Where Good Old Cinema Narratives and New Media Collide

  • Natália Fábics Moholy-Nagy University of Art and Design, Budapest

Abstract

Based on the study of contemporary action/fan- tasy/horror blockbusters adopted from video games, with a special focus on Assassin’s Creed (Kurzel, 2016), the paper examines the influence of new media, and especially video games on contemporary cinema storytelling, with a spe- cial focus on how they reshape narrative struc- tures and logic through adding a novel spatial dimension and incorporating a new form of re- ality based on the rules of video games. This re- ality of imagined spaces create a narrative that from many aspects break away from the rules and the logic of a more ‘tightly-woven’ storytell- ing, and – among many other things – introduce the presence of the non-present, unfold their plots through discovering the unknown spaces of imaginary universes. While this ‘new real’ is emerging in contemporary cinema, as the pres- ent paper will argue, in years to come it might easily become a set of ‘new rules of the game’ for a  lm industry targeting a new generation of movie-goers who grew up with touchscreens and apps, and are just entering their teenage years.

Published
Nov 28, 2017
How to Cite
FÁBICS, Natália. Where Good Old Cinema Narratives and New Media Collide. International Journal of Film and Media Arts, [S.l.], v. 2, n. 1, p. 42-51, nov. 2017. ISSN 2183-9271. Available at: <http://revistas.ulusofona.pt/index.php/ijfma/article/view/6153>. Date accessed: 13 dec. 2017.
Section
Full Papers