there is a history of American temperance literature that Carousel slots
 into nicely. Temperance literature, very briefly, aimed to convert the 
drunkard from his destructive ways and onto a path of righteousness and 
bourgeois productivity. In many cases this was through tales of the 
(female) children of these intemperate men taking the brunt of their 
violence and, through the power of their innocent acceptance in the face
 of this onslaught, their weathering of the storm, allowing these men 
the chance of redemption. It would seem that a broken and powerless man 
is in need of an unflinching and unarguing object for his patriarchal 
control in order to be rebuilt as a man of action. The drunk is drunk 
because he has been denied, or has forsaken, the mantle of authority 
that a man must wear: alcohol is a way to avoid responsibility and for 
the family patriarch the first responsibility is ownership of the women 
(and the as-yet ungendered boys) of his household./.../
When, in Bioshock: Infinite, then broken drunk Booker DeWitt batters down the 
doors of a castle that he himself built in another life to rescue his 
own daughter, trapped there in an asexual stasis it is not the chaos of 
imagery and symbolism that it at first seems, but instead a direct 
descendent of the form of rehabilitation pioneered by temperance 
literature.
/.../
Perhaps unsurprisingly then the piece of 
Infinite fan media that most makes sense to me is Zone’s Biocock: 
Intimate, which collapses the erotic tension inherent in the game and as
 Maddy Myers says ‘comes … a lot closer to offering me the version of 
Elizabeth that I wanted to see than BioShock did,’ one who ‘speaks, 
moans and calls the sexual shots.’ 
/.../ 
In Zone’s game, the 
protagonist, this time a disembodied cock rather than a disembodied gun,
 as if there is a real difference, is still Booker, making explicit the 
incestuous undertones of the source game while neither remarking on them
 or judging them.
/.../
Ken Levine, Bioshock’s lead creator, keeps telling 
people to stop sexualising Elizabeth because he views her as a daughter.
 But I cannot for the life of me imagine why he thought a young woman 
would neither develop or be the subject of a sexual gaze, especially 
when, as I keep saying, the story that is told in Infinite is the story 
of her sexual awakening and her emergence from the cloying constraints 
of a father who wants to own her and use her as a replacement for his 
wife, with all of the sexual labour that that implies.
/.../
It is
 a fairly common mechanism of patriarchy that violence against women is 
framed as being bad, by and for the understanding of men, on the premise
 that ‘you wouldn’t want this to happen to your daughter,’ that a victim
 is ‘somebody’s daughter.’ Fundamentally what this says is that men can 
apparently only view women as an object in relation to a man, not as a 
person in their own right. The non-daughter is an acceptable site for 
your sexual fantasies because she is not owned and spoken for. Female 
sexual awakening is therefore posited as a process by which a man 
separates the bond between father and daughter, destroying the tower and
 building a new one to encase her and protect her from the sexual 
fantasies of other men.
/.../
as an industry and a society we will
 continue to seek our redemption in the arms of those we have wronged, 
whose job it is, like the little sisters of the original Bioshock, to be
 used to fuel our monstrous rages and to accept our caresses and desires
 when we break down and wish for forgiveness. We will continue to expect
 these women to save us with their love.
[I
 love how pieces like these can put something in a larger context and 
enrich my understanding of something which didn't make as much sense 
before. It's interesting how I even come to appreciate Bioshock Infinite
 more in some twisted way, even if it's flawed in its execution and in 
using this idea of temperance without my having seen them putting it in 
brackets or providing self-reflexivity.]
§
we see Fragile Dreams trying to reconcile modern Japanese life with traditional Japanese thought. However, looking at the game on a 
character level complicates the aesthetic. These ways of seeing the 
world are not natural, as Seto (the game’s protagonist) must spend the 
entire game learning to appreciate the beauty that arises from a 
fleeting reality.
/.../
For Japanese aesthetes, the most beautiful
 arts would blend into the greater world around them. Anything that 
announced its presence was considered simple, boisterous, and to be 
avoided.
/.../
in terms of mono no aware, the best way to bring out something’s beauty is to remind us of its inevitable change or passing.
