Postmodernism is a theory that means ‘after modernism’ and it started in the 20th century and was a reaction to the hyper rationalism of the modernism theory. Modernism is a style or movement within the arts that departs from traditional forms. It is concerned with assigning value to things such as art and using modern ideas to modify traditional beliefs. On the contrary postmodernism has no set definition as it is just a social construct that is completely objective with no absolute truth. It is a way of analysing frameworks or text and is an epistemological issue, in other words, how do we understand what we understand, as well as an ontological issue, which means what it means to be human. However, the theory itself is very contradictory, as it is a theory of everything that states it is a fallacy to have a theory of everything. Nothing is ever fixed due to a constant collapse of metanarratives, it reacts against earlier modernist principles, as by reintroducing traditional or classic elements of style. It can be seen in many different types of media, from film to music videos or television.
Until dawn (Jason Graves,2015) is a post modern, interactive, drama, survival, horror, adventure video game, and in this cinematic game the player controls eight different characters and makes the decisions for them, however, the decisions made will alter the narrative of the game creating what is known as the butterfly effect. The choices made will affect how the game plays out, for example locating a weapon in an earlier chapter may allow the player to pick it up down the line when a chase scene leads back to the same room. The game blurs the lines between reality and virtual life forming Baudrillard’s concept of the Simulacra. This is due to the verisimilitude of the game, and how unsettlingly realistic the game characters look to their voice actors forming this augmented reality and uncanny valley as it seems as though the player is controlling the actor rather than just a characters. Furthermore, the game continuously breaks the forth wall with the therapist Dr Hill asking questions directly to the ‘camera’ or player about what scares them and they have the choice to answer, this intense audience interaction immerses the player in the game, potentially forming a loss of identify and conforming to Lyotard’s postmodern self and how the audience becomes part of the simulated game and loses their sense of identity and self. Additionally, Csikszentmihalyi explains that flow is a heavy idea in the game as the player has to make choices that challenge their own morals to reach their desired goal, in the games case this would be keeping a character a live to produce the best possible ending as there are many depending on how you8 play the game. Moreover, the immersion in the game is also evident when making the choices such as to ‘run’, ‘stay’, ‘help a character’ and many more, however, the game takes a further postmodern turn by also providing the option to not act in situations which is, in itself, acting, as well as the game physically making the player stay still as moving the controller will move the character in the game due to the censored controller.
Until dawn (Jason Graves,2015) is a post modern, interactive, drama, survival, horror, adventure video game, and in this cinematic game the player controls eight different characters and makes the decisions for them, however, the decisions made will alter the narrative of the game creating what is known as the butterfly effect. The choices made will affect how the game plays out, for example locating a weapon in an earlier chapter may allow the player to pick it up down the line when a chase scene leads back to the same room. The game blurs the lines between reality and virtual life forming Baudrillard’s concept of the Simulacra. This is due to the verisimilitude of the game, and how unsettlingly realistic the game characters look to their voice actors forming this augmented reality and uncanny valley as it seems as though the player is controlling the actor rather than just a characters. Furthermore, the game continuously breaks the forth wall with the therapist Dr Hill asking questions directly to the ‘camera’ or player about what scares them and they have the choice to answer, this intense audience interaction immerses the player in the game, potentially forming a loss of identify and conforming to Lyotard’s postmodern self and how the audience becomes part of the simulated game and loses their sense of identity and self. Additionally, Csikszentmihalyi explains that flow is a heavy idea in the game as the player has to make choices that challenge their own morals to reach their desired goal, in the games case this would be keeping a character a live to produce the best possible ending as there are many depending on how you8 play the game. Moreover, the immersion in the game is also evident when making the choices such as to ‘run’, ‘stay’, ‘help a character’ and many more, however, the game takes a further postmodern turn by also providing the option to not act in situations which is, in itself, acting, as well as the game physically making the player stay still as moving the controller will move the character in the game due to the censored controller.
The game plays out like a film, with a very long story line
introduction to build up a character hierarchy so the audience connects with
their favourite characters and will try harder to make them live by making,
what the player hopes to be, the right choice, as if they were directing a
friend in trouble. Further adding verisimilitude to the exaggerated horror
scenario, and constructing an augmented false reality, especially as the
characters look so realistic. Additional Postmodern aspects are the declining
of meta narratives, once the villain in the game is revealed, as the audience then
play as the antihero establishing that there is no clear definition who is good
or bad in the metafictional media. This also creates meta discourse as the
player is figuring out how they want the narrative to go by choosing what to do
or who to kill, for example, the player can choice to shoot another character
in the head or allow themselves to die in a gruesome way. The choices made form
a strong critical awareness of the player’s actions, building a sense of moral subjectivity
and making the audience aware of their own moral conscience. Furthermore, within
the game, there are element of Nudity for Nudity’s sake, forming a very postmodern
feature of flattening of effect, such as when Samantha is wondering around in a
towel after taking a bath and them hiding from the potential killer.