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Heterotopias 001 | February 2017

Games as Objects | Virtual Architecture | Space and Representation

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Heterotopias 001

Created and edited by Gareth Damian


Martin

Guest contributors: Chris Priestman and


Darran Anderson

Lab processing by Ilford

Heterotopias is an independent
publication commited to paying its
contributors

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Introduction 4

Strider 5-9

Kane & Lynch 2: Dog Days 10-33

A Conversation with Rasmus Poulsen 34-40

Tomb Raider 41-48

Inside 50-56

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I n 1859, in response the advent of early
photography, Oliver Wendell Holmes
wrote that from that day on: "Men will
This is a perspective we rarely take. As
the audience of these virtual worlds their
total fictions are seductive, intoxicating.
hunt all curious, beautiful, grand objects, We want to believe. And yet, in this
as they hunt the cattle in South America, blinkered state we close ourselves off to
for their skins and leave the carcasses as the unearthy wonders in front of our eyes.
of little worth." The era of the image had Virtual worlds are strange mirrors.
Represented , Contested, Inverted arrived, and he saw a future approaching,
Introduction | Gareth Damian Martin where "form is henceforth divorced from The name Heterotopias comes from
matter." That future is our present. Michel Foucalt. It refers to sites where
real spaces are, in his own words
We are outnumbered by virtual worlds, "simultaneously represented, contested,
overwhelmed by virtual architecture. and inverted." What better name could
Videogames and digital art have furnished there be for our objects torn free of
us with a hundred thousand matterless matter, our virtual worlds? They are, in
forms--landscapes where no rock or earth the end, representations—cultural objects
has ever been present, cities founded on that connect to history and politics (as
depthless skins of image and texture, both guest writers, Chris Priestman and
expanses that will never see the light of a Darran Anderson, show with their pieces
true sun. on Strider and Tomb Raider.) They are
contentious, constructing arguments from
And yet, somehow there is material architecture and space, as I indicate in my These
here, a new kind of matter. Some of piece on Inside. And they are inversions, worlds, these
it is borrowed—photographs, texture as is clear of Kane & Lynch 2's Shanghai:
references, photogrammetry. Other parts "the city turned inside out". universes,
are inherent properties of digital worlds—
their obsession with surface, the logic This zine is part of a project I have
are objects,
of their light, their base particles; pixels, dreamed of for a while, a process where, and unlike
voxels, polygons. When in The Beginner's in an echo of Wendell Holmes, we
Guide Davey Wredin brings the player's hunt the skins, with the intention of
our own,
attention to the flat grey square that connecting them back to the matter they they have
marks the limit of a level's starry skybox, have forgotten. To make them real once
calling it "the bottom of the universe" more. limits.
he points to an odd truth: These worlds,
these universes, are objects, and unlike gdm
our own, they have limits.

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Failed Futures
Strider | Darran Anderson
I n 1988, the Soviet Union was coming
apart at the seams. The Hammer and
Sickle still adorned the official flags.
The Soviet future, and even its present,
was a rarity in games, cropping up from
time to time as the target in bombing
Soldiers still guarded the death strip of
the Berlin Wall, or the Antifaschistischer
simulators or as Red Square adornments
in versions of Tetris. The jeering factory
A glorious
Schutzwall, as they called it in the workers behind the lumbering Russian future, if it
satellite state of the GDR. Statues of
Lenin, Marx, Engels still scowled from
bear Zangief (original name, "Vodka
Gobalsky") in Street Fighter II were as
ever could
the buildings like concrete gargoyles. close as we came to glimpsing behind the have existed,
Yet a glorious future, if it ever could Iron Curtain. In those days, programmers
have existed, was far behind them. The often compensated for the limitations of was far
economy had stagnated, the republics two-dimensional games by creating ornate behind them.
were surging towards independence, backdrops; pixellated cities we could
the people were rising. The Kremlin still never reach. From a distance, they would
had precarious control over the world’s appear utopian or dystopian, just as the
largest state. They still had a vast nuclear Soviet Union, to the distant outsider,
arsenal. And they still had men in space, could be either a ‘Brave New World' or an
namely Aleksandr Aleksandrovich Volkov ‘Evil Empire’, depending on the need.
and Sergei Konstantinovich Krikalev.
Two years later, the pair would be the The environment of Strider is intriguing
last Soviet citizens, witnessing the end of partly for its real-life inspirations. Its
the USSR whilst floating in the Mir space very first scene has the ninja Hiryu
station. gliding in to infiltrate the city via the
rooftops; a mildly subversive touch given
The full extent of the imminent Soviet most games of the kind began at street
collapse was not known, to the outside level and worked their way upwards.
world at least, when Kouichi Yotsui and Hiryu is immediately framed against
his team were developing the Strider the background of Russian Orthodox
arcade game for Capcom. By the time cathedral spires. These are not the
of its release in 1989, there was barely gloriously-colourful onion domes of
a Kazakh Soviet Republic, let alone its St Basil’s Cathedral, commissioned by
future hyper-mechanised counterpart. the maniacal Ivan the Terrible, who
Reality had made the project even reputedly had the architect Postnik
more speculative than it had been at its Yakovlev blinded so he could never design
conception. a building as beautiful for anyone else.
Rather, they belong to the golden helmet

Left: St. Basil's Cathedral, Johann Heinrich


Blasius, 1844.

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Top: A composite image of Strider's
opening skyline.

Right: A distinctive blend of Russian


Orthodox architectural motifs and 1980s
A series of
science-fiction structures. speculative
tropes... It
is what the
future used
to be.

