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Traditional narrative structure hit a wall--or rather it hit the
glass of a kaleidoscope--in the 1990s, when art began to function
as a kind of editing table on which daily reality could be remixed
and recreated. Narrativity considers the importance of new
narrative modes, looking not only at the visual arts but at
contemporary literature and film, and the mutual influences between
them. It tackles the question of narration--its ruptures and
mutations--in an age of media culture and video games, where the
ludic and interactive principle is an important element. Through
reflections on time, duration and temporal protocols, which have
taken on major aesthetic stakes, it seeks to reaffirm that the work
of art is an "event" before being a monument or a mere
testimony--an event which constitutes an experience. And, not
least, it considers the artistic games and gambles allowed and
forced by all this change.
An in-depth exploration of a neglected video game platform of the
1990s and a reflection on the way we construct the cultural history
of video games. In The Media Snatcher, Carl Therrien offers an
in-depth exploration of NEC's PC Engine/TurboGrafx-16, a
little-studied video game platform released in the late 1980s. The
PC Engine was designed to bring technological expandability to the
world of game consoles; The Media Snatcher's subtitle evokes some
of the expansions and the numerous rebranded versions of the system
released by NEC, including the first CD-ROM add-on in video game
history. The platform makers hoped that expandability would allow
its console to remain at the cutting edge and even catch up with
such perceptually rich media as cinema and anime. More than a
simple shape-shifter, the PC Engine became a media snatcher.
Therrien examines the multidirectional interactions of video game
technologies, commercial structures, and cultural dynamics. He
considers, among other things, hyperbolic marketing and its impact
on how we construct video game history; glitches, technological
obsolescence, and the difficulty of conducting media archaeology of
the recent past; the emergence of male-centered power fantasies
through audiovisual rewards; the rise of original genres such as
visual novels; and the sustained efforts to integrate PC Engine
software in the sprawling media landscape of Japan (where the PC
Engine found much of its success). Avoiding the usual
techno-industrial glorification, Therrien recounts the bold
technological aspirations of the platform makers and the struggles
to make the actual technology realize its potential.
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