2. What is GTA?
• GTA is an open world, action-adventure video game developed by
Rockstar North and published by Rockstar Games. It was released
on 17th September 2013 for the Playstation 3 and Xbox 320 and
later in the year, it was released for the Playstation 4 and Xbox
One.
3. Why is GTA postmodern?
• GTA V is categorised as a postmodern video game because it is seen as a
parody which is set in New York. New York is seen as a ‘Liberty City’ in
GTA V as the Statue of Liberty holds the famous flame however in GTA, it
is holding a Starbucks coffee which signifies that GTA is seen as parody
and pastiche. This clearly signifies that Starbucks is taking over the
world as GTA is part of the global game which teenagers tend to play
frequently. Grand Theft Auto is said to be the first ever postmodern
video game which imitated the 21st century media through the use of
humour and parody.
4. • GTA follows the POMO texts which includes the followings:
- Meta Reflection
- Blurring Genres
- Intertextuality
- Audience Interactivity
- Simulacra and Self Reflexivity
- Confusing over time and space
5. Meta Reflections
• GTA V, the video game contains the Meta Reflections theory where
it shows the player that they are, when Vic (the player) loses his
health and “dies” because he was arrested, when Vic (the player)
was arrested by the police because he was busted and when the
mission is either passed or failed.
6. Blurring Genres
• Blurring Genre is another theory which is significantly used in all
of the Grand Theft Auto video games where it is all about the
adventure, role play, simulation, shooter and racing genres. Blurs
video game genre has been used through the use of cut scenes
between the start and end of missions. The opening title sequence
and end credits (after completing the game) is also a very similar
design to a TV show or film openings and closing credits and title
sequence.
7. Intertextuality
• Furthermore, intertextuality has been used where the Vice City is
based on Miami and many of the fashions, cars, people and
settings are based on 80s TV show Miami Vice and on top of that,
the cars are based on real cars which gives the audience a sense
of how it would feel to own supercars.
8. Audience Interactivity
• The audience interativity allows the players to upload the walk-through
videos and best moments (stunts or kills etc.) to promote the game on
their YouTube channels. This is beneficial as more and more people
would prefer to pay GTA V over other vide games as GTA V is involved
into the reality movements such as stunts and stealing cars.
• Moreover, GTA V allows the players to modify the game by creating a
replica of actual cars, editing characters and location of the game and
the player are also allowed to enter codes to eade the police, get more
illegal weapons, spawn cars and tanks. The weather and time of day can
also be changed depending on the mood of the players.
9. Simulacra and Self Reflexivity
• Simulacra and Self Reflexivity is totally different to different video
games as the players can recognize some areas of Vice City from
images that they have seen of Miami however, the buildings in
Vice City are not identical to the real Miami and are fictional and
emphasized. The players are not seeing the real thing at all in the
video game but merely an artists’ impression for the game.
10. Confusion over time and space
• Lastly, GTA has a confusion over time and space where when the
player is wasted or busted by the police, time fast towards by 6
hours so that it is usually light. There is therefore very little
equilibrium at this point as the player doesn't see the 6 hours of
hospital treatment or jail time. Some missions also require a
certain of day to happen but a night mission will fast forward from
the day to night in a matter of seconds so that the mission can be
played at the right time.