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style of domes, the gold symbolising programmers, with the five-point star as skyscrapers. Some went beyond Sokolov for the youth magazine Tekhnika
Christ’s glory, such as the Cathedral of a symbol, emblazoned on their uniforms; architecture and into the engineering of Molodezhi, though these were more
the Annunciation in the Kremlin and the Imperial Japanese Army who had souls with Ivanov’s ape-human hybrid than childhood fantasies: In February
The mech- especially the Golden Ring of Russian
cities including Vladimir and Yaroslavl.
caused untold suffering in their so-called attempts or Krasin’s belief in cryogenics,
reanimation and immortality. Even the
1958, Albert Parry of the Science Digest
Greater East Asia Co-Prosperity Sphere interviewed a Professor Varvarov of the
addled Soviet and ultimately brought Japan to the brink great writer Gorky envisaged “man as DOSAAF (dedicated to the “patriotic
futurism As Hiryu slides and leaps across the
rooftops, we see other buildings. There’s
of annihilation. a machine.” We, Zamyatin’s unnerving
portrait of totalitarian conformity and
upbringing of the population and
preparation of it to the defence of the
imagined in a vaguely Stalinist neoclassical skyscraper With its Russocentric focus, it seems the model for countless dystopian books Motherland") about Soviet dome cities to
adorned with a red star, with one point puzzling that Strider is set in Kazakhstan, and films to follow, came out of not be located within shadowy craters on the
Strider was missing. In reality, the red star as a a sparsely-populated land of steppes and both this milieu, and various worldwide moon.
by no means Soviet symbol had been most likely an canyons far from the Soviet metropolitan trends towards eugenics, Fordism and
invention of Trotsky’s during the Russian centres of Moscow and Leningrad. Yet the perfectibility of humanity. Its chilling It would be easy to dismiss such plans
alone. Civil War. As secular replacements of the Kazakhstan was a hinterland that led into vision is revived in the aims of the as speculative fictions were it not for
crucifix, three-metre-long stars of steel space, and space was once thought to villainous Grandmaster in Strider, who the fact that speculative fictions gave
and ruby glass were hoisted above the have been the future. On the vast Kazakh intends to replace the human race with us the actual space programs of the
Kremlin. They were there to represent, dry-land plains, next to a city once called automatons, prototyped in the bayonet- 20th century. Goddard, Tsiolkovsky, and
with the five points of each star, the Leninsk, is the Baikonur Cosmodrome. As wielding robo-Cossack troops, levitating Oberth, the three fathers of astronautics,
eventual Communist conquering of the the major site of Soviet launch facilities, it drone Mosquemen, and ushanka-wearing created the fledgling science due to
five continents of the world. Though the was the cosmonautic gateway to the stars mini-bots, which Hiryu battles his way childhood enthusiasm for Jules Verne
Red Army had its push westward halted and with it, from the spectre of Sputnik through. and H.G. Wells’ novels. Science-fiction
by the Polish Army in 1921, and Stalin onwards, the commanding heights over mattered. Significantly, this was not
would eventually declare his focus to be the planet. Dominance would come not Suspicious of intellectuals to the point of an intrinsically good thing; Leo Szilard
‘Socialism in One Country’, communists just militarily but technologically. collective murder, Stalin curtailed these triggered the Manhattan Project, which
still held onto dreams of world more artistic elements of Soviet futurism would deliver the world its first nuclear
domination and the Marxist liberation of As idiosyncratic as it seems, the mech- but maintained his own grand projects, weapons, having been inspired by Wells’
the global proletariat. addled Soviet futurism imagined in such as the ship canals, hyper-industrial The World Set Free. Sci-fi offered many
Strider was by no means alone in its cities like Magnitogorsk, and the social preposterous futures of which our own
It was a dream that had long since passed eccentricities. Since the early days engineering. Much of this gargantuan actual time was merely one.
into nightmare within the USSR. In of Bolshevik electrification and agit- central planning was directed into the
Strider, the star is incomplete, with the trains, there had been countless actual space program after Uncle Joe’s death. One place dreamed into being by Soviet
lead character the only thing standing proposals ranging from the visionary Having failed to transcend humanity or scientists and fantasists was the Baikonur
in the way of the absolutist rule of the to the preposterous; Tatlin’s rotating build the long-fabled Marxist version Cosmodrome. Its supporting city Leninsk
Grandmaster, when all five points might tower and his Letatlin flying machines, of the 'Just City', hopes were directed was a Soviet ‘closed city’; one of many
be conquered. Yet it is worth recalling Krutikov’s soaring apartment buildings skyward. These visions appeared in metropolises where outsiders were
another force, more familiar to the and El Lissitzky’s sky-hook horizontal illustrations by the likes of Andrei banned, and every citizen needed to both

