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Space BrasÃlia
- 140 statements
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- 9 referencing feature instances
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In speculative fiction, the architecture of alien species, as well as human cities in the future, will often be oddly uniform across the board, with no variations owing to different styles being in fashion at different times, local environment, or available materials. This can also apply to futuristic human cultures: it is rare to see a future city with architecture from different periods side by side, despite this being the norm in real life. The trope is named after the city of BrasÃlia. Normally, a city will have a whole range of architectural styles as buildings are constructed over the decades and centuries. BrasÃlia, however, was built quickly between 1956 and 1960 in a uniform Modernist style to be the new showcase capital for Brazil, and has been criticized for its bland and anti-septic appearance. Other real-world cities built like this include Washington, D.C., Canberra and, even earlier, Saint Petersburg and Constantinople, all of which got the same critiques as BrasÃlia did, back when their prevailing architecture was dated but not yet antique. A special case of Planet of Hats: it would usually be too much work to give an alien species or future humans more than one architectural style, and giving an entire race one uniform look makes it easier to tell them apart at a glance. Real-world cities depicted in the future aren't immune to this trope (outside of well-known landmarks, of course), as well as cities in the past like Rome or Athens. The Shining City is usually described like this. When it is not City Noir, your typical City in a Bottle setting will usually be this. In which case it will be the hero's job to escape. Space BrasÃlia will often be more Crapsaccharine, filled with inhuman Bizarrchitecture, laced with Futuristic Superhighways, and covered with creepy lawns. Our heroes will long to return to the Arcadia of good old planet Earth, which is never a Stepford Suburbia. There is a tendency of such settings in live action to be filmed in real-life set-piece futuristic towns, like the namesake BrasÃlia or Astana, Kazakhstan. Compare Advanced Ancient Acropolis, City of Gold, Crystal Spires and Togas, and Zeerust. Contrast Used Future and The Constant. |
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In Plan 7 of 9 from Outer Space, Annika-709 describes the arcology of Greater Germany. The opening lines describe the Shining City of the future of 2009 as looking "like a vast laundromat". |
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Wonder Woman Vol 1: The Saturnian architecture as seen on the inhabited moon where the emperor lives and where Diana and Steve lead the Slave Revolt that dooms the Saturnian invasion plans is distinctly modernist. | |
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Can happen in the Rush Hour expansion to SimCity 4: you can choose from the four styles of building that will show up in your city; these are by default set to cycle every five years. This can lead to a fair number of very large neighborhoods looking very, very similar. However, you can change things up: in one direction, you can have the architectural styles change faster (e.g. once a year), which creates smaller single-style neighborhoods (which is actually mildly realistic for an expanding city). On the other hand, you can also slow the cycle or even ban up to three styles outright (if you like the BrasÃlia effect). | |
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Shattrath City in World of Warcraft is likely a literal example. It is the capital city of the Draenei on Draenor. It was likely planned and constructed with the purpose of being a capital in a very short amount of time. This is actually true of most of the capital cities in-game. Stormwind and Orgrimmar, although both designed as capitals play with it: they both contain areas that feature the aesthetics of other cultures but in an obviously planned out fashion. Notably averted however by Dalaran, which features a bewildering mismatch of elvish and human architecture some of which is only truly explainable by assuming it is held up by magic: all of it just randomly scattered about, there isn't a straight street in the entire place. This speaks to both the age of the magical city and it's unusual cultural diversity. Non-capital in-game cities also tend to avert this trope: The Crossroads features a collection of both Orc huts and Tauren tents for example. | |
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Time Scout averts this. The architecture on the time terminal is outlandishly diverse, with everything tending to look like the art and architecture of the nearest tourist gate. | |
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In Superman: The Animated Series, the city of Metropolis has a futuristic look. | |
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Minority Report also averts this by being pretty effective at depicting a world with a variety of architecture of different ages and styles. This is actually a plot point at the very beginning. | |
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Worldwar sidesteps this. In Colonization, humans finally visit the Race's homeworld and describe the cities. Because the Race has had a stable civilization for 100,000 years and have built their cities over that period, and are very meticulous about preservation, they have many buildings from all eras of their civilization, still in active use. However, because they have been largely technologically stagnant for their entire known history, the variation in architecture in their cities is much less than you might expect a human city of such age to have - after all, millennia old buildings are still fully suited to modern use. | |
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When you visit Ilos, the last planet in Mass Effect, you are able to see a ruined Prothean tower off in the distance. It seems to be identical in style to the skyscrapers on Feros, a distant planet where the environmental conditions seemed quite different. Justified in Mass Effect 3, which reveals that the Protheans were in fact a highly aggressive imperialistic monoculture more than advanced enough to build in that style anywhere they wanted. It makes perfect sense for them to have enforced a single style of architecture as a monolithic demonstration of their power. | |
