• A Gamer’s Element – Joshua M. Shreckengost

    Date posted: June 14, 2006 Author: jolanta

    A Gamer’s Element

    Joshua M. Shreckengost

    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

    Marco Brambilla, still from Halflife, 2002, three channel video projection (DVD), edition of 5

     

    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?

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