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<-- back This Sunday, we're going to make one more attempt to convince you that you're allocating too little of your attention to the most successful product in the history of the entertainment industry. Within 24 hours after its release in September 2013, it generated 800 million dollars in revenue (1), three years later, it is supposed to have sold around 100 million copies world-wide (2), and it's probably fair to say that its commercial success has at least partially obscured some of its qualities. And of course, as with pretty much every computer game, the problem is that it's just a game: that it comes with protagonists and a storyline and hundreds of missions and side quests, and is accompanied by a multiplayer online universe where players have to complete jobs and heists and stunt races in order to acquire sports cars and penthouse apartments and luxury yachts. All of that can be fun, but obviously, none of that is why we think it's worth taking another look at Grand Theft Auto V. David Simon's "The Wire" has once been described as "a richly textured universe unto itself, populated by detectives, drug dealers, longshoremen, politicians and lawyers who have motives so diverse, surprising and complicated, each scene seems to reveal a new layer of depth and complexity. Watching this series is like navigating the streets of a genius-level SimCity -- it takes a while to grasp just how far from the TV-land basics creator David Simon is willing to wander." (3) Grand Theft Auto V may be the only other 21st century portrait of an American city that fulfills each of these promises. It strays just as far from the Games-world basics, above all by proposing a universe that is based on reality rather than fantasy: The detectives, drug dealers, longshoremen, politicians and lawyers are all present, and so are the homeless, the hookers, the crackheads, the immigrant laborers and the art students. And obviously, in GTA V you are *literally* navigating the streets of a world that is at least one technological generation ahead of any genius-level version of SimCity, complete with realistic traffic patterns and weather cycles, plus 20 radio stations, two 24-hour TV channels, dozens of smart phone apps and an entire in-game internet. Even though, again: we're not going to spend much time on it. The reference to Thom Andersen's "Los Angeles Plays Itself" (4) isn't entirely random: We've already seen how some of the most iconic movie scenes that Andersen picked for his film reappear throughout the game (5), in equal parts as a tribute to the history of cinema, as a mockery of a dead medium and as a demonstration that film has lost its monopoly on cinematicity. But there's another point to be made about the city and the way it "plays itself". Set in a semi-fictional version of Los Angeles and surrounding Southern California, Grand Theft Auto V brings its world to life by reconstructing it with an absolutely obsessive attention to detail (6), based on years of location scouting and hundreds of interviews with local historians, off-duty cops and retired criminals. While most of the "scripted" parts of the game are usually seen as a satirical take on Hollywood and American consumerism, it's the "unscripted" parts (no less scripted of course) in which the virtual universe begins to breathe. But in order to make Los Angeles play itself, one has to play the game against itself, and in order to reveal the grandeur of the game world, it's best to drop both the Theft and the Auto. So what we propose is to explore the city on foot, by bike and occasionally using the subway (just like visitors to Los Angeles, players in GTA V are often surprised to find out that their city has a functioning public transportation system), to obey traffic rules, refrain from using firearms and put the mobile phone on silent. It's likely that things are going to go wrong at some point, but we'll try our best. And since there won't be enough time to discover much of the territory that lies beyond the city, our program includes the two most groundbreaking wildlife documentaries ever filmed inside the game. Technically, that still counts as "machinima", but it's probably time to come up with a better name. (1) The highest-grossing Hollywood movies of 2013, "The Hunger Games: Catching Fire" and "Iron Man 3", each made about half of that in the entire year. (2) In September 2013, it represented 50% of all software sales in the U.S. (3) https://piratecinema.org/screenings/20070909 (4) https://piratecinema.org/screenings/20151018 (5) https://piratecinema.org/screenings/20151122 (6) For an interactive map of more than thousand in-game landmarks and their real-life counterparts, see http://grandtheftdata.com/landmarks -------------------------------------------------------------------------------- pirate cinema berlin u kottbusser tor sunday, september 18, 9 pm grand theft auto v rockstar games, 2013 live, ca. 90 mins before & after into the deep, 8-bit-bastard, 2014, 13 mins onto the land, 8-bit-bastard, 2015, 15 mins 12 seats, rsvp first come first serve location in separate mail -------------------------------------------------------------------------------- () >< pirate cinema berlin www.piratecinema.org <-- back |