/.../
as
 long as technology does not supplant the feeling of change and being in
 nature, it’s capable of functioning within Japanese aesthetic theory.
/.../
Over
 the course of the game, Seto finds various broken items amid the 
wreckage. When he takes those items to a bonfire, he finds out what they
 are, and hears a short story regarding the item’s last owner. There’s a
 consistent message running through these stories: one of unfulfilled 
desire. The protagonists of these stories regret making choices they can
 never fix, or they feel scared after having something valuable taken 
from them. They realize that their lives are short, and Seto sees that 
their worries outlasted them.
/.../
The game relays most of these 
narratives through some object the owner confided in. They intended to 
relieve their pain at least a little bit, but all we see is their 
emotional pain; we rarely see any kind of resolution. Therefore, the 
objects fail to serve their intended purpose of consoling their owners. 
The cell phone’s story displays this quite poignantly: while her intent 
is for the world to remember her, the tragic irony of her situation is 
that she leaves us nothing by which we can identify her. We don’t know 
her name or any details about her life, and it’s unclear if Seto can 
even access those details. All her story illustrates is how insufficient
 her possessions are for satisfying her wants, even if she can never 
know that.
§
If Fragile Dreams uses its environments to celebrate Japanese aesthetics, then it uses Seto, the protagonist, to complicate them.
/.../
he’s so pre-occupied on his loss that he’s unable to draw a connection 
between the impermanence of life and its being valued in the first 
place. Any mentions of impermanence at this point in the story reveal Seto’s 
negative thoughts on the matter. For example, he opens the game with the
 words “At the end of a summer that was all too short” (tri-Crescendo).
 On one level, these words indicate his wishes that the summer had 
lasted longer. Yet on another, they connote loss. This is a consistent 
theme throughout Seto’s opening narration, implying that he can only 
perceive change and passing on painful terms. We might also draw 
connections between the youthful connotations of summer, Seto’s 
adolescence, and the death of his caretaker.
/.../
if we interpret the old man’s death as an opportunity for Seto to 
appreciate life’s transience, then we must also interpret the 
possibility of survivors as an opportunity for Seto to deny that very 
same transience.
/.../
Seto’s denial is best illustrated through his interactions with Ren, a 
silver-haired girl who appears to Seto very early in the narrative. She 
runs from him the second the two meet, and he only gets brief glimpses 
of her throughout the story. He follows her by the drawings she leaves 
in her wake, and when the two finally cross paths, it’s only for a short
 period of time. While the story uses these facts to code her character 
with impermanence and uncertainty, this isn’t the meaning that Seto 
reads from her. Upon first meeting her, he remarks, “On my journey 
through the world, all the people I thought I saw slipped away like they
 were just a mirage. But that girl… her cheek was warm to the touch” (tri-Crescendo).
 So for him, Ren represents life and stability. She is the anchor 
against which he can verify his own experiences as real. Yet the irony 
is that is in worrying about whether his experiences are real, he fails 
to appreciate them for what they are.
/.../
the time he spends with other people shows him how it’s possible to 
appreciate things for their temporary nature. The first person to show 
him this is PF, a robotic assistant that Seto attaches to his back. The 
two grow close to each other as they explore the underground mall in 
search of Ren. However, their journey together is very brief: at the end
 of the day, PF’s battery drains, effectively ending her life.
/.../ 
Where the old man struggled to share his most intimate with regrets 
with Seto after knowing him for fifteen years, PF has no problems 
telling him about how much she loved talking with him, despite only 
knowing him for a day.
/.../
The two themes that emerge from Seto’s time with PF — death and its relation to mono no aware —
 carry throughout his encounters with other people. Chiyo demonstrates 
this the best by bringing the two into focus for him. When the two 
characters meet, Seto initially sees her as the ghost of a bratty little
 girl who demands that he does the impossible. But as he continues to 
fulfill her requests, he eventually learns the reality of the situation:
 she is an old woman on her death bed. Chiyo leaves Seto with these final remarks:
"The day will come when your journey will
 end as well. Your greatest adventure will be over and you will make 
your way home. However, your journey will not be complete. The days will
 still go on for you. One after another they will pass, until you’ve had
 enough of the monotony. No new discoveries will await you. You’ll watch
 the sun rise and set. That’s all your days will have to offer. That’s 
the moment when you’ll realize the truth. The sunbeams, the wind rolling
 over the tall grass, the idle chit-chat with friends…These were the 
gems of your life. Then your heart will be carried off by the gentle, 
caressing breeze and it will sparkle like a jewel, fade, and grow cold." 
