重新校准蒸汽朋克伦敦:刺客信条:辛迪加和秩序1886中的异托邦和空间想象

H. Esser
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引用次数: 1

摘要

电子游戏已成为重要但未被充分研究的叙事媒体,它与文化记忆的流行形式相联系,并使其永久化。它们以独特的方式唤起和调解空间(或其幻觉),从字面上发挥了多琳·梅西的空间理论,认为空间是通过多种轨迹产生的。我研究了《刺客信条:辛迪加》和《教团1886》(均为2015年)如何将新维多利亚时代的伦敦配置为模拟的时空想象,其中城市纹理本身就成为可读的讲故事设备,并询问他们的新维多利亚时代异托邦是如何通过空间体验进行调解的。这两款游戏都让人联想到蒸汽朋克时代的伦敦,作为一个与维多利亚时代记忆之城相反的地方。通过复古的推测,他们将新维多利亚时代的伦敦重新定位为一个提供替代性代理和冒险形式的游乐场,或者是一个充满赛博朋克的超级城市。通过这样做,他们邀请玩家重新评估,通过他们在这种异质蒸汽朋克伦敦的空间体验,共享“城市”和“维多利亚”的想象。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Re-Calibrating Steampunk London: Heterotopia and Spatial Imaginaries in Assassins Creed: Syndicate and The Order 1886
Video games have become important but understudied narrative media, which link into as well as perpetuate popular forms of cultural memory. They evoke and mediate space (or the illusion thereof) in unique ways, literally putting into play Doreen Massey’s theory of space as being produced through a multiplicity of trajectories. I examine how Assassins Creed: Syndicate and The Order 1886 (both 2015) configure a neo-Victorian London as a simulated, spatio-temporal imaginary in which urban texture becomes a readable storytelling device in and of itself, and interrogate how their neo-Victorian heterotopias are mediated through a spatial experience. Both games conjure up imaginaries of steampunk London as a counter-site sourced from and commenting on the Victorian city of memory. Through retro-speculation, they re-calibrate neo-Victorian London as a playground offering alternative forms of agency and adventure or as cyberpunk-infused hyper-city. In so doing, they invite the player to re-evaluate, through their spatial experience in such a heterotopic steampunk London, shared imaginaries of ‘the city’ and ‘the Victorian’.
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