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Postmodernism Analysis
Scott Pilgrim vs The World
Questions
 How is this episode postmodern (pomo features)
 How can you apply/relate Baurillard theory
 How can you apply/relate Foucault theory
 How does it differ or challenge other media (could compare to other current media
or traditional media)
 How is it similar to other media? (could be other platforms)
 What type of audience is this episode made for? What sort of impact does Charlie
Brooker want on this audience? Why?
 What types of technology and media are explored in black mirror?
How is this film postmodern?
 Hybridisation = Drama, fantasy, sci-fi, rom-com
 Intertextuality = Bomber man (Bomber image on Kim’s drum kit)
First fight scene (Fight Club sequence)
Wipe transitions (Star Wars)
Desert sequences (The Doors -1991)
Combat (Mortal Combat/Street Fighter)
Ramona’s flashbacks (Scott Pilgrim comics)
Todd (Brandon Routh – Superman / weak to green)
‘Gets it’ (Sonic ring noise)
Ramona’s hammer (Donkey Kong/Mario)
Gideon’s henchman (Kill Bill – 2003)
 Meta = ‘The Clash At Demonhead’
The numbers – exes (1000, 2000 etc)
Knives Chow (Backwards in Chinese – Chow Knives / plot spoiler)
Breaking the fourth wall – Scott’s sister
Video game references
How can you apply/relate Baurdillard
theory?
 Hyper reality = Division between ‘real’ and simulation has collapsed, therefore an
illusion of an object is no longer possible because the real object is no longer their.
Scott Pilgrim vs. The World provides us with a reality in every way a simulacrum of
video games. Scott Pilgrim is your average 20-something, struggling with
relationships, but his life is nothing more than the text of a video game. For Scott
and his world there is “no more mirror of being and appearances, of the real and its
concept” (Baudrillard 1557), for all of reality is a game and there is no distinction
between the two.
How can you apply Foucault’s
theory?
 Foucault talks about voyeurism and the notions of being watched and watching
someone.
 Voyeurism = “a hermetically sealed world in which unwinds magically, indifferent to
the presence of the audience, producing for them a sense of separation and
playing on their voyeuristic phantasy” (Laura Mulvey). Mulvey goes on to discuss
how the darkness of the auditorium that isolates spectators from one another, the
flashing lights of the screen, and so on all help to promote the illusion of
“voyeuristic separation” that enables scopophilia. The film enhances this separation
further by incorporating the video game theme and 8 bits style that has made it so
iconic. Video games are another venue suited for pleasurable looking where the
player literally takes control of the protagonist within the game and lives out the
action and plot of the story in search of the object of the look, often a female love
interest. The degree of scopohilia is intensified in videogames by the fact that the
player isn’t just watching the events of the story, but literally taking control of the
active viewer as they play the game
How does it differ or challenge
other media?
 Advertisement and promotion of products are often included in media texts to bring
out positive changes. References to video games in order to promote the product
for consumer use have been used throughout the text. Examples include Mortal
Kombat and Street Fighter which have been referenced in ‘Scott Pilgrim vs The
World’ through the fight scenes between Scott and Ramona’s exes.
 In addition, this film heavily promotes the idea of a video game world with super
powers and video game abilities, but is critiqued harshly due the unrealism of the
film. A general audience would prefer to watch a film to understand a film due to its
realism, but the comic book style captions and unrealistic powers have put off
audiences. The concept used by Edgar Wright allows the text to look aesthetically
pleasing, knowing that the majority of the audience would not be able to recognise
the references shown.
How is it similar to other media?
 Intertextual References that have been included in the text (see intertextuality on
the postmodernism slide to view all references):
 Desert sequences (The Doors -1991)
 Ramona’s flashbacks (Scott Pilgrim comics)
 Wipe transitions (Star Wars)
 Gideon’s henchman (Kill Bill – 2003)
 Multiple texts feature narratives of super hero movies where regular people can
gain super powers. This film is similar as it views Scott as a character in a video
game, using his powers to defeat Ramona’s exes.
