scott pilgrim analysis

10
Postmodernism Analysis cott Pilgrim vs The World

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Page 3: Scott pilgrim analysis

How is this film postmodern? Hybridisation = Drama, fantasy, sci-fi, rom-com

Intertextuality = Bomber man (Bomber image on Kim’s drum kit) First fight scene (Fight Club sequence) Wipe transitions (Star Wars) Desert sequences (The Doors -1991) Combat (Mortal Combat/Street Fighter) Ramona’s flashbacks (Scott Pilgrim comics) Todd (Brandon Routh – Superman / weak to green) ‘Gets it’ (Sonic ring noise) Ramona’s hammer (Donkey Kong/Mario) Gideon’s henchman (Kill Bill – 2003)

Meta = ‘The Clash At Demonhead’ The numbers – exes (1000, 2000 etc) Knives Chow (Backwards in Chinese – Chow Knives / plot spoiler) Breaking the fourth wall – Scott’s sister Video game references

Page 4: Scott pilgrim analysis

How can you apply/relate Baurdillard theory?

Hyper reality = Division between ‘real’ and simulation has collapsed, therefore an illusion of an object is no longer possible because the real object is no longer their. Scott Pilgrim vs. The World provides us with a reality in every way a simulacrum of video games. Scott Pilgrim is your average 20-something, struggling with relationships, but his life is nothing more than the text of a video game. For Scott and his world there is “no more mirror of being and appearances, of the real and its concept” (Baudrillard 1557), for all of reality is a game and there is no distinction between the two.

Page 5: Scott pilgrim analysis

How can you apply Foucault’s theory?

Foucault talks about voyeurism and the notions of being watched and watching someone.

Voyeurism = “a hermetically sealed world in which unwinds magically, indifferent to the presence of the audience, producing for them a sense of separation and playing on their voyeuristic phantasy” (Laura Mulvey). Mulvey goes on to discuss how the darkness of the auditorium that isolates spectators from one another, the flashing lights of the screen, and so on all help to promote the illusion of “voyeuristic separation” that enables scopophilia. The film enhances this separation further by incorporating the video game theme and 8 bits style that has made it so iconic. Video games are another venue suited for pleasurable looking where the player literally takes control of the protagonist within the game and lives out the action and plot of the story in search of the object of the look, often a female love interest. The degree of scopohilia is intensified in videogames by the fact that the player isn’t just watching the events of the story, but literally taking control of the active viewer as they play the game

Page 6: Scott pilgrim analysis

How does it differ or challenge other media?

Advertisement and promotion of products are often included in media texts to bring out positive changes. References to video games in order to promote the product for consumer use have been used throughout the text. Examples include Mortal Kombat and Street Fighter which have been referenced in ‘Scott Pilgrim vs The World’ through the fight scenes between Scott and Ramona’s exes.

In addition, this film heavily promotes the idea of a video game world with super powers and video game abilities, but is critiqued harshly due the unrealism of the film. A general audience would prefer to watch a film to understand a film due to its realism, but the comic book style captions and unrealistic powers have put off audiences. The concept used by Edgar Wright allows the text to look aesthetically pleasing, knowing that the majority of the audience would not be able to recognise the references shown.

Page 7: Scott pilgrim analysis

How is it similar to other media? Intertextual References that have been included in the text (see intertextuality on

the postmodernism slide to view all references): Desert sequences (The Doors -1991) Ramona’s flashbacks (Scott Pilgrim comics) Wipe transitions (Star Wars) Gideon’s henchman (Kill Bill – 2003)

Multiple texts feature narratives of super hero movies where regular people can gain super powers. This film is similar as it views Scott as a character in a video game, using his powers to defeat Ramona’s exes.

Page 8: Scott pilgrim analysis

What type of audience is this episode made for? What sort of impact does Edgar Wright want on this audience? Why?

This film is targeted towards people who understand retro video games, cartoons/manga and past sitcom. The film specifically targets a small niche audience because a general audience viewing this text may not be able to identify the references shown through the visuals and sound effects. This is the reason as to why the film was not as successful, not being able to recognise the references.

The impact that Edgar Wright has on the viewer is to demonstrate the film’s originality as the unique remix of video games and drama help to create an aesthetically pleasing text. Wright believes that the movie’s main selling point is its undoubted originality. “I think people have reached their limits with reboots and prequels and adaptations of TV shows,” he argues.

Page 9: Scott pilgrim analysis

What types of technology and media are explored in Scott Pilgrim?

The text has used technology to portray references that have been taken or influenced by past media texts. See Intertexutal references on the previous slide and on the postmodern slide.

Media themes:

Romantic narrative – Scott trying to win Ramona’s heart ‘Getting what you want’ – Scott wanting to be Ramona’s boyfriend, but has to

defeat her 7 evil exes Superhero/powers – Scott gains the abilities that only come in video games

Page 10: Scott pilgrim analysis

Discuss the concept of narrative in Scott Pilgrim, does it challenge or reinforce?

Fairly linear = shows the start and end of Scott and Ramona’s relationship.

Although, the narrative is also non-linear because at there are multiple inclusions to the back stories of Ramona’s exes, which hinder the progression of the narrative.

The narrative in the film reinforces to common conventions in film because the film follows the linear style of narrative to show the progression of character development as well as the video game references e.g. exes defeated provide 1000 points. Though the short flashbacks reverse the narrative to allow the audience to learn of Ramona’s past, the narrative is secured by seeing the relationship develop and by visually seeing Scott defeat Ramona’s exes.