/.../
her own life suggests that mono no aware could be a psychological
 state of being rather than something inherent in life’s experiences. 
She was able to view the same natural phenomenon (sunrise/sunset) at 
least twice in her life but have greatly divergent reactions to them at 
different times. In her youth, she viewed the sun’s movement as a dull 
monotony. It is only on her deathbed that she can finally appreciate it 
as a liberating event. That realization didn’t come to her in a moment; 
she had to cultivate it over an entire lifetime of thought on the 
matter. In relaying her message to Seto, Chiyo helps him through the 
process of appreciating life’s transitory nature, and hopes to shorten 
the time necessary to learn it.
§
Silent Hill 2’s architecture, along with its iconic blend of fog and darkness, is its main antagonist. 
/.../
Oddly
 enough, this unnerving dysfunction stems from the game’s sense of 
order. It has an obsession with the well-ordered spaces of institutions,
 taking the player from an apartment block, to a hospital, to a prison, 
and finally a hotel. The symmetrical ground plans for these locations, 
found on the game’s various maps, seems to have been pulled wholesale 
from life, rather than created for use in a videogame. In order to 
become functional spaces in a game where exploration is key, these maps 
have then been hacked into, with entrances blocked off and walls smashed
 through. The divisions, functions and even internal logic of the game’s
 architecture is subverted, room by room. The game constantly forces the
 player to turn back on herself at a dead end, to check again and again 
the map, and try to connect its straight and true lines with the 
decaying masonry around them.
/.../
The descents of Silent 
Hill 2 are many. It is no coincidence that the game’s protagonist, James
 Sunderland, begins his journey at a rest stop high above the town, and 
must descend into it. This marks a preoccupation with downward gestures 
that recurs throughout the game, from elevator rides, to climbing into 
your own grave. 
/.../
In the final third of Silent Hill 2 
the player arrives at the top of a staircase. Its not the first 
staircase in the game, or even the last, but it is the beginning of 
something. Projecting down into darkness, it marks the start of the 
game’s most exhausting descent.
/.../
This is where Silent 
Hill 2’s architecture reveals itself as a psychological construct. Up 
above, in the town, ordered spaces stand in a struggle with the onset of
 decay, but here, as you tread ever deeper, the subconscious takes over.
§
the beauty of P.T. is not in its basic looping structure, but they way in which it plays and experiments within that structure.
/.../
In semantic terms, the game’s corner is analogous to the classic ghost-story phrase “and then.”
 It is the architectural equivalent of the shock reveal, articulated 
through a 90-degree turn. It’s an ancient story-telling trick, holding 
information back until the last possible second, but P.T.’s twist on it 
is to do so without speaking a word, performing its repeated reveals 
through the clever manipulation of space. Sometimes these reveals are 
red-herrings, showing you the corridor you expect to see, but in the 
world of P.T. even this is a cause for concern—if the corridor hasn’t 
changed, then something else has. It’s worth nothing that almost 
everything that happens, from bloody fridges to generic horror graffiti,
 happens on the other side of that corner. After every repetition the 
first task is clear—walk. This is the way the storyteller has you in her
 grip. “She entered the corridor,” P.T.’s storyteller says, “walking 
cautiously, unsure of what might be waiting for her. As she reached the 
familiar corner she paused … and then …”
/.../
The clock, 
the phone and the radio, all three sources of information, are carefully
 spread, each given its own alcove. The front door is the only door that
 never opens, an escape to an outside world hinted at but never allowed.