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have security clearance and keep their intriguing tangents like Antonov’s winged
activities under strict state secrecy. These tanks. At other times they blazed a lasting
cities were often absent from public trail. The Soviets engineered the first
maps and were involved in quasi-military militarised-robot in the Teletank, the first
activities often around the nuclear, jetpack (by Andreyev in 1919), the first
mineral extraction, and space industries. artificial heart (by Demikhov in 1937)
When Strider Hiryu flies into one of and, of course, the first spaceport in the
these heavily-militarised cities, with Baikonur Cosmodrome. Inspired initially
searchlights beaming, he enters top-down by popular speculative writers like Verne,
as many urban explorers and burglars Russian writers took inspiration from
do (see Geoff Manaugh’s superlative the experimental culture in the USSR, as
Burglar's Guide to the City), opening up well as critiquing it. The "mad science"
the closed city, breaking into its secrets. of Strider has many precedents here.
His presence is manifestly an intrusion. In Aleksey Nikolayevich Tolstoy’s The
The USSR What he uncovers is less a succession of Hyperboloid of Engineer Garin, a death-
was a sinister masterplans so much as a series ray wielding megalomaniac attempts to
of speculative tropes, often of distinctly take over the world. In Belayev’s The
cracked retrofuture origin. There are electrical Air Seller, a tyrant seeks to ransom
mirror to arcs that recall Nikolai Tesla, mechanical
airships in the vein of Albert Robida,
the world’s oxygen. Some of these
schemes would be costly in the real-
outsiders. resurrected dinosaurs calling to mind world: Formerly a leading Bolshevik,
The Lost World of Arthur Conan Doyle. Alexander Bogdanov wrote the utopian
Indeed the most genuinely forward-facing novel Red Star, set on a communist
aspect to the levels that follow is Hiryu’s Martian colony. Its inhabitants maintain
embracing of something resembling their youth through blood transfusions,
parkour. The rest is essentially an an experimental procedure that, when
updated late 19th century/early 20th he attempted it himself, would cost
century futurism. It is what the future Bogdanov his life. Even the dinosaurs
used to be. that surprisingly appear in Strider are
part of the lexicon of early Russian sci-fi,
In this way, Strider appears to fit as appearing in Obruchev’s Plutonia for one.
a curious epilogue to the Soviet sci-fi
tradition of ‘fantastika’. This was built And yet, bar aesthetics, Strider does not
from, or at least informed by, actual entirely belong to these worlds, despite
innovations. Sometimes these were being tethered to the USSR. The game is,
premature or botched and exist as after all, Japanese or rather a Japanese

Above: a painting of the launch of the


Buran shuttle at Baikonur cosmodrome in
1988.

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view of how a future Soviet Union may into culture. All sorts of unlikely figures are other stories, locations and histories
have looked. Its occidentalism tells us emerged into the public consciousness. By the late eighties of Strider’s release, that have been buried, just as we knew
more about its originator than its subject. Having directly experienced and narrowly the Soviet Union no longer quite appeared there were other possible futures. With
Relations between the two neighbouring survived the fire-bombing of Osaka as a “a riddle wrapped in a mystery inside the advent of the internet, these became
countries had been distant and suspicious teenage lookout, Osamu Tezuka created an enigma” as Churchill had deemed it. much more difficult to ignore. Our desire
for over a century, clashing over the robotic peace-loving Astro Boy. Yet for all the internally and externally- for retrofutures now is partly a tacit
competing interests in Korea and China, Meanwhile, the existential threats posed liberalising policies of Gorbachev, it still admission of guilt for overlooking vast
before Japan delivered a debilitating blow to cities by Kaijū like Godzilla, Mothra, presented a carefully-controlled image swathes of the globe and the past. It is
to the Tsarist Empire in the war of 1905. and King Ghidorah came not only from to the outside world. Though President also partly a creative ransacking of these
The technological advancements of the the omnipresent earthquake risk but Reagan had dropped his claim that it was places. We come across Da Vinci’s ‘Profile
Soviet Union may have fuelled this rivalry from the shadows cast by the mushroom shrouded in “totalitarian darkness” and of a Warrior in a Helmet’, Seusenhofer’s
Darran Anderson is a
but arguably Japan’s own cultural view of clouds of Hiroshima and Nagasaki. The relations with the West were thawing, the ‘Horned Helmet for Henry the 8th’ and
Irish writer & infidel
technology is more telling. Science-fiction menace was always there (protected Soviet Union and Japan remained bitterly Dürer’s ‘Triumphal Procession for the
living in exile. He is the
in Japan was just as much obsessed against by characters like Ultraman) just at odds over a long-running dispute over Holy Roman Emperor Maximilian I’ and
author of Imaginary
with threats as any other culture but the as the memories are. The tabula rasa ownership of the Kuril Islands. During we create clock-punk or gold-punk or
Cities and the co-editor
manner in which history was absorbed levelling of Tokyo and its replacement such standoffs, in a climate of mutual some other absurdism. We read Jules
of 3:AM Magazine
and digested through its works was by the glimmering Neo-Tokyo in Akira is suspicion and secrecy, myths, rumours, Verne and we channel whole worlds into
& Dogmatika. He
singular. the most explicit representation of this and prejudices proliferate. All manner of the cosseted fashion of steampunk. We
occasionally writes for
tendency. Japan began again, but there is projections are made onto the opposing go back and affix the telltale attachment
The Guardian, Aeon,
As much a The father of Japanese sci-fi Shunrō never really a blank slate. side with only passing basis in reality. –punk to our discoveries and negligence.
The Quietus, Gorse and
Oshikawa wrote many tales filled not What Strider creator Kouichi Yotsui knew We do so, not simply because they are
vision of an just with airships and submarines, Strider belongs to this lineage even of the Soviet Union would have been, as it novel but because the could-have-beens
Vice.

alternative but rousing invocations of Japanese


expansionism against the Russians and
more than the Soviet retrofuture it is
transplanted onto. Indeed, it goes further
was for many then, pieced together from and the once-were are escapes, however
fragments and accentuated with fictions. momentary, from the here and the
Japanese the West. These were mitigated by the back into Japanese history, with the The setting was Kazakh but it was really now. In this way, they chime with our
past as it work of Jūza Unno who wrote dystopian
fictions, railing against colonialism
Grandmaster in Strider resembling not
just the caped character Ōgon Bat but
an oblique reflection of its creators. The
USSR was a cracked mirror to outsiders,
contemplations of the past and the future.
Escape and the comforting illusions
is of an and the abuse of technology to make earlier mythic Oni demons, perils of a pre- regardless of what it really was. of virtual elsewheres are, after all, the
citizens docile, until he was swallowed modern world and perhaps even still. The essence of games. What they say to us
alternative up in the war fever that engulfed the subliminal connection to Japanese legend Strider tells us something that goes between the lines suggests what we are
Russian country in the 1930s and ‘40s. When is underlined by the movement and attack beyond occidentalism. The Soviet Union escaping from; a certain narrow view into
the Empire of Japan finally fell, having of Hiryu, which calls to mind the startling lay outside the dominant hegemonies a wider, deeper one. Strider is a gaze into
future. taken millions of lives across Asia, the dynamism of Utagawa Kuniyoshi’s in Japan and the West. It was a a future that will never come and it is the
trauma of loss and the suffering of the ukiyo-e. This is as much a vision of an continual threat but also a reminder gaze itself that intrigues.
Japanese people themselves in bombing alternative Japanese past as it is of an that alternatives existed, for better and
campaigns was absorbed allegorically alternative Russian future. worse. We knew, even then, that there da

