Reading Antiquity in Metro Redux
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Bishop, Chris
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SAGE Publications
Abstract
4A Games’s Metro Redux (2014) plays at the intersection of literature and video
games. The suite consists of two games, the first of which (Metro 2033) was based
on the self-published novels of Dmitry Glukhovsky: Mempo 2033 (2005) and
Mempo 2034 (2009). The games, like the novels, are set in the metro system of
Moscow some 20 years after a nuclear apocalypse. Remnant communities, forced
underground, congregate in stations that function as nascent city-states. Some
stations are independent and unaligned, while others have formed factions (the
mercantile “Hanza,” the communist “Red Line,” and the fascist “Fourth Reich”).
A powerful central coalition, “Polis,” through the agency of its “Spartan” field
agents, seems alone in its attempts to bring order to the metro and recolonize the
ruined city above. But Polis and the Spartans are not the only such elements in
Metro Redux, and players are quickly immersed in a landscape of Soviet neoclassicism, itself a polyvalent and highly politicized 20th-century Reception. This article
will begin to explore what such receptions of Reception might mean. Does the
Classical pulse, transmitted across multiple media, degrade to a point of white
noise, meaningless and unintelligible? Or can we still find significance in the variation
of reflection and transmission?
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Games and Culture
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Restricted until
2037-12-31
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