Panoptikum
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Published By Uniwersytet Gdanski

1730-7775

Panoptikum ◽  
2021 ◽  
pp. 109-129
Author(s):  
Barbara Szczekała

The article is a theoretical proposal which aims to create an alternative framework for mapping postclassical cinema. This framework is based on establishing various modes of relations between narration and spectacle, especially those represented by mind-game films and post-plot films. Instead of considering narration and spectacle as opposition, I suggest redescribing their complementary dynamics. I argue that there is visible feedback between mind-game films and the cinema of digital attractions, which I see as complementary processes of making “spectacular mind games” and “mind-gaming the spectacles”. The article contains an analysis of similar types of cinematic experiences delivered by “narration” and “attractions” and indicates the mutual influences between these two phenomena. Both narration and attraction may bring similar, affective sensations: the notion of shock and dissonance, discomfort, astonishment, kinesthetic impulse or cognitive stimulation. As for the article’s conclusion: postclassical cinema variously reshapes the distribution of narration and attraction. Mind-game films are becoming cinematic spectacles. On the other hand, more and more “post-plot” blockbusters are introducing the “mind-gaming the spectacle” strategy, and are engaging viewers with “cognitive” attractions as well.


Panoptikum ◽  
2021 ◽  
pp. 155-167
Author(s):  
Warren Buckland

This paper demonstrates how two logics (narrative and videogame) function in a select number of contemporary blockbuster films. The paper is divided into three sections: The first outlines narrative and videogame logics; the second presents examples from Inception (Christopher Nolan, 2010) and Source Code (Duncan Jones, 2011) to demonstrate how videogame logic structures the events in each film; and the third discusses how these logics create specific storyworlds (imaginary worlds distinct from the actual world) that are unnatural and/or impossible.


Panoptikum ◽  
2021 ◽  
pp. 247-256
Author(s):  
Marta Stańczyk

In her article, the author describes slow cinema as one of the most important tendencies in contemporary art-house cinema, simultaneously focusing on its temporal emanations. The text emphasizes the notion of rhythm and divides it into two subcategories: external and internal rhythm. The latter is close to the embodied experience, therefore it influences viewers affectively, as a somatic resonance. It enables a spectator’s intensive engagement in slow films. The author’s argumentation is based on rhythm research and existential phenomenology


Panoptikum ◽  
2021 ◽  
pp. 275-285
Author(s):  
Ewelina Chacia

Although it has not formally existed for over thirty years, Yugoslavia continues to be an attractive subject for literature. Against two dominant currents of prose orbiting the SFRY – the settlement and nostalgic one, Marko Vidojkovic’s novel E baš vam hvala stands out with its attempt to answer the question: what would Yugoslavia be like in 21st century if it had not fallen apart. In this article this alternative scenario is considered in the context of close literary genres: science fiction and alternative histories.


Panoptikum ◽  
2021 ◽  
pp. 19-38
Author(s):  
William Brown

Longitudinal, quantitative analyses of cinema have established how Hollywood is getting ‘quicker, faster, darker’. While in some senses the ‘intensified continuity’ of contemporary Hollywood narration is a given, the increased darkness of contemporary mainstream cinema remains unexplored – especially with regard to how its speed and its darkness might be inter-related. If to darken the majority of the screen during a film helps to draw our attention to the salient aspects of the image that are better illuminated, then of course this also allows for a faster cutting rate: in principle, there is ‘less’ information for the viewer to have to take in during each shot, meaning that the film can then cut to subsequent images more rapidly. However, there are other ways in which we can interpret this ‘darkening’ of contemporary film narration. For example, it perhaps ties in with a widespread sense of disorientation with regard to the increasingly globalized and connected world that digitization has helped to bring about, and which is equally reflected in the rise of the contemporary ‘mind-game’ or ‘puzzle’ film that is a staple of contemporary Hollywood. The darkness in such films thus gives expression to uncertainty and disorientation. More than this, though, we might use physics to understand the darkness of contemporary cinema in a more ‘meta-physical’ fashion. While it is accepted that light is the ‘fastest’ phenomenon in the known universe, there nonetheless remain unilluminated aspects of the physical universe that defy light as the limit of speed – and which convey the interconnected nature of matter in the contemporary universe. For example, polarized particles have been proven simultaneously to respond to stimuli – at a speed faster than it would take light to travel from one particle to the other, a phenomenon that baffled Albert Einstein, who referred to this process as ‘spooky action at a distance’. Not only does this process suggest what Karen Barad might refer to as the entangled nature of all matter, but it also suggests speeds beyond, or at least different, to that of light. In this essay, then, I shall theorise a ‘speed of darkness’ that can help us to understand how the darkening of contemporary cinema ties in with the interconnected, invisible (‘spooky’) and ultra-rapid nature of the digital world. Perhaps it is not in the light but in the darkness that we can identify the key to understanding contemporary mainstream cinema and the globalized, digital world that produces it.


