·康拉德的《黑暗之心》中通过电子游戏《F.E.a.R》过滤出来的反殖民话语结构,《黑暗之心》和《F.E.A.R.》通过强调空间进步如何带来表现为自我解体的时间倒退,传达了对殖民主义的批判。为了证明这一点,他们采用了doppelgänger惯例。两位代表白人文明的主角都在寻找一个被“黑暗之心”“污染”的角色后一个角色最终被揭露为主人公的负面文化替身,他已经将另类同化到了无法回头的地步。同样,在《S.T.A.L.K.E.R.:切尔诺贝利的阴影》中,主人公的心理回归被映射到了向共产主义核心的空间进步上,在本例中是切尔诺贝利核电站的4号反应堆。S.T.A.L.K.E.R.通过将主人公识别为“逝去的本地人”,即逝去的共产主义者,不仅象征性地,而且在身体上,重新演绎了多人杰的惯例。这使得游戏能够提出两个场景,一个是主角战胜共产主义,另一个是他拥抱共产主义。通过提供两个结局,游戏对共产主义的过去保持了两种矛盾的观点。一个结局表明共产主义最终可以被克服,而另一个结局则假设共产主义的过去将继续存在。