What type of audience is this episode made for?
What sort of impact does Edgar Wright want on this
audience? Why?
 This film is targeted towards people who understand retro video games,
cartoons/manga and past sitcom. The film specifically targets a small niche
audience because a general audience viewing this text may not be able to identify
the references shown through the visuals and sound effects. This is the reason as
to why the film was not as successful, not being able to recognise the references.
 The impact that Edgar Wright has on the viewer is to demonstrate the film’s
originality as the unique remix of video games and drama help to create an
aesthetically pleasing text. Wright believes that the movie’s main selling point is its
undoubted originality. “I think people have reached their limits with reboots and
prequels and adaptations of TV shows,” he argues.
What types of technology and media
are explored in Scott Pilgrim?
 The text has used technology to portray references that have been taken or
influenced by past media texts. See Intertexutal references on the previous slide
and on the postmodern slide.
 Media themes:
 Romantic narrative – Scott trying to win Ramona’s heart
 ‘Getting what you want’ – Scott wanting to be Ramona’s boyfriend, but has to
defeat her 7 evil exes
 Superhero/powers – Scott gains the abilities that only come in video games
Discuss the concept of narrative in Scott
Pilgrim, does it challenge or reinforce?
 Fairly linear = shows the start and end of Scott and Ramona’s relationship.
 Although, the narrative is also non-linear because at there are multiple inclusions to
the back stories of Ramona’s exes, which hinder the progression of the narrative.
 The narrative in the film reinforces to common conventions in film because the film
follows the linear style of narrative to show the progression of character
development as well as the video game references e.g. exes defeated provide
1000 points. Though the short flashbacks reverse the narrative to allow the
audience to learn of Ramona’s past, the narrative is secured by seeing the
relationship develop and by visually seeing Scott defeat Ramona’s exes.

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Instructions for Submissions thorugh G- Classroom.pptx
Instructions for Submissions thorugh G- Classroom.pptxInstructions for Submissions thorugh G- Classroom.pptx
Instructions for Submissions thorugh G- Classroom.pptx
 

Scott pilgrim analysis

  • 2. Questions  How is this episode postmodern (pomo features)  How can you apply/relate Baurillard theory  How can you apply/relate Foucault theory  How does it differ or challenge other media (could compare to other current media or traditional media)  How is it similar to other media? (could be other platforms)  What type of audience is this episode made for? What sort of impact does Charlie Brooker want on this audience? Why?  What types of technology and media are explored in black mirror?
  • 3. How is this film postmodern?  Hybridisation = Drama, fantasy, sci-fi, rom-com  Intertextuality = Bomber man (Bomber image on Kim’s drum kit) First fight scene (Fight Club sequence) Wipe transitions (Star Wars) Desert sequences (The Doors -1991) Combat (Mortal Combat/Street Fighter) Ramona’s flashbacks (Scott Pilgrim comics) Todd (Brandon Routh – Superman / weak to green) ‘Gets it’ (Sonic ring noise) Ramona’s hammer (Donkey Kong/Mario) Gideon’s henchman (Kill Bill – 2003)  Meta = ‘The Clash At Demonhead’ The numbers – exes (1000, 2000 etc) Knives Chow (Backwards in Chinese – Chow Knives / plot spoiler) Breaking the fourth wall – Scott’s sister Video game references
  • 4. How can you apply/relate Baurdillard theory?  Hyper reality = Division between ‘real’ and simulation has collapsed, therefore an illusion of an object is no longer possible because the real object is no longer their. Scott Pilgrim vs. The World provides us with a reality in every way a simulacrum of video games. Scott Pilgrim is your average 20-something, struggling with relationships, but his life is nothing more than the text of a video game. For Scott and his world there is “no more mirror of being and appearances, of the real and its concept” (Baudrillard 1557), for all of reality is a game and there is no distinction between the two.