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Stray Dogs, Strange City
Kane & Lynch 2: Dog Days | Gareth Damian Martin

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T he opening shot of Kane & Lynch 2:
Dog Days is of a cheap consumer-
grade camcorder, its fold-out LCD screen
edges; they explode into an over-exposed
sky. Its textures and surfaces are not just
detailed with the imagined stains, decay
showing the titular protagonists being and damage of an invented world, but
tortured by an unseen hand; bloodied, also the distortions and errors of a flawed
blown-out and bruised with noise, sitting camera-eye.
just out of frame.
So when I sought to capture this singular
It is a shot which is reflexive in the depiction of a strange city, to explore
extreme, its central image-within-an- its aesthetic codes and consequences,
image muddled with a haze of digital I wanted to do so without stripping it
noise, as if the camera-eye we are of its powerful materiality. Perhaps one
witnessing was turned, impossibly, on of the most fascinating things about
itself. It creates an unsettling distance, K&L2 is how its precise observation
the sense of an inhuman perspective set of the material qualities of cheap
at a remove from the acts of violence camcorder lenses and sensors brings
it depicts. The player will witness attention to the screen it is played on.
everything through this cold, unsteady The LCD panel sitting before the player
camera-eye, not just the bloody but is recast from unsightly barrier to a
oddly unspectacular violence they collaborative canvas, its own distortions
direct, but also the city that shelters it: and limitations elevating and harmonising
Shanghai, made exotic not just through with the game's simulacrum of low-grade
its strangeness but through the opacity of video.
the lens we are given to view it through. as if the
This was how the idea of pointing camera-
K&L2's Shanghai is impossible to my own camera at this potent screen
separate from this perspective, from the suddenly became obvious to me, both as eye we are
humming digital noise, acrid lens-flares
and compression artefacts that populate
a partial recreation of that first image, and
a deepening of it, a following of its logic.
witnessing
its streets as if they were its citizens. Now, over the next pages, this strange was turned,
This is not just because of their aesthetic city flowers with the grain of chemical
ubiquity, but also because of how it has film too, adding impossible twinnings of impossibly,
been built. The noise, the compression, analogue and digital to the architecture of on itself.
the color distortion has all been baked noise that defines this city of strays.
into the digital masonry of this flickering
city. Its skyscrapers don't end in neat gdm

All images: 35mm B&W, Fujica STX-1,


Gareth Damian Martin.

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GDM: I started my examination of for us to signal to you what this was going
Kane & Lynch 2 with its opening to be, but then also set up the whole
shot. It has always stuck with me premise of the game in one shot. It is very
as a confident and conceptually much on the nose, but at the same time,
strong image, one that makes a not really, because it wasn't expected
clear statement about the distant from games.
relationship we are going to have to
The City Turned Inside Out the protagonists and the mediated GDM: The image is also made more
A conversation with Rasmus Poulsen | Gareth Damian Martin eye we will see the world through. complicated by the fact that we
How did it come about? are looking at the camera through
another camera, you don't, for
Rasmus Poulsen
RP: The core team at the time was me, a example, show clean footage and then
was the Art Director
concept artist and the creative director. cut inside the lens...
for Kane & Lynch
We were the team exploring ideas for
2. He studied Visual
Kane & Lynch 2 and we did a research trip RP: No, that would be going too far,
Communication and
to Shanghai and took some of the pictures because this is not the camera that films
Production Design
I showed you from my website. It really the action of the game, and of course
at the Royal Danish
came together when we were filming with the camera is meta as hell, already. For
Academy of Fine Arts,
whatever camera phone or digital camera example the whole notion that when the
and went on to work
we had at the time, filming the locations, characters die the camera falls onto the
with IO interactive
and we realised how fantastic they ground, I don't know if you remember
and Square Enix.
looked with this layer of grainy reality that? The camera sort of flops onto the
He is currently an
over it. And in that sense, I believe it was
ground, and people are like "wait, wait,
Art Director on an
the concept artist, Martin, who pitched who is holding the camera?" Nobody's
unannounced title at
a little intro. I remember the piece of holding the camera, Who is holding the
Ubisoft.
concept art, and it was just so clear that camera in Call of Duty? What do you
by filming the camera it becomes almost mean? Or in other third-person games.
a 'Macguffin' for the game, for the style of
So we took it one step closer to people
the game, and it sets the tone. And it alsobeing aware of what they were seeing, in
sets the idea that we don't have to look a real world sense, but we're challenging
directly at the action, we can look over intheir notions of what a game camera is,
the corner and still say a lot. simply by pushing the human factor of
the camera while at the same time making
We were inspired by movies and pieces of it more meta. Is it a camera man running
media that are a little bit more bold than around after Lynch all the time? No not
games were at the time and it was a way really, but, kind of. It's a stylistic choice

