Universidade Estadual De Ponta Grossa Mestrado Em História, Cultura E Identidades

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Universidade Estadual De Ponta Grossa Mestrado Em História, Cultura E Identidades UNIVERSIDADE ESTADUAL DE PONTA GROSSA MESTRADO EM HISTÓRIA, CULTURA E IDENTIDADES CÁSSIO REMUS DE PAULA VIDEOGAMES E FICÇÃO CIENTÍFICA: REPRESENTAÇÕES DO FUTURO CAÓTICO NAS SÉRIES HALF-LIFE E METAL GEAR SOLID Ponta Grossa 2017 CÁSSIO REMUS DE PAULA VIDEOGAMES E FICÇÃO CIENTÍFICA: REPRESENTAÇÕES DO FUTURO CAÓTICO NAS SÉRIES HALF-LIFE E METAL GEAR SOLID Dissertação apresentada para obtenção do título de Mestre em História na Universidade Estadual de Ponta Grossa, área de “Discursos, representações: produção de sentidos”. Orientador: Dr. Antonio Paulo Benatte Ponta Grossa 2017 AGRADECIMENTOS O presente trabalho só foi possível devido ao imprescindível prof. Dr. Antonio Paulo Benatte, cuja paciência, amizade e incentivo foram essenciais para a formulação e término do mesmo. Pela indispensável presença da banca avaliativa, cuja boa vontade e interesse me foram essenciais: ao prezadíssimo prof. Dr. Evanir Pavloski, do Dept. de Estudos da Linguagem (Universidade Estadual de Ponta Grossa) e ao prof. Dr. Rogério Ivano, do Dept. de História (Universidade Estadual de Londrina), que aceitaram de imediato e bom grado o convite de participação para a avaliação do presente trabalho. Da mesma forma, agradeço aos amigos que me nortearam em certas abordagens: os também historiadores Dr. Marco Stancik, André P. Petters, Karen K. Kremer e Luiz Gustavo Soares, assim como o pessoal da página “Videogames: História e Cultura”: Gabriel Sobreira, Donato Mendes, Eduardo Baccarin, William Martinelli e Yuri Machado. Agradeço também pela amizade essencial (e companheirismo de dificuldades acadêmicas) dos(as) prezados(as) Jessica Leme, João Kernicki, Luis Junior, Pamella Louise Camargo e Renato Toledo Amatuzzi. Aos sempre presentes Vitória Siqueira, Evely de Moraes Nowiski, Felipe Bortoli, Felipe Pereira dos Santos, Fernando G. Santos, Guilherme D. Wendt, Jean K. Sawczuk e Vanessa de Oliveira. E, é claro, à importantíssima presença de meus pais e avós. Eu não chegaria até aqui sem vocês. RESUMO A presente dissertação procura demonstrar as relações das noções de distopias e ficção científica com as séries de jogos virtuais Half-Life e Metal Gear Solid, além de compreender títulos significativos de games na influência dos mesmos. Tais noções são problematizadas a partir do estudo histórico das ficções científicas, provenientes da literatura e do cinema, assim como das próprias concepções de ciência dos séculos XIX e XX. Para tanto, utilizam-se fontes teórico-metodológicas referentes ao estudo do ludismo, cinema e representação, a fim de estabelecer as noções de distopia apresentados nos jogos em específico em vínculo com as concepções de futuro de maneira pessimista, presentes no imaginário tanto científico quanto artístico. Palavras-chave: Videogames, ficção científica, distopias, antiutopias, representações. ABSTRACT The current thesis seeks to demonstrate the relations of dystopias and scientific fiction notions with the virtual game series Half-Life and Metal Gear Solid, in addiction to understanding significant game titles in their influence. Such notions are problematized from the historical research of the scientific fictions, derived from literature and cinema, such as the own science conceptions during the 19th and 20th centuries. Therefore, theoretical-methodological sources referred to the ludism, cinema and representation are used in order to establish the notions of dystopia presented in the specified games, in a link with the concepts of the pessimistic future existed in the scientific and artistic imaginary. Keywords: Videogames, Scientific Fiction, Dystopias, Anti-utopias, Representations. LISTA DE FIGURAS Figura 1: Contra: a Terra em um futuro caótico e brutal. ......................................................... 38 Figura 2: Resident Evil ............................................................................................................. 44 Figura 3: O começo de tudo, dentro do vagão em Black Mesa ................................................ 48 Figura 4: Arte conceitual de Gordon Freeman ......................................................................... 50 Figura 5: Início do processo de ressonância em cascata .......................................................... 55 Figura 6: comparação entre o headcrab de Half-Life (1998) e Half-Life 2 (2004) ................... 60 Figura 7: Um zumbi da versão do update em HD (2001) do primeiro Half-Life ..................... 61 Figura 8: Uma colônia de barnacles neutralizadas em Half-Life 2........................................... 64 Figura 9: Um alien grunt de Black Mesa .................................................................................. 