ROUGH COPY
In any situation foreign to the character, anything and everything will be done to try to make sense of ones surroundings. The importance of identifying the type of the movies shown in “Worker Drone” by Raju, S. (2010) and “Play” by Kaplan and Zimmerman (2010) are vital to the understanding of not only the plot, but also the common themes presented. For example, common themes in both movies were was the sense of paranoia, a showcase of intertextuality and an ambiguous endings. All three common themes make it clear that these movies are in fact postmodern films, despite the fact that there were also a few common themes also found supporting a modernist and existentialist sense.
There were ambiguous ending in both filmsIn both films, there were clear ambiguous endings, which makes them postmodernis a large indicator of a postmodern film. For example, the audience also does not know what how the ending was in the movie “Play” movie “Play” ends, and leaves them asking questions such as to who was the little boy and does the female end up tell anyone else what she saw in the ending? In “The Worker Drone” the audience never finds out if the war had ended or even if Paul has actually told anyone else the truth. These films display ambiguous endings and leave the audience wondering as to what exactly happened, and allows them to create their own version of the ending in their own heads. This common theme displays a postmodern type of storytelling in both “The Worker Drone” and “Play”.
Another key postmodern theme that I believe was most apparent was the use of intertexting themes in both “The Worker Drone” and “Play”. An example of such was used during “Play” when the story is actually set inside a videogame in which the characters play as characters inside of the game cartages. Also, Wwhile in “The Worker Drone” this theme is shown with the use of the “Planet Dogstar” promo commercial that is played as a