硬核的空虚:《迈阿密热线》中的暴力消费

Jovana Vujanov
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摘要

本文探讨了独立动作游戏《Hotline: Miami》(Dennaton Games, 2012)对(媒体)消费主义的挑战。《热线》不仅解构了与暴力游戏相关的放纵,还解构了其主要的怀旧兴趣——80年代的文化时代——通过对过度的美化。我将通过分析游戏的“程序修辞”(Bogost)和叙述结构来证明这一点。游戏以强烈的视听效果压倒玩家的感官,并明确面对玩家参与极端暴力的动机,在沉迷过度曝光的恍惚状态和虚幻的评论之间平衡了游戏体验。感官过载与完成关卡所需的精确度形成鲜明对比,将刺激肾上腺素的核心玩法转向潜行类游戏中更常见的机制。游戏内部奖励系统和整体叙事结构进一步复杂化了玩家行为的目的性,质疑了游戏中的血腥目的论,颠覆了将电子游戏暴力视为娱乐的传统观念。就像我将要讨论的那样,金属评论通过讽刺破坏了游戏的稳定性,相对化了玩家对游戏的投入。如此,《Hotline: Miami》便成为了“不和谐开发”(游戏邦注:即Dyer-Witheford和De Peuter)的典型例子,即一款既横扫市场又挑战其作为娱乐媒介的基本前提的游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Emptiness of Hardcore: Consuming Violence in Hotline: Miami
The article explores the challenges to (media) consumerism posed in the indie action game Hotline: Miami (Dennaton Games, 2012). Hotline deconstructs not only indulgence associated with violent gaming but also its main nostalgic interest–the cultural era of the 1980s–through a ludification of excess. I will aim to demonstrate this through an analysis of the game’s “procedural rhetoric” (Bogost) and narrative structure. Overwhelming the player’s senses with intense audiovisuals, and explicitly confronting her motivations for participating in extreme violence, the game balances the game experience between a trance-like state of indulgent overexposure and metaleptic commentary. The sensory overload is also sharply contrasted with the level of precision necessary to complete the levels, bending the adrenaline-pumping core of the gameplay towards mechanics more common in stealth-based games. The system of in-game rewards and the overall narrative structure further complicate the purposefulness of player acts, questioning the teleology of gore in gaming and subverting the conventional notion of video game violence as entertainment. As I will argue, the metaludic commentary destabilizes the game through irony, relativizing the player’s commitment to it. In so doing, it makes Hotline: Miami a prime example of “dissonant development” (Dyer-Witheford and De Peuter), a game that manages to both sweep the market and challenge its basic premises as an entertainment medium.
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