Essay On Exploitation Movies

676 Words2 Pages

However, not only violence made those films so popular. The truth is that these film-makers showed virtually anything that had not yet been shown. Such approach lead to showing nudity, sex, drug use, but also many acts of sexual violence or gore that terrified the audience. Because of this diversity of themes, exploitation cinema is not connected exclusively to any particular genre. This term is more related to certain aesthetics and conventions, such as the use of taboos, the grittiness of the image, but also distance to one's work and its audience. Many of the ideas of exploitation film-makers were simply absurd, something that they realized very well. Their aim was to keep the audience on the edge of their seats by making them actually doubt what they were seeing. Lloyd Kaufman, one of the most influential exploitation directors and the co-founder of Troma Entertainment, said that even though his films are violent, scary or centred around nudity or monsters, they are still enjoyable, because they do not take themselves too seriously. “That’s the key. They’re a lot of fun. A movie like Die Hard, with Bruce Willis, or Under Siege — these are pretty entertaining movies, but they take their violence pretty seriously. Our movies are good natured, tongue-in-cheek, and fun, and I think that is where our success has come.”3 Coming from the maker of Surf Nazis Must Die or Redneck Zombies, these words seem to summarise the exploitation cinema the best.
However, there is another side to exploitation films. Not every person wants to risk and create something new and original. Being innovative means that the audience may not enjoy what one is giving them – either because they do not understand the point or it is simply too unpopular of a t...

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...ual works that also tend to focus around a certain narrative, which in case of video games might be more interactive. The similarities are so great that there are even video games that use an actual footage of actors instead of computer generated characters. Of course, there are also many differences, the main one being the interactivity. In case of video games, the audience is subjected to an illusion that the player can decide what will happen in the story. On the other hand, there have also been some experimental films, during which the audience in the cinema was asked what should happen next and decided upon it by pressing a button. This all makes the border between the film and the video game flexible and unfixed, thus it should be no surprise that many of the practices (both business and artistic) of the film industry were adapted in the world of video games.

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