  • 5. How can you apply Foucault’s theory?  Foucault talks about voyeurism and the notions of being watched and watching someone.  Voyeurism = “a hermetically sealed world in which unwinds magically, indifferent to the presence of the audience, producing for them a sense of separation and playing on their voyeuristic phantasy” (Laura Mulvey). Mulvey goes on to discuss how the darkness of the auditorium that isolates spectators from one another, the flashing lights of the screen, and so on all help to promote the illusion of “voyeuristic separation” that enables scopophilia. The film enhances this separation further by incorporating the video game theme and 8 bits style that has made it so iconic. Video games are another venue suited for pleasurable looking where the player literally takes control of the protagonist within the game and lives out the action and plot of the story in search of the object of the look, often a female love interest. The degree of scopohilia is intensified in videogames by the fact that the player isn’t just watching the events of the story, but literally taking control of the active viewer as they play the game
  • 6. How does it differ or challenge other media?  Advertisement and promotion of products are often included in media texts to bring out positive changes. References to video games in order to promote the product for consumer use have been used throughout the text. Examples include Mortal Kombat and Street Fighter which have been referenced in ‘Scott Pilgrim vs The World’ through the fight scenes between Scott and Ramona’s exes.  In addition, this film heavily promotes the idea of a video game world with super powers and video game abilities, but is critiqued harshly due the unrealism of the film. A general audience would prefer to watch a film to understand a film due to its realism, but the comic book style captions and unrealistic powers have put off audiences. The concept used by Edgar Wright allows the text to look aesthetically pleasing, knowing that the majority of the audience would not be able to recognise the references shown.
  • 7. How is it similar to other media?  Intertextual References that have been included in the text (see intertextuality on the postmodernism slide to view all references):  Desert sequences (The Doors -1991)  Ramona’s flashbacks (Scott Pilgrim comics)  Wipe transitions (Star Wars)  Gideon’s henchman (Kill Bill – 2003)  Multiple texts feature narratives of super hero movies where regular people can gain super powers. This film is similar as it views Scott as a character in a video game, using his powers to defeat Ramona’s exes.
  • 8. What type of audience is this episode made for? What sort of impact does Edgar Wright want on this audience? Why?  This film is targeted towards people who understand retro video games, cartoons/manga and past sitcom. The film specifically targets a small niche audience because a general audience viewing this text may not be able to identify the references shown through the visuals and sound effects. This is the reason as to why the film was not as successful, not being able to recognise the references.  The impact that Edgar Wright has on the viewer is to demonstrate the film’s originality as the unique remix of video games and drama help to create an aesthetically pleasing text. Wright believes that the movie’s main selling point is its undoubted originality. “I think people have reached their limits with reboots and prequels and adaptations of TV shows,” he argues.
  • 9. What types of technology and media are explored in Scott Pilgrim?  The text has used technology to portray references that have been taken or influenced by past media texts. See Intertexutal references on the previous slide and on the postmodern slide.  Media themes:  Romantic narrative – Scott trying to win Ramona’s heart  ‘Getting what you want’ – Scott wanting to be Ramona’s boyfriend, but has to defeat her 7 evil exes  Superhero/powers – Scott gains the abilities that only come in video games
  • 10. Discuss the concept of narrative in Scott Pilgrim, does it challenge or reinforce?  Fairly linear = shows the start and end of Scott and Ramona’s relationship.  Although, the narrative is also non-linear because at there are multiple inclusions to the back stories of Ramona’s exes, which hinder the progression of the narrative.  The narrative in the film reinforces to common conventions in film because the film follows the linear style of narrative to show the progression of character development as well as the video game references e.g. exes defeated provide 1000 points. Though the short flashbacks reverse the narrative to allow the audience to learn of Ramona’s past, the narrative is secured by seeing the relationship develop and by visually seeing Scott defeat Ramona’s exes.