anne-marie on Wed, 13 Mar 2002 13:15:03 +0100 (CET) |
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<nettime> 2 Reviews: Untitled Game and Ego Image Shooter |
2 Reviews: Untitled Game and Ego Image Shooter Untitled Game CD by JODI Review by Anne-Marie Schleiner Untitled Game is a CD (and web site) containing twelve modifications of Quake by artist ensemble JODI. The first modification, "Arena", is blinding white. All visible architecture has been eliminated. What remains is interface components and sound. The following mods range in interactivity and effect, from number stats flowing upscreen to ambient warm toned 3-D environments. Game Engine = Artist Tool Like other artists including Nullpointer and Retroyou, JODI have immersed themselves in exploring game engines as art generating tools. (Different artists have been staking out different commercial engines as their mediums--more recently the Australian web site, "Select Parks," has collected artist-made mods.) JODI have become intimately familiar with the file structure of Quake 1, its code structure and algorithms, and its loopholes and glitches. Time++ has been logged "playing" with the system, just as Nato addicts and V.J.s spend hours tweaking sound and 3-D/2-D visuals, happening sometimes on interesting accidental effects. Unlike ID Software, the original designers of Quake, JODI search for beautiful bugs in the system, to make glitches happen that werent supposed to, to tweak the game, even to demolish it. When I push the spacebar to jump in E1M1AP instead the world rotates uncontrollably. In G-R the screen refreshes non-stop with bright RGB colors, (no navigation at all). In Ctrl-9 and Ctrl-Space, navigation and looking about generate undulating black and white moire patterns. Hacker Art Aesthetic Despite the different ways that JODI "break" Quake, their work remains in dialogue with the original game. Hacker art tweaks a system yet retains ontological aspects of the system from which it mutated. In their earlier SOD mod, a mod of the classic shooter Castle Wolfenstein, JODI replaced Wolfenstein's Nazi castle with black and white Miro-like panels. Yet they still chose to retain the original sound bytes of dogs barking and soldiers yelling. Similarly, in the game mods included in Untitled Game, many of the original macho Quake grunts are still included. These original audio samples recall indexically in the player's minds eye the original Quake levels and characters. A ghost image of the original flickers behind the alteration, evoked by sound and interface artifacts. Created not only for art aficionados but also for rabid Quake fans, habitual Quake players can even navigate "blind" through some of the levels included in Untitled Game. In Slipgate, (slipgates are an original feature of Quake), small blue cubes are formidable growling opponents. Revealing Algorithms One aesthetic maneuver repeated in the Untitled Game collection, reminiscent of JODI's net art, is to strip the environment of "realistic" graphics, to reduce anti-aliased pixels and color palettes to primary minimalist colors and shapes. Stripped of all pretense of photorealism, game play is reduced to algorithms normally cloaked as "representational" actions. ("Rez", a Japanese Playstation2 game, is the only commercial 3-D game I have seen which emphasizes movement algorithms and "cyber-representation" over "photorealistic" representation.) And these bare algorithms can be quite stunning. My most favorite mod on Untitled Game is "Spawn". In Spawn, shooting is transformed into spraying showers of gray pixels over an inky black background. Shooting becomes pixel painting, which in turn creates environment. Semi-automatic Another primary component of JODI's mods is tension between user control and program control. The relationship between user input and program output has been tweaked. The time it takes for the program to execute a command seems to have been elongated and refracted, so my smallest actions become triggers of algorithms that then unfold semi-autonomously from my input. Q-L is the most semi-automatic mod on Untitled. Once the player views the preset level demo and actually starts to play the game, the players movements trigger kaleidoscopic effects which accelerate fast and taper off slowly. Similarly, in E1M1AP, when I hit the space bar to jump, I summersault into an extended disorienting twirl. Output far exceeds input. Or the program becomes the performer, I am no longer player god in control--I must concede some of my agency to the code. Untitled Game is an exploration of the Quake system and some variable, funny, playful, beautiful Jodiesque things it can be made to do. Untitled Game also participates in a dialogue about 3-D gaming environments and what they can possibly become. (Unlike recent game inspired paintings or sculptures that speak exclusively to art audiences.) Although singularly not every mod on Untitled Game stands up on its own, when viewed as a complete package, (pak file ;) ), the UG archive is impressive. Untitled Game Site http://untitled-game.org/ Untitled Game Source Code http://untitled-game.org/source/ Nullpointer http://www.nullpointer.co.uk/-/fskn.htm Retroyou http://retroyou.org/ Rez http://www.u-ga.com/rez/e/game/index.html Select Parks http://www.selectparks.net/ Opensorcery.net http://www.opensorcery.net +++++++++++++ Ego Image Shooter by Marion Strunk and Deanna Herst Review by Anne-Marie Schleiner Ego Image Shooter is a new game by Marion Strunk and Deanna Herst (concept/design) created for Gender Games, an Swiss research initiative for exploring gender in relation to computer games. Of the five "games" created for Gender Games, which are available from their web site, Ego Image Shooter is certainly the most entertaining and the most "game-like". (Others severely stretch the definition of computer game and are more akin to hypertext net art.) Ego Image Shooter critiques the genre of shooter games in a number of playful ways. At game start-up, a blond American avatar with a strong hick accent announces that he will be your guide. Reminiscent of white trash backwoods characters in shooter games like Duke Nukem, this boyish avatar is relatively less macho, sporting a pasty smile permanently glued to his face. The game consists of five levels, which the player selects by rotating the bullet chamber of a gun-like interface. Alternately the player can click on the weapon in the bottom left of the screen to choose a level--each level has a different weapon identified with it, ranging from shot gun to automatic. Clearly, from the outset, the game draws the player's conscious attention to shooters and their weapons. Each of the five levels is an entirely new environment. In one level the player faces a bleak hallway recalling the tunneling architecture of shooter games. However, as s/he shoots, instead of bullets, frogs stream out of her weapon. Eventually a frog prince appears and morphs into a giant pair of kissing lip. In another level, in a burning apocolyptic blaze, a hoard of translucent cybernetic mummies slowly advance toward the player. They are truly frightening. But when they reach the player two of the mummies turn their heads towards each other and lock themselves into a mind altering homoerotic kiss which even melts the environment behind them. (Very dreamy!) My favorite level is an imitation Quake level, replete with the deep grunts and echoes common in violent network shooter Quake. The level also uses the typical warm desert sienna color palette common in the Quake Series. But when the player shoots his gun, purple flowers come out instead of bullets, covering the screen and obliterating the Quake-like environment. Although Ego Image Shooter is created with Macromedia Director as a Shockwave Movie, it implements the "find and replace" subversive logic of game modifications. (game-programming: Alex Schaub). Game mods allow players to selectively replace elements in a pre-existing game, from architecture, to textures, weapons, characters, sounds and so on. By consistently replacing bullets with unexpected frogs, flowers and kisses, Ego Image Shooter seems to be critiquing the testosterone-laden world of shooter games by inserting "feminine" signifiers which substitute for the spray of "semen-like" weapon discharge. (An interesting comparison is a "Sailor Moon" modification of Doom. The Sailor Moon "wad" recolored the walls and floors in pink, replaced the gun with a magic boomerang, and replaced the ammo littering the environment with cupcakes and bunnies.) But it is also undeniably fun to spray frogs and, in a different level, soccer balls out of a gun. Shooting is painting the environment. Perhaps another intent of Ego Image Shooter is too stretch the boundaries of the often too rigid shooter genre--not only to critique but to mutate into a new kind of shooter game. Often the game engine takes control away from the player--after shooting off a few rounds of frogs, a movie of a morphing frog prince appears. It is as if the game demands us to be aware of the conventions of game play by working against them. It wrests control away from the player just at the moment she is warming up to a shooting frenzy. The remaining levels in the game are less open to interpretation, departing even further from the conventions of shooter game play. (They also seem to require more development and beta-testing in terms of game play.) In one level, the player watches passively as a pair of men kick a soccer ball back and forth and a woman sits working alone at a computer workstation. In another level, a string of laundry displays T-shirts that say pride, fear, happy, shame and other emotions. The laundry is quite an uncommon domestic signifier in computer games. In this level a male and female jogger compete with one another and it seems the T-shirts are intended to effect their relationship. Ego Image Shooter is an interesting experiment. In pushing the boundaries of a game genre it thereby assumes the risks of experimenting with new forms of game play. If I were to view it as a beta test I would recommend it focus in more on the effects of subverting the shooter genre, which are quite successful in terms of game play and genderplay, and let some of the other experimental game play interfaces go. Its main shortcomings are what all independently funded games lack, a development team of at least fifteen or so 3-D modelers and programmers, to push the production value higher. Nevertheless, it simulates 3-D space efficiently enough to get the idea across and employs some very nice interface tricks. The use of sound and music is effective. (sound-design: Alex Schaub) I would like to see it developed further. Gender Game Site http://www.gendergame.ch Ego Image Shooter http://www.cyberhelvetia.ch/public/images/gendergame/egoshooter_down.html # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@bbs.thing.net and "info nettime-l" in the msg body # archive: http://www.nettime.org contact: nettime@bbs.thing.net