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261 result(s) for "Dead Fiction."
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Everfound
In this conclusion to the trilogy, in the limbo that's Everlost, Mary, Nick, Allie and others face the decisions that will determine whether that place and the Earth itself will continue to exist, as well as where their own future lie.
Blackwatch : the secrets of Wintercraft
Will the sinister and soulless Silas Dane abandon Kate Winter, who has the ability to pierce the veil between life and death, when she's pursued by the Blackwatch squadron of spies and assassins?
Vampirology
Our fascination with the vampire myth has scarcely diminished since Bram Stoker's publication of the classic Dracula tale in 1897, but how much of the lore is based in fact and can science explain the origins of horror's most famous fiend? Vampirology charts the murky waters of the vampire myth – from stories found in many cultures across the globe to our sympathetic pop-culture renditions today – to investigate how a scientific interpretation may shed light on the fears and phenomena of the vampire myth.
Damned
As thirteen-year-old Madison tries to figure out how she died and ended up in Hell, she learns how to manipulate the corrupt system of demons and bodily fluids.
The Disaster Empire in The Wandering Earth 2
This paper analyzes how the 2023 Chinese science fiction blockbuster The Wandering Earth 2 constructs what I call a “disaster empire”—a biopolitical system that seamlessly integrates authoritarian governance with capitalist logic through the constant threat of catastrophe. Through close readings of the film’s reappropriation of the Chinese Moving Mountain fable, its treatment of human sacrifice, and its portrayal of digital afterlife, I argue that the film presents a troubling vision where crisis enables the formation of a homogeneous time-space where the patriarchal family, the nation-state, and bio-capital converge to form a massive, enduring system of domination. While the film has been celebrated for its socialist values of collective survival, I demonstrate how it actually embodies the convergence of authoritarianism and global capitalism in its most insidious form. Drawing on theories of biopower, affect, and dead labor from Marxist scholars, this paper reveals how The Wandering Earth 2 functions as a work of prescriptive realism that faithfully encapsulates the deep drive of authoritarian capitalism.
We speak in storms
\"It's been more than fifty years since a tornado tore through a drive-in movie theater in tiny Mercer, Illinois, leaving dozens of teens-a whole generation of Mercerites-dead in its wake. So when another tornado touches down in the exact same spot on the anniversary of this small-town tragedy, the town is shaken. For Brenna Ortiz, Joshua Calloway, and Callie Keller, the apprehension is more than just a feeling. Though they seem to share nothing more than a struggle to belong, the teens' paths continue to intersect, bringing them together when they least expect it and, perhaps, when they need it most. Both the living and the dead have secrets and unresolved problems, but they may be able to find peace and move forward-if only they work together\" -- Front jacket flap.
Video Games as Literature? Realist Discourse in Red Dead Redemption 2
The present essay wishes to explore the link between video games and literary discourse by considering the case of Rockstar Games’s (2018), the worldwide blockbuster game regarded as a milestone in the Western genre, as well as a contemporary reframing of the nineteenth-century mythology of the American frontier. However, as a theoretical focus on narrativity and storytelling may suggest, also represents a specimen of narrative work in its own right. In fact, indirectly adapts literary techniques and tropes typical of realist fiction, in its complex and subtle portrayal of late-nineteenth-century American society. By means of a close reading of key video game missions set in what can be defined as a typical Gilded Age metropolis, Saint Denis, this essay proposes to reinterpret in light of the structural connections it shares with classic American realist works – whose authors range from Mark Twain to Henry James, from Stephen Crane to Theodore Dreiser. Indeed, mirrors three pivotal stages in the development of the literary discourse underlying realist fiction, namely: (a) the examination of an urban environment within the game setting; (b) the representation of stereotypes through non-player characters; and (c) the construction of a socio-cultural individuality through player actions. While representing a case-study of transmedia storytelling – or, more precisely, of of the American lifestyle characterizing the Gilded Age, also employs a number of significant strategies comparable to the creation of literary fiction.