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From Nowhere: Utopian and Dystopian Visions of our - Chris J. Young

From Nowhere: Utopian and Dystopian Visions of our - Chris J. Young

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82. Half-Life II. Valve Corporation; Sierra Entertainment, 2004.<br />

in Half-Life, scientists at the Black Mesa Research Facility, including the protagonist Dr. Gordon<br />

Freeman, have caused an interdimensional instability that consequently created a portal in space<br />

<strong>and</strong> time that allowed aliens from an alternate dimension, known as the Vortigaunts to invade.<br />

Although Freeman was able to close the portal at the end <strong>of</strong> Half-Life, the events <strong>of</strong> the game drew<br />

the attention <strong>of</strong> aliens from an oppressive multidimensional empire known as the Combine. Set<br />

twenty years after the events <strong>of</strong> Half-Life, the sequel presents an alternative dystopian history <strong>of</strong><br />

earth, in which the Combine who had invaded some time earlier are harvesting res<strong>our</strong>ces from the<br />

planet, including the human race itself. To maintain control over their new colony, the Combine<br />

implements a brutal police state <strong>of</strong> Civil Protection <strong>of</strong>ficers <strong>and</strong> Overwatch soldiers, recruiting<br />

<strong>and</strong> biologically assimilating humans <strong>and</strong> other species, like the Vortigaunts, into their ranks.<br />

Meanwhile an underground Lambda Resistance <strong>of</strong> former humans <strong>and</strong> Vortigaunts now working<br />

together, perceives Freeman as the savi<strong>our</strong> who will lead them to defeat the Combine. Although<br />

set in a fictional counter-history, Half-Life <strong>and</strong> Half-Life II highlight the consequences <strong>of</strong> scientific<br />

experimentation conducted without foresight or ethics. The games present the severe repercussions<br />

<strong>of</strong> such unmonitored actions that result in the conquest <strong>and</strong> potential assimilation <strong>of</strong> humans.<br />

<strong>From</strong> a private collection<br />

83. Bioshock. 2K Games, 2007.<br />

Bioshock takes place in a fictional underwater city called Rapture in 1960. Following the Second<br />

World War, the allied countries pool their res<strong>our</strong>ces to fund a centre for scientific experimentation<br />

operating beyond the ethical restrictions <strong>of</strong> their respective societies. in the pursuit <strong>of</strong> knowledge<br />

without borders, scientists in Rapture create a stem-cell biotechnology called ADAM that could alter<br />

the DNA <strong>of</strong> humans, investing them with extraordinary powers, such as the ability to manipulate<br />

fire, electricity, <strong>and</strong> telekinesis. The city descends into chaos <strong>and</strong> a dystopian state <strong>of</strong> anarchy<br />

when different factions b<strong>and</strong> together <strong>and</strong> splice their genes with ADAM to wage war against one<br />

another for control <strong>of</strong> Rapture. The game raises ethical concerns over stem cell research <strong>and</strong> genetic<br />

engineering, as well as scientific experimentation in general.<br />

<strong>From</strong> a private collection<br />

<strong>From</strong> <strong>Nowhere</strong>: <strong>Utopian</strong> <strong>and</strong> <strong>Dystopian</strong> <strong>Visions</strong> <strong>of</strong> <strong>our</strong> Past, Present, <strong>and</strong> Future 89

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