74 Figura 10: Os primeiros momentos em Xen ............................................................................. 76 Figura 11: A entidade máxima de Xen, Nihilanth .................................................................... 79 Figura 12: policiais sob o controle da ordem na estação de metrô no início de Half-Life 2 .... 82 Figura 13: a pracinha de Half-Life 2 ......................................................................................... 85 Figura 14: Um strider em patrulha pela City 17. ...................................................................... 91 Figura 15: Ilustração de Henrique Alvin Corrêa na obra Guerra dos Mundos, de H.G. Wells 92 Figura 16: Um dos diversos grafites por City 17 ...................................................................... 97 Figura 17: “We don’t go to Ravenholm”................................................................................ 100 Figura 18: Combine Advisors no momento final de Half-Life 2: Episode Two .................... 104 Figura 19: Metal Gear Ray ..................................................................................................... 112 Figura 20: Quadro comparativo da evolução gráfica de Solid Snake e Big Boss .................. 113 Figura 21: Um Gekko ............................................................................................................. 125 Figura 22: O megacomputador GW ....................................................................................... 127 SUMÁRIO Introdução ................................................................................................................................. 8 1. Videogames e ficção científica ........................................................................................... 10 1.1 Videogames como objeto de pesquisa: reflexões teórico-metodológicas ..................... 10 1.2 Os primeiros videogames ............................................................................................... 18 1.3 A influência da literatura e cinema nos games de ficção científica ............................... 22 2. A série Half-Life .................................................................................................................. 32 2.1 Distopias extraterrestres e pandêmicas na história dos games ...................................... 32 2.1.1 A era dos games de batalhas espaciais e a influência de Contra ................................ 32 2.1.2 A década de 1990: aprimoramento da tecnologia 3D, sangue e zumbis .................... 40 2.2 Half-Life e Black Mesa .................................................................................................. 45 2.2.1 Half-Life e os mitos “do herói” e “do cientista” ......................................................... 45 2.2.2 Contato extraterrestre em Half-Life e Black Mesa: prólogo do caos .......................... 52 2.2.3 A depreciação do exército norte-americano e Black Mesa como instituição científica ............................................................................................................................................. 66 2.2.4 Xen e a viagem extradimensional: o paradoxo dos gêmeos ........................................ 71 2.3 Half-Life 2 ...................................................................................................................... 80 2.3.1 Half-Life 2: uma distopia aos moldes orwellianos ..................................................... 80 2.3.2 Reprodução artificial: supressão da população aos moldes de Aldous Huxley .......... 95 2.3.3 Novos inimigos e personagens secundários ................................................................ 99 3. A série Metal Gear Solid ................................................................................................... 105 3.1 Distopias cibernéticas na história e nos games ............................................................ 105 3.1.1 Robótica e Cyberpunk: origens das distopias voltadas ao controle cibernético ....... 105 3.2.1 Introdução à série Metal Gear Solid ......................................................................... 110 3.2.2: A ameaça da inteligência artificial: GW, JD, AL, TJ e TR ..................................... 117 3.2.3 Referências à escatologia cibernética em Metal Gear Solid 4: Guns of the Patriots ........................................................................................................................................... 121 5. Considerações finais ......................................................................................................... 128 6. Referências bibliográficas ................................................................................................ 131 8 Introdução A presente dissertação, intitulada Videogames e Ficção Científica: Representações do futuro caótico nas séries Half-Life
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