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where we play with the expectations of and all that stuff, and I experimented the handheld camera. Everything sort of from something. Its all about those traces
the player. with really really insane effects, that the cemented on the trip because the location of humanity that we don't remember, or
post-processing wasn't designed to make, lent itself really well to this frantic, we don't want to see, and in that sense
Not the GDM: It reminds me of Mario 64, like you turn up the knobs and see what unplanned type of filming, and that's
the story of the game, that these two
it once again represents the characters
where you can see in the in-game happens are like "whoa, hey!" I remember and especially Lynch, who has found
storefront, mirrors that there is a Lakitu sitting landing on a really really bleached out, idiots fuck about and ruin everything for some sort of calmness in this world. So
but the on a cloud, holding the camera on a
fishing rod. As an early 3D camera,
overbright look where the bloom effects
were scaled up to the point where if
themselves and it's basically them trying
to escape their own nature in a handheld
of course it's a Shanghai that exists, but
where it's 50% back-alleys and 50% neon
backroom. there is a sense that Nintendo felt people looked at the window the whole rush through a dirty grimy back-alley. So high-streets in real life, we just said, OK,
they had to explain what this thing screen would bleach out. And it had a in that sense it supports the premise and 80% back-alleys, let's do it. It's a twisted
Not the was, because otherwise, who is camera effect and I was like "wow!" I was the narrative as well. portrait of what Shanghai felt like to us,
street, but holding the camera? Where does it really excited about that. when visiting.
come from? GDM: I am also very interested in the
the back- So the idea started on the first game, but presence of Shanghai in the game, GDM: And were there any
alley. RP: But all games have cameras that
are external to the player, even side-
it wasn't a fit for the technology nor the
stylistic framework that the game existed
and the idea of this being a city that
is built to be filmed. I know you
discussions about exoticism and
the responsibility you had towards
scrollers, back in the day, had external in. So that idea lived on the development used a lot of effects on the in-game depicting Shanghai?
cameras, so by making you aware of it floor a bit, in some of us, and when Kane camera, but how did you design the
that's a statement. Its not an answer to a & Lynch 2 started we were very inspired city to support this effect? RP: Well in action games you shoot a
question that's been asked, it's an answer by YouTube and the aesthetics of how bunch of enemies right, so we had a lot
to a question nobody asked. real looks. It was a fresh way of going for RP: What you say about the city being of discussions about how it would be
the ever-present realness. So we were designed by the purpose of filming is very perceived, for these guys to just kill off
GDM: Going back, you mentioned dabbling and exploring and I think what much true, not so much for the visual an entire branch of the Shanghai police,
that before you went to Shanghai, happened on the trip was that it was treatment, or the camera effects, but and of course you build up a notion that
you weren't going to approach the cemented and solidified as something more for the fact that, as I said before, the police is bought by the crooks that
camera in this style, and that the idea we were going to do, because we weren't it's an escape through a part of the city are out to get the characters, which is like
actually came from the research trip, sure exactly how grainy and how grim the you don't normally see. We talked a lot a shorthand for "don't worry about it",
is that right? treatment would be, but we knew it was about the city turned inside out. Not the the other shorthand is "oh don't worry
going to be still very film-inspired. But I storefront, but the backroom. Not the it's war, so these guys are our enemies
RP: Yes and no, I would say it cemented think the trip pushed both the artefacts; street, but the back-alley where all the because our president said so". So we
it. I remember while on the original Kane the vertical streaks that happen when boxes are stacked. You capture that in played with the idea that you do what
& Lynch, which was this Los Angeles type, the camera picks up light levels that are your photographs, you have the image you are told in the game, it doesn't have
Michael Mann inspired crime drama if too bright for it to function properly and of the CRT monitors that are stacked to be right, but you don't question it.
you will, which was inspired by cinema. you get that vertical streak, and it sort and might not be relevant anymore So of course we had a lot of discussions
Back then I experimented with working of pauses, and JPEG compression and but they are still trying to sell them, or about that, especially because the
with post processing and colour grading all that stuff which then combined with Styrofoam trash in back-alleys leftover Chinese are sensitive to critique. But you

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Left and below: Some of Poulsen and his
team's concept art for Kane & Lynch 2.

It's a twisted
portrait
of what
Shanghai
felt like to
us, when
visiting.