Panoptikum ◽  
2021 ◽  
pp. 39-60
Author(s):  
Carlo Comanducci

Considered in its articulation with an idea of “slow” cinema, the label “fast cinema” suggests three characteristics: fast-paced action, hyperkinetic cinematic style, and irreflexive consumption. Not only does fast cinema suggest these three characteristics, however, it also suggests that they directly correspond to each other so that, in a “fast” film, fast-paced action would be seamlessly rendered through “fast” cinematic enunciation and this rendering would necessarily result in an escapist, ready-to-consume film product. It is more by this correspondence, I think, than by any of these elements on its own that a certain understanding of “fast” cinema is established. Against this understanding, through a variety of contrasting examples, the article argues that the impression of fastness and that of slowness are both the matter of a tension between different temporalities and a complex combination of heterogeneous film elements, and that the articulation of “fast” and “slow” cinema itself depends less on the formal characteristics of different kinds of film than on a disciplinary understanding of spectatorship, which pretends to derive from these formal characteristics different and unequal forms of film experience.


Panoptikum ◽  
2021 ◽  
pp. 83-107
Author(s):  
Matthias Brütsch

Among the many innovations complex or “puzzle” films have brought about in the last three decades, experiments with narrative time feature prominently. And within the category of nonlinear plots, the loop structure – exemplified by films such as Repeaters (Canada 2010), Source Code (USA/France 2011), Looper (USA/China 2012) or the TV-Series Day Break (USA 2006) – has established itself as an interesting variant defying certain norms of storytelling while at the same time conforming in most cases to the needs of genre and mass audience comprehension. In the first part of my paper, I will map out different kinds of repeated action plots, paying special attention to constraints and potentialities pertaining to this particular form. In the second part, I will address the issue of narrative complexity, showing that loop films cover a wide range from “excessively obvious” mainstream (e.g. Groundhog Day, USA 1992; 12:01, USA 1993; Edge of Tomorrow, USA/Canada 2014) to disturbing narrative experiments such as Los Cronocrimenes (Spain 2007) or Triangle (Great Britain/Australia 2009). Finally, a look at two early examples (Repeat Performance, USA 1947 and Twilight Zone: Judgement Day, USA 1959) will raise the question how singular the recent wave of loop films are from a historical perspective.


Panoptikum ◽  
2021 ◽  
pp. 257-274
Author(s):  
Mirosław Przylipiak

Athough Satantango by Bela Tarr is usually regarded as a perfect representative of slow cinema and certainly deserves this reputation, it is worth remembering that it shares some features with other currents of modern cinema. Its networkish structure and unreliable narration place it close to puzzle films; its close affinity with the Krasznahorkai novel, on which it is based, makes it a form of impure – that is – hybrid cinema; due to an accumulation of evil deeds, tragic and sensational events, it resembles films of action. But, first of all, it is a paramount example of slow cinema, and as such it enables one to grasp the essential features of this genre. According to certain views, often built on the foundation of Andre Bazin theory, slow cinema imitates natural human perception and therefore is inherently realistic. This is not true, though. Instead of a reality effect, slow cinema produces rather a verfremdung effect, which in turn enhances the big potential of slow cinema in inducing transcendental or religious states in a viewer’s mind. Satantango explores this potential, drawing on the religious connotations of Krasznahorkai novel.


Panoptikum ◽  
2021 ◽  
pp. 169-188
Author(s):  
Tomasz Żaglewski

The aim of the article is to analyze modern superhero films through the specifics of superhero narratives in comics. By referring to the ‘organic’ elements of graphic super-storytelling – like retcon or crossover – the author tries to explain the main shift within comic book adaptations heading towards a ‘universe-al’ mode of narration. By doing so the analysis concentrates on the most succesful recent cases of superhero films as attempts to achieve a narrative ‘remediation’ of comic books’ spatial organization that requires reconsideration of the status of an individual superheroic franchise (or sub-franchise) within the larger universe of pre-existing, future and even alternate texts.


Panoptikum ◽  
2021 ◽  
pp. 61-79
Author(s):  
Filip Cieślak

The following article traces the historical development of the notion of spectacle. It first provides an outline of theoretical research on the subject, pointing out various interpretations and approaches. Secondly, comparative-quantitive analysis is used to compare several film series (Die Hard, Fast and Furious, Mad Max, Predator) in order to find what changes spectacle has undergone in mainstream action-adventure cinema, and to what extent these permutations have impacted the relationship between narration and spectacle. Finally, key takeaways are summarised and additional questions for future research posed.


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