2015 | 21 | Themenheft
Browsing 2015 | 21 | Themenheft by Subject "Franchise"
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- ArticleLeading into the Franchise. Remediation as (Simulated) Transmedia World. The Case of SCOTT PILGRIMFehrle, Johannes (2015) , S. 4-16In this article, I examine the SCOTT PILGRIM franchise from an adaptation as well as a transmedia franchising angle, setting these approaches off from Henry Jenkins’ conceptualization of transmedia storytelling. By focusing mainly on Edgar Wright’s film adaptation, I examine how remediation is used in the film as a strategy to link the adaptation to the comic books as well as the simultaneously released video game. I argue that the film both integrates itself into the larger franchise by drawing on the other products, particularly through its visual aesthetics, and opens the door to a larger transmedial world by ›simulating‹ its existence through references to other products that seem to, but do not in fact, exist in our world.
- ArticleWhy Some Worlds Fail. Observations on the Relationship Between Intertextuality, Intermediality, and Transmediality in the RESIDENT EVIL and SILENT HILL UniversesHennig, Martin (2015) , S. 17-33Both the RESIDENT EVIL and the SILENT HILL series were among the most famous and successful franchises of video game culture until the film adaptations appeared, which initiated a slow but unstoppable decline. The films remained artistically independent, but the game experience of the following parts of the game series increasingly converged with the movies. The RESIDENT EVIL series put the focus on more action instead of horror and puzzles and the SILENT HILL series adapted itself to the narrative design and dramaturgy of the cinematic franchise. This resulted in both game worlds no longer being able to replicate their earlier artistic and economic successes—the most recent parts, RESIDENT EVIL 6 (2012) and SILENT HILL. DOWNPOUR (2012), were considered the low points of the series. In this article, reasons for this loss are discussed by describing the processes in both transmedial franchises with the related concepts of intermediality and intertextuality. A starting point of this article is the assumption that each storyworld includes a specific set of general rules (characters, settings, conflicts, etc.), which can be varied to a certain degree in a transmedial adaptation. Nevertheless, video games seem to include mediaspecific rules whose violation within the same medium is perceived as a break in the structural coherence of the storyworld. A closer look at the Resident Evil and SILENT HILL series indicates that, in these cases, new releases are considered to stand in an intermedial or intertextual, but no longer in a transmedial relationship to the original texts.