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In Mass Effect 2, Illium is similarly full of giant skyscrapers all of similar design - Actually an Invoked Trope, a literal Space BrasÃlia meant to demonstrate Asari superiority. In Mass Effect 3 it's revealed to be a carbon copy of Thessia, and the Asari are revealed to be the heirs of the Protheans in every way, including their arrogance - they're just a lot more passive-aggressive about their plans for creating a galactic monoculture. | |
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Kryptonian architecture in the Superman comics. Also in different incarnations of the Bottle City of Kandor. Also for quite a while during The Noughties, the city of Metropolis, since Luthor managed to acquire part of Brainiac's technology and apply it in the town's restoration. |
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Averted in Metropolis, where Rotwang's laboratory is in a very old house still standing among and dwarfed by the futuristic skyscrapers. | |
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Babylon 5: There are indications this is the case with Minbari cities in Babylon 5. The ones we see are very uniformly the Crystal Spires style, and Delenn once compared Minbari cities, which don't change for a thousand years at a time, to her going away for a week and coming back to find major parts of the station reconfigured in looks and function. Earthdome◊, the seat of government for the Earth Alliance, gives off this vibe. |
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Averted to a ridiculous extent in Blade Runner. The mixture of architectural styles is pretty much realistic, apart from the notable lack of air-conditioning. But the streets filled with uniformly '50s style cars while futuristic spinners zoom overhead ? | |
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Initially averted in Judge Dredd. The very first story had a criminal holed up in the Empire State Building, which is now dwarfed by city blocks, the World Trade Centre is destroyed in a later story and the Statue of Liberty was still standing, but was later destroyed. Gets played a bit more straight after The Apocalypse War, where half the city gets nuked, presumably destroying most of the older buildings. | |
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Doctor Who Zoe comes from the space-age 21st century future. The only time we see her home city, it fits this trope (and, indeed, the original script suggested BrasÃlia as a model). In "Frontier in Space", an establishing shot of the World Government headquarters is portrayed via a Stock Footage of the National Congress building in BrasÃlia. Location shots were filmed amid the bland concrete architecture of the Hayward Gallery. |
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The city of Wonder in Last Res0rt—which makes sense enough, since it was built at the same time as the rest of the space station the show takes place in. | |
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It's possible to avert this or play this straight in Spore, since you can choose similar buildings for every colony, or have each planet with its own unique style. | |
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Justified in XCOM 2. The ADVENT Administration has rebuilt many of Earth's major cities into shining metropolises full of sleek, geometric designs, gleaming glass, and immaculate white material, regardless of the architecture of the original settlement. This is both to break down the national divisions of "the Old World" and make humanity identify more with the ADVENT regime, and to try to lure humans into the city centers from the more squalid slums and run-down suburbs around them. | |
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Mirror's Edge and Catalyst, of course, with an image of its City of Glass providing the page image. | |
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Averted in The Inexplicable Adventures of Bob!, where we've seen a few different sets of alien buildings. The Fleenians' buildings are mostly boxes or pyramids. The dragons, being borderline Space Amish, are said not to build very many structures, but because they're giant fliers, such buildings as they do erect tend to be very big and tall (but in the ancient past, they did have true cities). The one Nemesite city we've seen had weird, soaring, curvilinear structures. | |
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The Lord of the Rings and The Hobbit give a single look at each races major cities and towns, including Hobbiton, Rivendell, Edoras, Dwarrodelf, Minas Tirith, Erebor and so-on. A "hidden" one is Numenor, an ancient line of men whose style is seen in Weathertop, Cirith Ungol, Amon Hen and other more ancient ruins. True to the trope however they all have a uniform style as if they were all built in one go. An aversion is Barad-dur: as a reflection of how long it took to build, the tower has different segments built in slightly different ways, to reflect that a bunch of orcs had "died off" and construction was restarted later. | |
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Both justified and partly averted in the Dragonriders of Pern series. Holds are all carved into rock rather than built, so inevitably they are somewhat similar in style and have little variation internally. However, by the time of the first books many Holds have expanded, with more traditional houses being built outdoors. This is an important plot point, since it turns out there's a very good reason people hadn't built unprotected buildings out of wood before. | |
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The following is a list of statements referring to the current page from other pages.
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Settings | |
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Speculative Fiction Tropes | |
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Tropes in Space | |
Dragon Ball GT / int_ecdbaa5e | type |
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Minority Report / int_ecdbaa5e | type |
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Revelation Space Series / int_ecdbaa5e | type |
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This Perfect Day / int_ecdbaa5e | type |
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ASmallTownInGermany | seeAlso |
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Home (2015) / int_ecdbaa5e | type |
Space BrasÃlia |
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Copyright of data TVTropes.org contributors under Creative Commons Attribution-Share Alike 3.0 Unported License.