9/21/2023 0 Comments Tv tropes kentucky route zero![]() This also makes it difficult to identify how much each player character is supposed to know about the mysterious story world that is full of secrets. For instance, the point of view constantly switches between different characters, some of which never appear on the screen. The game experiments with interactive techniques of storytelling and breaks several conventions, such as plot closure, to an aesthetically satisfying result. The main writer of the game story, Jake Elliot, has been nominated for the 56 th Nebula Award in the Game Writing category (SFWA 2021). Its official Reddit community exceeded 2,600 members as of May 2021, with approximately 800 discussion threads posted by developers and fans since February 17, 2013. The game proved to be a creative success and gained a considerable fan following. The authors and developers of the game Jake Elliott, Tamas Kemenczy, and Ben Babbitt formed a small company called Cardboard Computer later, they partnered with the publisher Annapurna Interactive to bring the game to popular consoles (Elliott, Kemenczy, and Babbitt 2017) (Elliott et al., 2017). They were accompanied by another five shorter interactive ‘Interludes’ and other additional media content such as short videos and music recordings. These ‘Acts’, united by an overarching narrative, were released in a serial form between 20. Kentucky Route Zero (2013–2020) is an independently developed computer game in five episodes, referred to as ‘Acts’ in the game. The look of the game became more sophisticated in the process of development, especially in its depiction of space. Scene from the finale of Kentucky Route Zero Act V (2020). The main characters are waiting for a giant eagle to carry them away from the corporate Museum of Dwellings. Scene from Kentucky Route Zero Act II (2013). The look of the game is minimalist and clean it has very few ‘cinematic’ segments and heavily relies on text dialogues. This association may be even more surprising, as the game does not visually resemble Twin Peaks. One particular game, Kentucky Road Zero (Elliott, Kemenczy, and Babbitt 2013), is frequently mentioned in such lists (Andriessen 2020 Green 2017 Seagrave 2017 Turi 2015 Welsh 2020). In addition to television and film, the legacy of Twin Peaks can also be discovered in video games, as confirmed by many dedicated lists compiled by game critics. This cult TV series remains one of the most influential texts in experimental storytelling, not least due to its unique fictional universe (‘story world’). Since its premiere in 1990, Twin Peaks has transformed the experience of consuming popular media, particularly television (see e.g., Barrett 2017 Boulègue 2017 Mittell 2015), not just for its fans, but also for the generations to come. ![]() Introduction: Twin Peaks as the Point of Departure I conclude with the perspective of the American Weird setting, implemented in both ‘story worlds’ it can engender new meanings that surpass the linear logic of narration. ![]() Furthermore, the authors explicitly call for such involvement by introducing self-reflexivity and metacommentary in their work. I suggest that, in both cases, the fictional world largely emerges from the interaction with the audience that actively interprets the narrative and extends it far beyond the ‘tangible’ text. I seek to find out how interactivity of the game adds to these tropes and techniques, and whether we can project our findings about its interactive hypertextual narrative back to Twin Peaks. In this article, I analyze the narrative of Kentucky Route Zero in search of tropes and constructive principles already known from Twin Peaks. ”Will Kentucky Route Zero Take You to Twin Peaks? Tracing the Narrative of the American Weird”. Viittaaminen / How to cite: Serada, Alesha. Cybertext, fan studies, hypertext, intertextuality, metatext, narrative, video games
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