Looking Backward (1888) by Edward Bellamy, the most successful and influential American author writing in the utopian vein, presents a vision of a glorious future society. Julian West, a young, aristocratic Bostonian, falls asleep under a hypnotic trance in 1887, but through a remarkable set of circumstances, is awakened in the year 2000. His host family in this new age introduces him to their amazing society, explaining their institutions and the rationale for their system.
Edward Bellamy, Looking Backward: 2000-1887. Published in 1888, Bellamy’s novel imagining a perfect future society spawned a nationwide movement in America. (It also predicted electronic broadcasting and credit cards.) Bellamy’s plan for a ‘cloud palace for an ideal humanity’ also helped to inspire the garden city movement in the US and the UK. The best edition is Looking Backward 2000-1887 (Oxford World’s Classics).
The first discussions with Raphael allow him to discuss some of the modern ills affecting Europe such as the tendency of kings to start wars and the subsequent loss of money on fruitless endeavours. He also criticises the use of execution to punish theft, saying thieves might as well murder whom they rob, to remove witnesses, if the punishment is going to be the same. He lays most of the problems of theft on the practice of enclosure—the enclosing of common land—and the subsequent poverty and starvation of people who are denied access to land because of sheep farming.
Journey received high acclaim from critics who praised the visual and auditory art direction as well as the emotional response playing with a stranger created. It received the IGN Best Overall Game Award for 2012 and Ryan Clements of IGN described the game as "the most beautiful game of its time", saying, "each moment is like a painting, expertly framed and lit". Jane Douglas of GameSpot concurred, calling it "relentlessly beautiful" and lauding the visual diversity of the world and the depiction of the rippling sand; Matt Miller of Game Informer added praise for the animation of the sand and creatures, saying the game was visually stunning. The music was also complimented, with Miller describing it as a "breathtaking musical score" and Douglas calling it "moving, dynamic music".
Of course! Eponymous founder of the genre; brilliant mixture of satire, political idealism, and obfuscation of the author's own views. More's book has been seen by some as an attempt to justify colonisation of the Americas, by others as a dreary state of Catholic dogma and by his champions as a proto-communistic vision. The book's very indeterminacy is testament to its constant inventiveness.
Utopia has a quality of universality, as revealed by the fact that it has fascinated readers of five centuries, has influenced countless writers, and has invited imitation by scores of "Utopianists." Still, however, an examination of the period of which it was the product is necessary in order to view the work in depth. Remembering that Utopia was published in 1516, we need to recall what some of the major events associated with that era were, who More's great contemporaries were, and what were the principal ideas and drives that framed the cultural patterns of that brilliant era, the Renaissance.
The Islands of Wisdom (1922) by Alexander Moszkowski – In the novel various utopian and dystopian islands that embody social-political ideas of European philosophy are explored. The philosophies are taken to their extremes for their absurdities when they are put into practice. It also features an "island of technology" which anticipates mobile telephones, nuclear energy, a concentrated brief-language that saves discussion time and a thorough mechanization of life.
It is mainly (or only) the slaves who kill for the Utopians, but it did not require any killing to become a slave. In fact, "the most serious crimes" (unstated, but clearly not only murder) are punished by "servitude" (slavery). "If slaves are rebellious or unruly, then they are finally slaughtered like wild beasts that cannot be restrained by bars or chains." On the other hand, if they are "tamed by long suffering and show that they regret the sin more than the punishment, their servitude may be either mitigated or revoked, sometimes by the ruler's prerogative, sometimes by popular vote." (100)
The film's director, Scud, explained that the idea for the film “originated from my own thoughts about suicide. One time, I had thought about walking into the central Australian desert until I am exhausted and die in a miserable way. These thoughts caused me to think about similar people in this situation.“ He continued that “All of the episodes are independent of each other and the stories are based on real experiences which some of the actors appearing in the film have gone through. Having an international cast and locations around the world is appropriate because depression and suicide are universal themes"" - wikipedia Add Synopsis In Portuguese
In Book 2 Raphael Hythloday describes Utopia. The word `Raphael' means "God's healer", and the word `hythloday', from Greek, means "peddler of nonsense". The word `utopia' is a Greek pun that means both "good place" and "no place". If Hythloday is speaking nonsense motivated by the deepest moral compassion, where is the nonsense? Is Utopia a good place that is no place, or is it no place that is a good place? (The second reading can mean it is not a place that is a good place.)
The rulers in the City of the Sun are men of superior intelligence and probity. The head of the government is called Hoh. His chief ministers are Pon, Sin, and Mor, which are translated Power, Wisdom, and Love. The requisites for the chief are a familiarity with the history of all kingdoms and their governments, a thorough knowledge of all sciences, and a mastery of metaphysics and theology. This concept of a head of state is clearly reminiscent of Plato's philosopher-king. The word Hoh means metaphysics.
When development began, Sony expected the game to be completed in a year, rather than the more than three it finally took. Thatgamecompany always expected to need an extension; according to Hunicke, they believed finishing the game within a year was "unrealistic". Development ended up taking even longer than anticipated, as the team had difficulties paring down their ideas for the game and maintaining efficient communication. Over the course of development the team grew from seven to eighteen people. At the end of the second year, when Sony's extension had run out, the game did not spark the emotions in the player that the team wanted. Sony agreed to another one-year extension, but development ultimately exceeded even that.