Like the image in the mirror, Danika lives in a world that is a reflection of our own; it appears to be the same proportions, but it is actually inverted. Building on this classic theme, using imagery like Alice in Wonderland, as a way to firmly establish the character’s limits and her relation to the audience. Unlike those heroes of old, our hero is unaware the world she lives in is upside down. In fact like many of us, she wants to be more like the people she sees around her. but has trouble meeting her individual needs in the face of what is expected of her.
The world itself has been an interesting one to create. I was originally inspired to tell a World War II narrative after becoming obsessed with CBC’s series X-Company. I became fascinated with the real stories behind the fictional depictions presented in that series. The writers took alot of time to develop all the characters, including the Reich itself. Leveraging the fictional Nazi characters moral struggles, as a vehicle to explore the many complex concepts that provided context to our sense of Historical reality.
I wanted my story to reflect these virtues, act as a vehicle to contextualize a relatable human struggle through the alternative portrayals of actions and events that will teach an audience the real history. So I conceptualized the alternate world that Danika exists in as a chiral reality to our own. A world where, everything, everyone, and every event in our reality has an opposite and inverted alternative version in Danika’s.
Aside from the two leads, who function as the catalyst to the story in a similar way to how Titanic the Movie revolved around the fiction love story of Jack and Rose, in a world of historical accurate depiction. The Characters are a fictional depiction of real people, with a real story in our reality, explored through their relation to events presented in the chiral perspective of Danika’s story.
When writing I make use of our technologies, to virtually travel to the places described in the Danika story, in some cases we can even strip away the years and see how the locations would have appeared in the period. Audiences can see and learn about the St George Hotel at the corner of Clark and Henry in Brooklyn Heights and are as real in our world as they are in the alternate.
Pulling on the threads of history, We attempt to postulate what would have happened if: this particular set of circumstances were completely reversed. For example Victory Day in our Historical timeline becomes Victory America Day in the Reich, the day Hitler visits an occupied New York city on May 7, 1945. The footage of a Hitler “address civic leaders” to a packed Nazi Rally in Madison Square Garden are real. Sourced from a pre-war Nazi Rally at Madison Square Gardens in 1939.
These narrative tricks present an unprecedented opportunity to educate while entertaining. Like the alternate reality game 2Q , the stigma of the subject and perception gap in historical context provided an opportunity to educate an audience, as to the context of a roman ruled world, that has been separated by 2000 years of misinformation. Through the game Montauk Mystery concepts and conspiracies surrounding Hitler’s Wunderwaffen, which seem more like science fiction than historically accurate, become fact finding game challenges making learning, the achievement, understanding the trophy, and act as a Game compendium to the series. Acclimatizing an audience to subjects that can be intimidating and even scary to study.
Understanding where and how these events took place contextually, helps us understand the world in which we live in today, because, today was shaped by those times, and those people who formed them, like that guy who designed the Nazi uniforms.
What was his name again?