
Cinema’s onscreen worlds have always borne an indexical bond to the real. What happens when computer-generated video game images usurp film as the predominant medium of visual world-making? How does one’s relation to onscreen heroes shift when we no longer identify with real bodies? Harun Farocki’s four-part Parallel I–IV (2012–14) takes up these questions, tracing how, in just over 30 years, video games have developed from two-dimensional schematics to photorealistic environments.
Sign in to add to your listWhat critics are saying
Verdicts use the same scale as your list: highly recommended through avoid — plus optional scores and blurbs.
Nobody on Critic, Sir! has logged a verdict for this title yet. The silence is either respectful or suspicious.
Sign in and use Add to My List below to share your own verdict.
Watching Lists
Sign in to create and edit public lists.
Loading lists…
Purchase & Discovery
Find this title on Amazon
Digital
Prime Video & digitalAmazon mixes rent, buy, and Prime in one place — one search covers the usual options.
Physical edition
4K Blu-ray & physical releasesSearch on AmazonOfficial merchandise
Official-style merch searchApparel, collectibles, and moreAs an Amazon Associate, Critic, Sir! earns from qualifying purchases. Full disclosure