Marco Brambilla, the Milan-born feature film director known for Hollywood titles such as Demolition Man and Excess Baggage, brought a stunning film exhibition focused on the fuzzy line between real life and virtual reality to the Zenith Media Lounge at the New Museum of Contemporary Art in Soho. Brambilla uses the popular PC video game Counter-Strike as the platform in this symbolic and thought-provoking work. |
Marco Brambilla, still from Halflife, 2002, three channel video projection (DVD), edition of 5
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First, to understand what Brambilla is attempting to accomplish, the viewer must understand Counter-Strike and the stark realities that surround virtual gaming products. Video gaming companies are focused directly on a minute demographic of loyal buyers and players who spend hours a day honing their skills at a certain game. Some may call this obsession, but gaming software companies call it loyalty. Counter-Strike itself offers the gamer a choice between playing for a team of counter-terrorists or playing for the terrorists themselves. Halflife style=’font-size:8.0pt;font-family:Verdana’>, a modified version of Counter-Strike which Brambilla borrows for his exhibit, allows gamers to play against one another in a shoot-off. Brambilla captures gamers’ faces as they are absorbed in the game to give the viewer an idea of the immersion the gamer has into a world of simulation.
The reality that Brambilla focuses on in this project is the desire of our society to view "real life" through a variety of popular media. The artist is showing our cultural fascination with spectacle over the sometimes boring view of our actual world. We desire entertainment on a constant basis and Halflife style=’font-size:8.0pt;font-family:Verdana’> shows all too vividly that we as a society would rather envision ourselves saving the world as a sort of superhero than actually getting out and making a difference one step at a time.
Garden Grove, Orange County, a town that boasts the highest concentration of cyber-cafes in the United States, is the physical and psychological setting of the exhibition. Brambilla uses the aforementioned "face shots" of the immersed gamer while splicing in security camera-like shots of an entire room of gamers in what could be any cyber-cafe. The security camera shots evoke the new, increased security measures that cyber-cafes have taken to curb recent violent events surrounding gamers on opposite Counter-Strike teams. The main theme of the security camera shots is to illuminate our sense of alienation within public, shared spaces and once again investigate our cultural fascination with spectacle. Even though there are as many as 50 people together in the same room, there is no speaking or human contact between them. Brambilla shows how our fascination with simulations undermine our need for physical interaction.
Halflife style=’font-size:8.0pt;font-family:Verdana’> is comprised of three separate film components: the various rooms and inside shots of gamers playing Counter-Strike in a cyber-caf� in Garden City, surveillance-style video footage of the faces of the competitors, these shots being projected in large format in the gallery and Game Engine, which is a video of imagery taken from the actual Counter-Strike game. Game Engine consists of the imagery taken from the computer screen and spliced into six segments, each depicting the action of a different game environment. These different game environment areas are called "maps". They give the viewer an accurate feel of the game’s terrain. Also included is the average lifespan of a gamer while fighting. All of these components are carefully edited so that the footage of each gamer’s face corresponds accurately to the game imagery. Using all of these tools together gives Brambilla the ability to display a suspenseful yet tranquil dance between action and reaction.
This "reality TV" style recreation incites discussion about an incident in which one Counter-Strike player stabbed another from an opposing team outside one of Garden Grove’s cyber-caf�s. Brambilla presents this tragedy as an endless loop, giving the viewer constant repetition of particular imagery as is often the case in our mass media outlets. As with many of his earlier projects, Brambilla uses very particular video techniques and editing choices to poignantly illuminate the alienation of our society in public places. Halflife style=’font-size:8.0pt;font-family:Verdana’> shows that mediated experience is held up as better than real life to such an extent that it has already become impossible to distinguish the difference. Brambilla’s project begs the question: are video games simulating the real world, the events and the existence we pass off as reality or has reality started to mimic games sometimes deemed to be violent or sexual for one’s own pleasure? |