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Development-Eidos Montreal Publisher- Square Enix Producer-David Anfossi

How the style is postmodernism


The story is told and presented as blend of science fiction and film noire style. The game is set in the year 2027 and is in a gritty crime ridden city much like many film noire style films but the amount of futuristic equipment and gadgets let the player know they are playing something between the two. This blurring of genres is a common trait seen in post modernistic products.

The way in which the game is played is also post modernistic. The player of the game will be faced with as vast number of choices throughout the course of the story which affect the course of the plot. The games combat system also is postmodern where it is entirely the players choice as to how to proceed they can simply kill everyone if they wish, sneak past everyone or knock them out. It is possible to go the entire game without killing anyone (barring the bosses) if the player wishes to. The way the player chooses their game style further affects the end.

How is the content postmodernist


The story has a lot of focus on what makes us a race human by dealing with the issue of robotic augmentation. Throughout the game the players character Adam Jensen will debate this meaning with people from both sides (one being the augmentation manufacturer and one being the leader of a anti augment organisation along with many others chipping in as well) in the end its Adams (the player) choice to what they think makes us human.

The game also deals with issues of ownership and freedom of choice. Adam for a lot of the game is seen as little more than a lap dog by many people and the player is made to question if they are doing this mission for themselves or for the large organisations manipulating the public to their own will. Are the augments to help humanity or another way for the big organisations to control the general public.

Postmodern reception
The game is very postmodern is reception since because of the multiple choices and styles a player has to make their a very large ways in which the story can be perceived form player to player or from play through to play through and what the player takes out of the game is entirely their own choice.

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