The human experience of the (real, fictional or fictionalized) “other” or “alien entity” results in (a combination of) fear or fascination for that entity. In science fiction narratives, otherness is embodied frequently by extraterrestrial beings. And in science fiction video games, these extraterrestrials are frequently feared by others, with whom humanity is self-evidently at war for reasons of self-preservation. Games like Space Invaders (1978), Galaxian (1979), Galaga (1981), the Duke Nukem series (1991–2011), Fallout 3 (2008), Far Cry 5, and the Mass Effect series (2007–2012) testify to that. In this presentation, Frank Bosman introduces and discusses two alien races in modern video games: the Combine from the Half-Life series (1998–2020) and the Typhon found in Prey (2017). Both construct the alien otherness as an anthropological thought experiment, in which the “I” defines itself in contrast to that other entity.

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The Other as Myself? Aliens in Video Games as “The Other”. The Cases of Half-Life and Prey

  • Frank G. Bosman

摘要

The human experience of the (real, fictional or fictionalized) “other” or “alien entity” results in (a combination of) fear or fascination for that entity. In science fiction narratives, otherness is embodied frequently by extraterrestrial beings. And in science fiction video games, these extraterrestrials are frequently feared by others, with whom humanity is self-evidently at war for reasons of self-preservation. Games like Space Invaders (1978), Galaxian (1979), Galaga (1981), the Duke Nukem series (1991–2011), Fallout 3 (2008), Far Cry 5, and the Mass Effect series (2007–2012) testify to that. In this presentation, Frank Bosman introduces and discusses two alien races in modern video games: the Combine from the Half-Life series (1998–2020) and the Typhon found in Prey (2017). Both construct the alien otherness as an anthropological thought experiment, in which the “I” defines itself in contrast to that other entity.