 At the end of the corridor lies a short set of steps, meaning that for 
each loop you must descend a little further down. This descent is 
carefully offset by the balcony that hides in the darkness above the 
entryway, imbuing in the player the distinct feeling of being watched. 
These precise architectural features, twisted through an elegant play of
 light and shadow, are laid out with precise intelligence.
/.../
Agency
 is non-existent—instead, choreography reigns supreme. P.T.’s scares may
 follow well-worn horror iconography, but they don’t require it to 
function. Instead they rely on the corner and the corridor, the room and
 doorway, the bright and the dark. This—the idea that horror exists as 
little more than a series of spatial arrangements, presences and 
absences—is truly P.T.’s greatest trick.
§
Eventually, every genre, every media, has its Ulysses. I don’t know if Kentucky Route Zero is Ulysses. It’s certainly allusive: a structurally 
complex, confusing, the brilliant and beautiful episodic point and click
 game by Cardboard Computer in which a host of characters embark on a 
seemingly meaningless and mythical journey through the finance and 
poverty ravaged landscapes of rural Kentucky. Regardless, writing about 
KRZ is not “easy”. Partly because of its episodic nature, and partly — I
 think — because of its dense and almost Beckettian allusiveness, its 
semantic density, KRZ seems to escape ready comprehension and 
understanding. Its mechanics (the word we often descend on to describe a
 technical process) are both simple (literally, “point and click”) and 
alarmingly diffuse (navigating, by symbols, the Zero itself). Meanwhile,
 its ‘story’ – the fabula itself – is slippery, and the formal framework
 around which it is arranged is complex. It’s perhaps the hardest ‘text’
 – not simply ‘game’, but text, product, artefact (see? Even finding the
 right category word is tough) – that I’ve ever tried to write about.
/.../
Maybe
 we’re not properly equipped to write long-form about video games — 
especially those games which excel in their own obscurity and 
strangeness — and are not used to it, or are standing in the primordial 
sludge of it.
/.../
For KRZ, and games like it, it might be best to think with the rhizome in mind. You build your theory as you go.
§
[SOMA]
These days, when we talk about being 
human, we’re more preoccupied with defining humanity in opposition to 
machines and advanced AIs. We want to reassure ourselves that we have 
something more than an uncanny android who looks like us, acts like us, 
speaks like us, and is better than us at almost everything. It’s as if 
we know our feeling of superiority is dwindling. Taking the Aristotelian
 definition to its extremes, perhaps we could say that modern-day 
machines, as purely rational creations, are even more human than us.
/.../
In trying to preserve the core of what 
it means to be human, it’s easy to forget that this core immediately 
changed when coming into contact precisely with what we’re defining 
humanity against. The very existence of machines has already changed our
 concept of what it means to be human. 
/.../attachment to the body as an 
imprescindible part of one’s identity, both in a positive and in a 
negative way, is one manifestation of that excess that is unique to the 
human. We also have have 
Catherine, the exception who accompanies the player for the best part of
 the game but who lives in a chip attached to Simon’s Omnitool. I don’t 
think the game explicitly says why she doesn’t go mad like everyone else
 who suffered a similar fate, but I believe the answer may be found in 
her strong sense of purpose. /.../
Catherine is the most liminal figure 
in this world in which every barrier is being broken. A human mind in 
purely mechanical hardware, she is driven by a very specific purpose, 
and, like a machine, she evaluates the world purely in terms of utility 
towards that purpose. But what she wants to achieve is precisely the 
recovery of a space in which to be human. As such, she is driven by a 
concept of what human life means as opposed to the mere survival of 
biological functions, a concept that the WAU never understood.
/.../
The machine ends when there is no clear objective left to achieve. 
The human, as we have seen, begins with the excess: the reality of being
 left behind when the objective has been achieved and disappears. It’s 
the reality of being alive when there is nothing left to do, a reality 
in which the body remains in its irreducible, useless materiality.
§
Sunday, January 17, 2016
Longform Crit Comp 17/1
Labels:
bioshock infinite,
fragile dreams,
Gender,
japan,
kentucky route,
level design,
masculinity,
philosophy,
pt,
silent hill,
soma
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