‘Now you are Robin Hood: Prince of Thieves™’: Intermedial Medievalism

IF 0.5 2区 文学 0 FILM, RADIO, TELEVISION
Tess Watterson
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引用次数: 0

Abstract

The 1991 Robin Hood: Prince of Thieves console video game constitutes a significantly different vision of the Middle Ages than the blockbuster film upon which it was based. Prince of Thieves is one among a prolific tradition of Robin Hood-themed digital games, which produce anew a legend that has thrived across intermedial networks of representation since the Middle Ages. The game represents a desire to transform popular medievalist narratives into play formats, but also the entwined and invested relationship between Hollywood and the game industry over the last half-century. This article will analyse how three core thematic elements of the game are inherently shifted in the adaptation process: the range of perspectives reduced by a first-person game, the modes of violence, and the role of familial relationships. The game is more than just a remediated version of the same story, as its adaptation process is a result of not only the medievalist tradition of Robin Hood and a connection to this film but also of the history of the action-adventure game genre and movie-adaptation games. This article will argue that the context of video game adaptation and genre conventions shape the way this text operates as a piece of franchise media, and that these constraints or choices in the game’s design in turn shape the production of vastly different historical meanings.
现在你是罗宾汉:盗贼王子™’: 中世纪中期主义
1991年的《罗宾汉:盗贼王子》游戏机构成了一个与它所依据的大片截然不同的中世纪愿景。《盗贼王子》是以罗宾汉为主题的数字游戏的丰富传统之一,这些游戏重新创造了一个自中世纪以来在中介代表网络中蓬勃发展的传奇。该游戏代表了将流行的中世纪叙事转变为游戏形式的愿望,但也代表了过去半个世纪好莱坞和游戏行业之间纠缠和投资的关系。本文将分析游戏的三个核心主题元素在改编过程中是如何发生内在变化的:第一人称游戏减少的视角范围、暴力模式和家庭关系的作用。游戏不仅仅是同一个故事的修正版,因为它的改编过程不仅是《罗宾汉》中世纪传统和与本片的联系的结果,也是动作冒险游戏类型和电影改编游戏历史的结果。本文认为,电子游戏改编的背景和类型惯例决定了本文作为特许经营媒体的运作方式,而游戏设计中的这些限制或选择反过来又塑造了截然不同的历史意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
0.60
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0.00%
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16
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