Four Key Narratives

The film Portals develops a narrative by using enigmas. Throughout the film, enigma is used in order to develop a narrative where, for example, the gun just appears in the room, which is convenient to the characters aims and is referencing a video game, which is our first hint to it not being real. This is effective because it makes the audience nitpick about a detail that the casual viewer, without knowing it is detail that would effect the rest of the story.

Furthermore Portals develops a narrative by developing its main character. Throughout the film, character development is used to develop a narrative where, for example, the character is training every day and manages to escape the prison, which makes it even more tragic when she realises that it is not real and that her journey was meaningless. This is effective because it subverts the audiences expectations of how it would end.

Furthermore Portals develops a narrative by using twists. Throughout the film, twists is used to develop a narrative where, for example, when it's revealed at the end that the setting is a simulation, which breaks the 4th wall and trope not normally seen in many films. This is effective because it catches the audience by surprise and transgresses stereotypical conventions of most short films.

Furthermore Portals develops a narrative by depicting the prison as a character. Throughout the film, the prison is used to develop a narrative where, for example, the prison itself is the "hub" of the simulation as its the only part of the world where the characters can move around. Furthermore the Mise en scene of the prison and more specifically the colours of the prison are constantly grey, which maybe a comment on how many old school video games were lazily designed with not a lot of detail.

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