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  • Essay / Essay on Exploitation Films - 676 ​​

    However, it was not just the violence that made these films so popular. The truth is that these filmmakers showed virtually everything that had not yet been shown. Such an approach led to showing nudity, sex, drug use, but also numerous acts of sexual violence or gore that terrified audiences. Due to this diversity of themes, exploitation cinema is not linked exclusively to any particular genre. This term is more linked to certain aesthetics and conventions, such as the use of taboos, the grainy nature of the image, but also the distance from his work and his audience. Many of the exploitation filmmakers' ideas were simply absurd, which they realized very well. Their goal was to keep the audience in suspense by making them doubt what they were seeing. Lloyd Kaufman, one of the most influential exploitation directors and co-founder of Troma Entertainment, said that even if his films are violent, scary, or center on nudity or monsters, they are still enjoyable because they do not don't take it too seriously. “That’s the key. They are a lot of fun. A film like Die Hard, with Bruce Willis, or Under Siege, they are quite entertaining films, but they take their violence very seriously. Our films are good-natured, ironic and fun, and I think that's where our success comes from. »3 Coming from the director of Surf Nazis Must Die or Redneck Zombies, these words seem to sum up cinematic exploitation at its best. However, there is another side to exploitation films. Not everyone wants to take risks and create something new and original. Being innovative means that the public risks not appreciating what we offer them – either because they do not understand the point of it, or because it is simply too unpopular in a particular environment. of paper......classic works that also tend to focus on a certain narrative, which in the case of video games could be more interactive. The similarities are so great that there are even video games that use real footage of actors instead of computer-generated characters. Of course, there are many differences as well, the main one being interactivity. In the case of video games, the audience is subjected to the illusion that the player can decide what will happen in the story. On the other hand, there were also experimental films, during which the cinema audience was asked what should happen next and they made their decision by pressing a button. All this makes the boundary between film and video games flexible and blurred, so it is not surprising that many practices (both commercial and artistic) of the film industry have been adapted to the world of video games..