Time is treelike, the world is data, games are recurring nightmares, and only death is real.

Reid 2022-04-01 09:01:04

"Black Mirror: Bandersnatch" (December 28, 2018) 1. Dissolution of the game The game provides a narrative for this episode. From content to form (interactive film), it is a game mode. If the characteristics of the game's continuous "repetition", "resurrection", "derived from data coding" and other characteristics are grafted into real-life stories, does it provide a way to think about reality? ideas? 2. In this episode, it is proposed that time is a tree-like structure, not linear in the traditional sense. The tree-like time is practiced in the narrative. It's worth thinking about, is there really time in the game? Isn't it just repeating death? 3. Dispelling free will and sin If life is just standing on the tree of time and making choices constantly, then where does "free will" come from? Choosing "yes" or "no" is just a different route written in the game code, then "free will" is eliminated. In this case, any choice made is an arranged route, and anything is not a "sin". "Guilty" is also dispelled. 4. The elimination of death "Death" is the end of the game. The reasons for the protagonist's several endings include the end of "it turned out to be just a play", the end of suicide by using hallucinogens, and the discovery that he was "planned and controlled" object, etc. Death is destiny, no matter what is in between. 5. Dispelling Psychological Motives What the protagonist has been unable to let go of is the loss of time control in childhood and the hatred of his father's desire for control. Ultimately, this psychological motivation is dissipated in his attempts to control time and fight against his father. His destiny was to do what he could not do as a child. It coincides with the motives of male "patricide" in psychoanalysis. 6. Dissolving control The protagonist has a strong desire to control time. His obsession stems from finding toys by himself when he was a child, making the time late and causing an accident to his mother. So I grew up and worked hard to make games, controlling the game world and time progress. However, in the side story, his father just treats him as an experiment in the subject of "planning and control". It is not that he is controlling, and that he is being controlled. 7. Construction of the concept of data empire If the game world is derived from programming data, after grafting it over according to the logic of this episode, then the real world also comes from programming data. The empire of data builds the world. This new trend of thought is denying the theory that cultural knowledge builds society, and that historical development accumulates civilization. Actually, I already thought so. ?

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Extended Reading
  • Marcelina 2022-03-30 09:01:04

    It's exciting to think about it, and the perception is appropriate

  • Darius 2022-03-30 09:01:04

    Watched the main storyline. Trying to use the three forms of movies, games, and novels to show the complex actions of the narrative at the same time, but although the main body is a movie, the process is more inclined to the game - in fact, it is a live-action game based on Truman's world - so it lacks In the case of the interactive process, it will make people feel a bit fragmented. There is a scene in the film where the protagonist dies suddenly in the psychotherapy room (like a baby strangling himself with an umbilical cord in a delivery room with a butterfly effect), which also includes images of rabbits (death hallucinations) and trains (people with no surname). , is a dense tribute to choice and destiny. I think the first three movies have been done very well in terms of choice and destiny. The words of this movie try to increase the complexity of itself through a certain mechanism that allows the audience to watch repeatedly, like a game. The book in the movie cannot exist in reality (or its image exists through the movie itself and evidenced by the games it adapts), just as Dim Fire would be hard to make into a movie (and show off its unique text).

Black Mirror: Bandersnatch quotes

  • Stefan Butler: I've actually had a bit of breakthrough with the game. I think I'd got bogged down before, but now I can see.

    Dr. Haynes: So you finally finished it?

    Stefan Butler: Finished, delivered, everything. I'd been trying to give the player too much choice. So I just went back and stripped loads out. And now they've only got the illusion of free will, but really, I decide the ending.

    Dr. Haynes: And is it a happy ending?

    Stefan Butler: I think so.

  • Mohan Thakur: There's messages in every game. Like Pac-Man. Do you know what PAC stands for? P-A-C: "program and control." He's Program and Control Man the whole things a metaphor, he thinks he's got free will but really he's trapped in a maze, in a system, all he can do is consume, he's pursued by demons that are probably just in his own head, and even if he does manage to escape by slipping out one side of the maze, what happens? He comes right back in the other side. People think it's a happy game, it's not a happy game, it's a fucking nightmare world and the worst thing is it's real and we live in it. It's all code. If you listen closely, you can hear the numbers. There's a cosmic flowchart that dictates where you can and where you can't go. I've given you the knowledge. I've set you free. Do you understand?