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{"id":570,"date":"2017-10-31T19:55:57","date_gmt":"2017-10-31T23:55:57","guid":{"rendered":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/?p=570"},"modified":"2017-10-31T19:55:57","modified_gmt":"2017-10-31T23:55:57","slug":"rhetorical-analysis-11217","status":"publish","type":"post","link":"https:\/\/rhetoricofgaming.digitalwcu.org\/WeeklyWriting\/rhetorical-analyses\/rhetorical-analysis-11217\/","title":{"rendered":"Rhetorical Analysis 11\/2\/17"},"content":{"rendered":"

Rhetorically speaking, literature has long since employed the tactic of foreshadowing, an action that has translated just as excellently into cinema, wherein foreshadowing can be even the smallest aspect of a sequence that still holds importance. The recent release of Stranger Things<\/em>\u00a0highly anticipated second season highlights aforementioned mechanism for a second time around, wherein an everyday game play later on becomes an obvious foreshadowing item. In the first season the infamous Dungeons and Dragons<\/em> acts as the catalyzing impetus and final answer for the seasons big questions, and season two has kept that construct alive with a video game rather than a board one. Without dropping any spoilers, there exists a less obvious connection within this season’s prophetic game play and its predecessor arc, but that doesn’t lessen its inevitable impact. Therefore, as both tactics work wonderfully, are games therefore a potentially potent literary and rhetorical mechanism within foreshadowing? (on top of everything else games culture can do)<\/p>\n