Based on the study of contemporary action/fantasy/
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 special focus on how they reshape narrative structures and logic through adding a novel spatial dimension and incorporating a new form of reality based on the rules of video games. This reality
of imagined spaces create a narrative that from many aspects break away from the rules and the logic of a more ‘tightly-woven’ storytelling, 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 presentpaper will argue, in years to come it might easily become a set of ‘new rules of the game’ for a film industry targeting a new generation of movie-goers who grew up with touchscreens and apps, and are just entering their teenage years.
games history, video games, new media, cinema narrative, storytelling, imagined spaces
IJFMA 2017 (by-nc-nd)
Film and Media Art Department/ Lusófona University