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Legolas in Troy
(2022)
The Lord of the Rings movies were a cinematic phenomenon, extremely popular. They are not often considered as works of Classical Reception. These films’ influence on subsequent ancient world movies has been understudied, and undervalued. A common model of cinematic Greece and Rome in the twenty-first century looks solely back to Gladiator. Undoubtedly Gladiator, and its commercial success, is important to how ancient world movies developed; but focussing solely on Gladiator does not explain a move away from Roman history towards Greek mythology, culminating in a flurry of movies about Greek mythological heroes. Lord of the Rings is an overlooked factor. Already in Troy two LOTR stars are in key roles, and the battle scenes seek to imitate those of Jackson’s trilogy. 300 mythologizes far beyond Frank Miller’s graphic novel, adding several monsters; LOTR’s influence is at play here. LOTR’s influence was one factor in a complex process that saw ancient world movies change in the twentyfirst century. LOTR fed into an atmosphere that moved ancient world movies towards Greece, away from Rome, through promoting the appeal of a combination of epic and the fantastic.
Given the immense ethnic and cultural diversity as well as the vast geographical dimensions of the Roman Empire, the teaching of Roman antiquity comprises an enormous potential to deal with the increasing heterogeneity in German-speaking classrooms. This article aims to show how the majority of contemporaneous Latin textbooks, however, fail to use this potential by being limited to mono-perspective and Eurocentric approaches to the ancient world.
In spite of didactical claims to foster students’ intercultural competence, most of the textbooks depict the city of Rome as an ethnically and culturally homogeneous sphere. At the same time, they present the Roman Empire nearly exclusively from the perspective of representatives of Italian-born, powerful upper-class families firmly connected to ‘Roman’ culture. In doing so, the Latin textbooks falsify the ancient historical realities and deprive students of the perspectives of figures like provincials or slaves. Furthermore, the textbooks’ narrative scope clearly focusses on Rome and Greece, still paying noticeable attention to West-European provinces, with the African and Asian ones being remarkably excluded. Only few exceptions among the textbooks apply alternative approaches which allow students to engage with the Roman Empire’s intercultural dynamics in a more differentiated and multi-perspective way.
In March 2021, the IMAGINES Project – an international and interdisciplinary research network for the modern reception of antiquity in the visual and performing arts – held their seventh conference online. The event focused on PLAYFUL CLASSICS, and was hosted from Göttingen University by the organizers Juliette Harrisson, Antje Kuhle and Martin Lindner.
The keynote by Dunstan Lowe on „The Danger of Seriousness: Play and the Future of Classics“ outlined the potential of researching classical reception as a creative process. The following sections brought this to life with in-depth treatments of the underlying mechanics of constructing and deconstructing, playful learning, the „Faces of Antiquity“, forms of interaction and national/nationalistic traditions. The programme combined scholarly contributions with presentations and workshops by various artists and open discussion elements.
The shift to an online format allowed the participation of an unusually international audience, while the interactive elements – including a thematic game as a continuous side event – especially encouraged a large number of students to participate actively. Therefore, this conference report will not just summarize the content of the event, but also provide a student perspective on attending a conference on classical reception – a research area which is mostly neglected in the teaching curriculum.
Within Persona 5’s modern Tokyo setting, imagined worlds are created that represent the cognitive processes of various characters. These ‘palaces’ allow the player to explore locations far removed from the game’s real-world, contemporary backdrop. One episode creates an ancient Egyptian world. This article examines how this world has been produced and the different transmedial tropes and other influences that its developers have drawn upon. Many references are recognisable to a broad audience (pyramids, gods, hieroglyphs), while others reflect Japanese pop-cultural trends (in various manga and anime), including the mention of an obscure Egyptian god, Medjed. The intentionally fictitious nature of these ‘palaces’ means that the Egypt that appears in this game is not bound by the need to replicate an ‘accurate’ landscape. Instead, the developers were free to design a gamescape that combines multiple and diverse receptions of ancient Egypt.
Demagogen dichten
(2022)
Manipulative rhetoric is a common issue in ancient sources. As the issue of political populism and rhetoric still attracts a high degree of interest among a wide range of people, the author, a singer-songwriter, attempts to ‘revive’ these ancient sources and to adapt them into a lyrical/musical format for modern audiences, in order to test different strategies of manipulation and gauge the reactions of modern audiences. The following article describes the process of adapting and performing two of these experiments, as well as the results and feedback from audiences. The ancient case studies chosen for this are Thucydides’ description of how Alcibiades lead the Athenians into a fatal expedition to Sicily, and Xenophon’s blames of two public orators for executing Athenian generals after the battle of Arginusae through their manipulative speeches.