How are your case studies Post-modern? Main Points:
• What is Postmodernism?- Overview: Postmodernism can be primarily seen as a rejection of the Modernist theory where rather than focusing on universal laws and truths they can be seen as ‘suspicious’ of such meta-narratives, disregarding them in favour of local narratives and subjective truths, as the key theorist Lyotard stated. Other primary aspects of the Post-modern condition are the focus on fragmentation and the idea of the ‘de-centred’ self, belief in the ‘hyper-real condition’, a larger belief in the ‘decay’ in generic boundaries as well as the idea of Pastiche, bricolage and the belief that nothing is or can be original anymore.
• Run Lola Run- Can be seen as Post-modern because- it dismissed ideas of the unified self (fragmentation and a decentres self)as Lola constantly re-defines herself in pursuit of a different ending to her story. Intertextuality- in the form of frequent shots to clock hands(not only used as a theme to enforce time) but direct reference to film High noon as well as her scream in the casino (Oskar in the Tin drum). Also video game like qualities and MTV style editing links to hyper-reality i.e. cartoon imager – as well as this she able to learn things from her previous runs. Also there is a rejection of time where no ‘time machine’ restricts her from going back and changing things.
• Bladerunner- surpasses boundaries by mixing 1950 film Noir and science fiction (PM focus on hybridity)- elements of film noir= low key lighting and archetypal femme fatale character Rachel- elements of science fiction= technology and futuristic settings- characters usually shown in the same shot with a form of technology e.g. Voight-Kampff machine (which shows overall dehumanization of society to be judged by machine- arises questions what is it to be human and links to condition of loss/ fragmentation of identity) . Plays heavily on the idea of mass media/ popular culture being most important institutions in society (saturation)- supported by use of frequent advertisements in terms of films visual aesthetic and the power of Tyrell’s company in being able to make replicants in the first place. Parody/ rejection of meta narrative e.g. religion- Tyrell can be seen as ‘God’- linking with power sustained by media conglomerates- this is shown by fact he lives high up- not in rainy pollutes settings as well as cathedral like qualities of his headquarters- while some argue we see Tyrell in a negative light because of his insensitivity towards replicants while sympathise with those replicants who want to live longer. But is this film truly Post-modern or just about the Post-modern condition?
• Family Guy- bricolage where characters of Brian and Stewie are based on previous characters of Snoopy and Jimmy Corrigan Smartest Kid on earth. Rejection of religion and the meta-narrative e.g. when God gets drunk and creates a hermaphrodite. Whole series builds its humour on a variety of intertextual references while at times it is offensive and racist (banned in several countries).
• Lady Gaga- decentred self- constantly redefining and transforming her visual aesthetic- can’t be defined by boundaries. Telephone music video= has various intertextual references such as to Quentin Tarintino’s Pulp fiction and kill bill i.e Pussy Wagon, to Thelma and Louise (ending shot) as well as subversion of Shania Twain’s that don’t impress me much MV. Hyper-real condition where prison lifestyle is glamorized, almost making murder almost appear to be ‘stylish’.
• Sims- It’s a role playing game which positions audience to actively engage in text (through detailed mise-en-scene etc)- blurring distinction between reality and the ‘hyper-real’- also because audience are authors and control text links to ideas truth= subjective and ‘local narrative; favoured. Identity crisis and fragmentation where we are able to make several different versions of the Sims- their identity is constantly apt to change. Self reflexivity (knowledge being controlled) where they reference their own artificiality e.g. Sims can play their own game of Sims on computer- and when Sim is hungry or in need of something they look at the camera (deliberately addressing it).
‘Post-modern media blur the boundary between reality and representation’- Discuss this idea:
• Hyper-reality- can be argued a form of blurring line between reality and representation- All of the case studies exhibit this condition for example in Run Lola Run we are at times unable to consciously distinguish reality from fantasy- through cartoon imagery and the fact she is able to continue rejecting the boundaries of time which would stop her from changing the past. Reality in representation is also subverted in terms of Bladerunner i.e. mixing of two juxtaposing genre’s as well as replicants (unable to tell distinguish whether they are in fact human- specifically at the end with Deckard).
• Video games- Games such as Sim’s and GTA arguably ‘blur’ the line between reality and representation by placing the audience in a position where they can actively control the text- by immersing the audience through detailed graphics and mise-en-scene for example in Sim’s they have their own currency- it blurs the lines between reality and what is being played i.e. what is being represented in the game (only figments of reality). However not only do the audience become so actively immersed within the game that reality is almost ‘blurred’ but because the representation in the games is so different from real life it further links to this idea (because on games like GTA are free from morals i.e. can go around killing anyone whereas reality can be seen as complete opposite of this)
• Braudrillard and Simulacrum- he argued because of heavily saturated media world we live are our perceptions of reality are based on images/representations- however the objects in the real world (referents) no longer symbolise the true reality- yet our perceptions/understanding is still based on this e.g. in GTA various American cities are used- arguably many of the audience have never been to any of these American cities yet base their perceptions on these through the video game (blurring the distinction between)