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could say this is so absurd that it is not RP: I am so happy that you found that. the game as well. You are sitting in a car everywhere, these liminal spaces
really a critique, it could be anywhere looking at the highway. Sitting in a hotel running around all the other spaces.
in the world and these two characters GDM: That image stands out because room looking out of a wet window at an And you are very close to them, but in
would mess it all up and kill everyone. It it's such a weirdly unnecessary but airplane behind a skyscraper somewhere.
And all those little passive moments that
a way the boundary is huge. It's a love
happened in the first game as well, which beautiful detail.
was spun from LA to Cuba, to South games, at least third-person action games RP: You don't go there, or people don't letter to the
America right? So in that sense we kill
everyone equally.
RP: We built as much of that into the
game as we could because it's a love letter
don't have access to normally. It's kind
of like American Beauty, with that guy
go there. So when you do, you feel like
you have discovered an unknown world.
leftovers,
to the leftovers, when you are done and filming a trashbag, where you are like Its like you say "the veins of the city", when you
But actually, the game's a sort of a you go home. That's the back-alley with "that's so wanky" or "that's amazing". So the true veins of the city, that are clogged
cyberpunk love letter to China, and the the trash. That's what the trash is, the we tried to capture some of that lonely with all that shit! That's what it's all are done and
future and the past, clashing and meeting trash is what you don't sell. It's when poetry. about, and I am happy that you see it you go home.
in a violent way, in terms of architecture the TV store is closed and the signal is in the same way. I am super inspired by
and the layout. It wasn't about the people switched off but the TVs are still on, so GDM: I think that's what I find so those areas. Like you said, the ceiling
in that sense. Although, and it's reflected they are just showing that blue screen powerful about the game: there are that doesn't belong to the place, or the
in some of your portraits, that people are that LCDs had at the time, blaring out. It's a lot of games with cities, but not place that tries to be something else,
a strange part of the backdrop, they just about the back-side of everything, right? so many that are tied to real urban but it's impaired by the physical nature
drift by, and I think that's what characters And the trolleys not being used, or being experience. It reminds me of my of its location, but it tries anyway, and
do in games, especially shooter games, surplus to whatever store has them, or experience of living in London for 10 that clash is super inspiring. Of course,
you just run through, and you just keep you visit an airport and you go into an years, and how I became fascinated that clash gets used a lot, you can find
going, and there's no connection. It's that area that's not quite renovated with all by backrooms and the unseen sides open-ceiling concepts everywhere and
feeling of being like "a fish out of water", the junk and the mannequins and it's all of places. I noticed that there were certain things become chic, but I am very
because its a game built for a Western so weird. these basement cafes styled to fascinated by the back side of the world,
market in that sense. But it could have look like French bistros, but when because I think it reflects maybe more
been anywhere, the reason that we chose So what we tried to put to the forefront you looked up at the ceiling it was truly upon ourselves than the storefront.
Shanghai was that it was strange and was all these leftovers of a society that is covered with insane metal heating The storefront is your Instagram picture
amazing to us, and it felt like a place you busy doing something else. In that sense pipes and you went downstairs to the with all your makeup on. The back-alley is
could go hide as a criminal. heightening the city without its people, or toilets and you'd find a corridor with you in the morning when you wake up.
the city as it looks when people don't try. 10 different doors and they all say
GDM: It's appropriate that you say There is a certain aesthetic to that and I private or are locked... GDM: You mention certain aesthetics
"a cyberpunk love letter", because wanted to push that much much more, becoming chic, but I think in the
I think there is a lot of love in this but of course you don't have time, either RP: And you ask what's in there, what's case of Kane & Lynch 2, it's hard
game for back-alleys. Even though the production-wise or game-wise because going on? for the look to become fashionable
setting is squalid, the art direction in the player is running around trying to because it's very nihilistic. It uses
particular seems to be fascinated by survive, and so we used the menu screens GDM: Exactly, and it stuck me that those spaces to put you, literally, in
things like the rows of trolleys... as well to get some of that desolation into there are these veins of the city the shit of the city, and make you feel

37
Left and below: Reference images from the
team's trip to Shanghai.

It's the past


right in your
face and
then there
is a super-
tall Citibank
neon
skyscraper
behind.

38
unwanted and isolated by the city. very foreign experience, is that it's the in their place. Just a year or two after, a become unsafe and then get torn down
past right in your face and then there lot of the areas we visited were not there and lost anyway, but the intermediate
RP: Exactly, these guys are escaping is a super-tall Citibank neon skyscraper anymore. Because when China decides state is something I am very interested
their bad decisions but then these bad behind. So as often as possible we had to build, or be something, it happens. in. So, as you say, when it has changed
decisions, they just keep on making that clash: the backdrop was the high- Nobody is saying "these buildings are 200 purpose, and it's not loved by people with
them. That's the nihilism, right? you can't end neon future and the foreground was years old shouldn't we...?" Nope. So the money anymore, that's when it becomes
escape. And trying to hide the best they the derelict, old, abused, misrepresented past is no longer there, to a large degree. interesting. The purpose shifts, and the
can, or trying to get out the best they areas. So simply by gating you off, but by It's gone. So in that sense, those 5 years whole nature of the area shifts, and then
can will take them through these strange making sure you can see past or through that represent what our game looks like, you get the clash once again, like the cafe
appendices of the city. A city that is, and the buildings or a gate, that's how we it's a pocket in time. with the ceiling that doesn't fit. And you
can be, something else, but not to these built the illusion of a bigger world than wonder what happened here, and then
Those 5 guys. you can access. You are caught like a GDM: Right, and there are some you try to figure out the history of the
rat in a maze, while having freedom, or particular cities where you feel structure and the people living there, and
years that GDM: So if you set something 80% in salvation, or the future just across the you can be more in touch with this that becomes interesting in itself. Rather
represent the back-alleys of this city, but you way, but you will never reach it. That's process of change. I was in Bucharest than everything being perfect, like little
aren't designing a full city, you are part of creating that claustrophobic over the winter, and Bucharest bubbles of illusion. The real world is
what our designing these little corridors that atmosphere in that huge space. has very poor maintenance of old complicated and distributed, and the past
game looks the player is going to run down, how
do you imply the rest of the city? GDM: There is also a sense of what
buildings, but lots of very beautiful
old buildings. And so everywhere
and future are there together. That's what
I see and that's why I am saying that
like, it's a How do you suggest the presence of Shanghai's character contained there are these decaying pieces of Kane & Lynch 2 is a cyberpunk love letter,
pocket in everything else? in that image too, right? You can
simultaneously see its imagined
very beautiful architecture, and it's
incredible. Having spent 10 years in
because this is the future creeping into
the spaces you thought you knew, but
time. RP: The funny thing about Shanghai is future, and also its imagined past. London where everything which is you never really did, because they are too
there is a whole bunch of gates, Iron And in some sense both of those old is preserved, and a line is drawn complicated for you to understand.
gates, that block off areas. So we made spaces are imaginary as opposed to around it, and it is pointed at, the
a kit of main streets that we could place real, because it will never become idea of leaving these beautiful old GDM: This is particularly interesting
just beyond a gate, so you are often stuck the cyberpunk dream of pure things to die slowly all around you in a game environment, this idea
behind a gate with some trash in front skyscrapers... and be constantly re-purposed, it's of the city as a process of constant
of it and you've gotta go left, but you can sad, but there is still something change. Because many game cities,
see straight ahead that there's a street RP: Oh, oh, yes it will! That's the problem. beautiful about that. even if they are shown to be complex,
with some parked cars and some lights. But you are right that it is the imagined are in a moment of stasis at the
And then we built a whole bunch of neon past and imagined future, meaning that RP: It's very organic, and the fact that moment they appear in the game.
skyscrapers, because the experience we the Shanghai we wrote a love letter to it doesn't get kept unnaturally alive They are at their height, or maybe
had while being there, while walking the doesn't exist anymore. All those back- and it gets to decay a little bit, there is they are in decline, but generally they
smaller streets with the tea kitchens alleys have been torn down and now you beauty in that for sure. Of course you can are at a moment of stasis, especially
and the strange shops, and having that have cheap, rose-gold glass skyscrapers argue whether or not the building will if they are fictional. But Kane &

