{"title":"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","authors":"H. Esser","doi":"10.3390/H10010056","DOIUrl":null,"url":null,"abstract":"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’.","PeriodicalId":268290,"journal":{"name":"Humanities research","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Re-Calibrating Steampunk London: Heterotopia and Spatial Imaginaries in Assassins Creed: Syndicate and The Order 1886\",\"authors\":\"H. Esser\",\"doi\":\"10.3390/H10010056\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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’.\",\"PeriodicalId\":268290,\"journal\":{\"name\":\"Humanities research\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-03-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Humanities research\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3390/H10010056\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Humanities research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3390/H10010056","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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’.