
Wednesday, 10 February 2016
Tuesday, 9 February 2016
Why is Grand Theft Auto V postmodern?
GTA V is a a video game which where a city emerges from the swamps, its growth solely from the power struggle of a lucrative drugs trade. The city is constructed on crime and betrayal. GTA V includes a protagonist called Vic Vance, who is a soldier who has always protected his dysfunctional family and his country. He got kicked out of the army onto the streets of a city torn between glamour and gluttony. Vic must build an empire any way possible or be prepared to be crushed.
GTA follows the POMO texts which includes Meta Reflection, Blurring Genres, Intertextuality, Audience Interactivity, Simulacra and Self Reflexivity and Confusing over Time and Space.
Meta Reflections has been included in this particular game where it shows the player that they are in the video game, when Vic (the player) loses his health and "dies" because he was wasted, when Vic (the player) is arrested by the police because he was busted and when the mission is either passed or failed.
Furthermore, Blurring Genres is also included in this video game where it's all about adventure, role play, simulation, shooter and racing genres. Blurs video game genre has been used through the use of cut scenes between the start and end of missions. The opening title sequence and end credits (after completing the game) is also a very similar to a TV show or films opening and closing credits and title sequence.
Intertextuality has also been used in GTA V where the Vice City is based on Miami and many of the fashions, cars, people and settings are based on 80s TV show Miami Vice and on top of that, the cars are based on real cars which gives the audience a sense of how it would feel to own a super car.
Audience Interactivity allows the players to upload the walk-through videos and best moments (stunts or kills etc) to promote the game on their YouTube channels. This is beneficial as more and more people would prefer to play GTA V as it involved reality movements such as stunts and stealing cars. Moreover, GTA V allows the players to modify the game by creating a replica of actual cars, editing characters and locations of the game and the players are also allowed to enter codes to evade the police, get more illegal weapons, spawn cars and tanks. The weather and time of day can also be changed depend on the mood of the player.
Simulacra and Self Reflexivity is totally different from different video games as the players can recognize some areas of Vice City from images that they have seen of Miami however, the buildings in Vice City are not identical to the real Miami and are fictional and emphasized. The players are not seeing the real thing at all in the video game but merely an artists' impression for the game.
Lastly, GTA has a confusion over time and space where when the player is wasted or busted by the police, time fast towards by 6 hours so that it is usually light. There is therefore very little equilibrium at this point as the player doesn't see the 6 hours of hospital treatment or jail time. Some missions also require a certain of day to happen but a night mission will fast forward from the day to night in a matter of seconds so that the mission can be played at the right time.
GTA follows the POMO texts which includes Meta Reflection, Blurring Genres, Intertextuality, Audience Interactivity, Simulacra and Self Reflexivity and Confusing over Time and Space.
Meta Reflections has been included in this particular game where it shows the player that they are in the video game, when Vic (the player) loses his health and "dies" because he was wasted, when Vic (the player) is arrested by the police because he was busted and when the mission is either passed or failed.
Furthermore, Blurring Genres is also included in this video game where it's all about adventure, role play, simulation, shooter and racing genres. Blurs video game genre has been used through the use of cut scenes between the start and end of missions. The opening title sequence and end credits (after completing the game) is also a very similar to a TV show or films opening and closing credits and title sequence.
Intertextuality has also been used in GTA V where the Vice City is based on Miami and many of the fashions, cars, people and settings are based on 80s TV show Miami Vice and on top of that, the cars are based on real cars which gives the audience a sense of how it would feel to own a super car.
Audience Interactivity allows the players to upload the walk-through videos and best moments (stunts or kills etc) to promote the game on their YouTube channels. This is beneficial as more and more people would prefer to play GTA V as it involved reality movements such as stunts and stealing cars. Moreover, GTA V allows the players to modify the game by creating a replica of actual cars, editing characters and locations of the game and the players are also allowed to enter codes to evade the police, get more illegal weapons, spawn cars and tanks. The weather and time of day can also be changed depend on the mood of the player.
Simulacra and Self Reflexivity is totally different from different video games as the players can recognize some areas of Vice City from images that they have seen of Miami however, the buildings in Vice City are not identical to the real Miami and are fictional and emphasized. The players are not seeing the real thing at all in the video game but merely an artists' impression for the game.
Lastly, GTA has a confusion over time and space where when the player is wasted or busted by the police, time fast towards by 6 hours so that it is usually light. There is therefore very little equilibrium at this point as the player doesn't see the 6 hours of hospital treatment or jail time. Some missions also require a certain of day to happen but a night mission will fast forward from the day to night in a matter of seconds so that the mission can be played at the right time.
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