39
Lynch 2's Shanghai, even though it idea of the back sides of things...
is the same now as it was when it
was made, is somehow engaging with It's the idea that you have a structure and
The real aesthetics of constant change. then you turn it inside out. That's a big
thing in the game.
world is RP: Its funny you say that, because during
complicated development we were like; these places
are gone, this vibe we are looking for is
GDM: The city turned inside out.

and disappearing. For example the empty lots, RP: Exactly.


distributed, that we were told were kept empty to
wait for the prices to rise. There would be
and the past a little street market, then an empty lot
with grass and cement rubble, and then
and future high rises. Now, that place has probably
are there been sold and somebody has made a
fortune and there's a high rise now.
together. So there was a specific rhythm to how
things were constructed in those years
that is no longer there. So it's fun to see
that when you build something that's
supposed to represent, even though
it's a skewed perspective, the present
day, it disappears so quickly. Because if
you make a game about Ancient Rome
everyone understands, OK, it's gone,
but here it is at its height. Or you make
something in downtown London, you are
going to have some newer skyscrapers
here and there, but it's pretty much the
same. St. Paul's is going to be there, right?
In that sense, the fact that Shanghai has
moved so quickly is quite unique, and it
becomes the capturing of a moment in
time.

GDM: I am still thinking about this

40
T ombs, she said.

I couldn’t believe it.


Giza’s, and many of its features cannot
be understood in the funerary terms of
ancient peoples, at least not as we’ve
come to know them. The world’s most
“They’re still teaching that? But it’s famous pyramids may seem unassailable
wrong,” went my disappointed response. on an architectural scale but are easily
shaped into new forms when subject to
My sister, like any other primary school the chisels of interpretation.
teacher in the UK, was instructed to
teach her impressionable class of children The reason we’re so eager to drape our
that the Pyramids of Giza were built as theories and fantasies upon the ancient
tombs. It’s frightening how readily this peoples who planned, designed, and
theory—and it is only a theory—has been built the Pyramids of Giza is simple.
broadcasted as the truth. The British What we have brushed up from under
national curriculum has been teaching the sands so far promises a wellspring of
The World Behind the Walls this to children for years, setting in hard enlightenment. We know the Egyptians
Tomb Raider | Chris Priestman stone their understanding of some of observed star movements, that they
Egypt’s most mysterious architecture, cultivated the annual rising and falling
denying them the exhilaration of the waters of the Nile, and that they could
unknown. What my sister would have precisely cut (to the millimeter) huge
ideally taught is that we still don’t know masses of granite and then transport
exactly what the ancient Egyptians used them across significant distances. We’re
the Giza pyramids for. still trying to figure out how, why, and
when. The most enticing part is that some What’s left is
There are people who will use words like
“definitely” to impose their thesis upon
of their feats are baffling to us. What else
might they still have to teach us? Without
a possibility
that megalithic masonry—a word they the facts to piece the answers together space—the
don’t often have the right to use. But
it’s necessary in the field of Egyptology,
we rely upon our imaginations to create
enchanting tales about our ancestral
unknown
where arguments based on conjecture enigmas. margins on
are waged, and where academics have
to compete with compelling stories told This mythmaking is still going strong the other
by UFOlogists and indigenous wisdom
keepers. Many pyramids were used as
today, even with all the advanced
scientific equipment we have to aid
side.
tombs, there is evidence of that, but no us in uncovering the truth. You only
mummified corpses have been found in have to go back as far as 2015 for

Left: Sphinx & Pyramid, Australian


National Maritime Museum, 1916.

