Cinema’s onscreen worlds have always borne an indexical bond to the real. What happens when computer-generated video game images usurp film as the predominant medium of visual world-making? How does one’s relation to onscreen heroes shift when we no longer identify with real bodies? Harun Farocki’s four-part Parallel I–IV (2012–14) takes up these questions, tracing how, in just over 30 years, video games have developed from two-dimensional schematics to photorealistic environments.
Director
No comment for this review.
Sign inStatusReleased: 11 years ago
February 1, 2014
LanguageUnknown
Spoken LanguagesUnknown
Budget-
Revenue-