41
evidence, when Japanese radar specialist death of Lord Carnarvon four months a Peruvian temple, triggering an ancient the rest of the team had to improvise
Hirokatsu Watanabe used a machine to later, who had financed the expedition. booby trap. The scene has become iconic, and design the game using the resources
scan Tutankhamun’s tomb, the results In truth, Carnarvon had been killed by embedded in our minds as one of the that were available to them. “I found
purportedly revealing undiscovered a mosquito bite, but Sherlock Holmes lasting images of pop culture. We’re told most of my textures in books which I
rooms and objects behind the walls. It author Sir Arthur Conan Doyle famously the good guys are the ones recklessly purchased from a budget price bookshop
was thought to be Queen Nefertiti’s long- attributed it to, instead, an ancient invading ancient temples in the pursuit in Derby,” Gibson told Tomb of Ash. “I
lost tomb at the time. But then a National Egyptian curse. He repeated this idea in of treasure, or an apparently more noble also sourced textures by modifying and
Geographic team performed their own a number of interviews with the media cause under the guise of “preserving distorting images found on the internet.”
scans and refuted Watanabe’s discovery and so it grew bigger than a single man, history.” Home Video technology let us It’s a quaint idea that a large chunk of
in May 2016. They were looking for a void becoming a myth that haunted the live perpetually in that fantasy, watching Tomb Raider was pieced together from a
to show up in their radar scans, which collective imagination. Look to the pulp Raiders of the Lost Ark on repeat until the bookshop in Derby. But how far removed
would indicate a hidden chamber—yet magazines and matinée serials of the tape chewed itself apart. In the following is the result from the source at this point?
nothing showed up. What if the void early- and mid-20th century (with titles decade, a man named Toby Gard had the
Bigger than had been filled in either by the effects of like “Secret of the Incas,” “Valley of the idea to make a videogame modelled on By the time Gibson and the team
time and nature, or the Egyptian priests Kings,” and “Dust of Death”) and you’ll Indiana Jones. He wanted to let players had built a level and kitted it out to
a single man, that Nefertiti and her husband’s religious see how Conan Doyle’s notion became raid their own ancient Peruvian ruin for resemble the architecture of its intended
a myth that revolution angered? Without opening the so widespread. Since then, breaking into once, to snatch a treasure, to run from geography, it had been through an early
wall of Tutankhamun’s tomb up we will an ancient tomb has been considered an the inevitable boulder trap. In 1996 he 3D modelling tool, a designer’s mind,
haunted the never truly know what’s behind it. What’s invitation for morbid torment. offered up the virtual body of Lara Croft transported across printed paper, and
collective left is a possibility space that we can only
fill with our countless fantasies—the As children of this school of thought,
to do it in. captured by a photographer’s subjective
lens. And that’s only the journey of
imagination. unknown margins on the other side. it hangs like frosted glass over our It’s important to understand that the textures as they were transmuted
eyes every time we set our gaze upon the original Tomb Raider was made from pigment on ancient stone to the
Over the past couple of centuries, these a sarcophagus, a pyramid, or those old exclusively in a small studio located in downgraded facsimile the player sees.
mysteries that surround the ancient stones marked with hieroglyphs. We Derby, England. Unlike the industrial To fill the rest of their virtual voids, the
peoples of Egypt and their preserved are hardly done with the “curse.” Film scale of the pre-production efforts of team at Core Design had to rely on the
chambers has fueled a lot of adventure series’ like The Mummy and Indiana the biggest videogames made today, the myriad interpretations of the old cultures
fiction. Entries in the genre are commonly Jones continue to reinscribe it into creators of Tomb Raider did not travel to of Peru, Greece, and Egypt that all pull
a mix of literature and historical fact, popular thought. The latter in particular any worldwide locations to conduct first- in different directions, contributing to a
authors filling in gaps left by missing was conceived as an effort to revive hand research or photograph textures disjointed mosaic of information. That is
evidence with their own thrilling dramas. the pulp fiction of the 1930s by George to inform the construction of their then further obscured by popular myth
This was especially the case after Lucas and Steven Spielberg, and so virtual spaces. “We would have liked the likes of Conan Doyle’s inseparable
1922 when the so-called “Curse of the from 1981, Indiana Jones has served as to go out to locations but we didn’t get “curse” and the fiction it inspired with
Pharaohs” was introduced into populist the acceptable face of treasure-hunting that opportunity,” Tomb Raider’s biggest its many booby-trapped tombs (which
thought. It came after the discovery of imperialism. He was introduced to us by contributing level designer, Heather have little basis in fact). When Ms. Croft
Tutankhamun’s tomb, and the sudden snatching an idol from a stone pedestal in Gibson, told Tomb of Ash. Gibson and opens the huge stone doors cut into a

42
cold Peruvian mountain at the beginning and lost knowledge—a site in which we
of Tomb Raider, we don’t enter a realistic collectively store our imagined secrets of
recreation of an ancient structure, it’s an the Earth.
A site in imaginarium built of scrapbook theories,
passed-down stories, and repurposed If you look at Tomb Raider from a far
which we architecture. enough distance, you can see how its
collectively The mystique and romance invested in
creators make great use of architecture
to compose this journey that starts at the
store our Tomb Raider’s subject matter played into outer reaches of reality and ends up in
imagined the designers’ hands, or at least, they
ensured to work with a narrative that
pure myth. Its first manmade location is
the Lost City of Vilcabamba, which is the
secrets of the made the most of it. The game follows name of the actual “lost city of the Incas,”
archaeologist Lara Croft as she hunts destroyed around 1572. Vilcabamba plays
Earth. down the three pieces of the Scion, each the part of touchstone, connecting the
located in an ancient chamber spread game’s spaces to our reality, but also
across separate continents. When the allowing it a stepping stone into fantasy,
pieces of the Scion are eventually unified, where lost cities are suddenly found,
Croft then tries to stop the Atlantean explored, and robbed.
queen Natla from using it to create an
army of monstrosities that’ll help bring From there Lara moves to St Francis’
forth a new age for Earth. What starts Folly, a fictional place, but one with a
out as yet another treasure hunt is name that reaches out through history
soon consumed by myth and fantasy, to one of the revered figures of Roman
following the same path of so much other Catholicism. Did St. Francis fund and
speculative fiction. This is no surprise, design it or was it simply named after
given how our modern relationship with him? No answer is given and so its
tombs typically develops: we start with intended function is unknown. However,
the theory taught to us in the classroom its geographical circumstance shares
but can easily dismantle it, the supposed many similarities with the Metéora
facts we learn at a young age quickly monasteries in Greece. Most of these
obscured or falsified by the exploits of constructions were built by hermit
Indiana Jones, or the arguments waged monks in the 14th century to escape the
between scientists and religionists. In Ottoman invasion, and were made near-
this way, facts blur into fictions, and inaccessible due to sitting precariously on
so the ancient tomb becomes an other tall natural pillars—the perfect place for
place filled with curses, gold, monsters, an undiscovered artefact to hide.

Right: One of Tomb Raider's Sphinxes.

43
A stepping
stone into
fantasy,
where lost
cities are
suddenly
found,
explored,
and robbed.

Right and Above: The varied architectural


styles of Tomb Raider's lost worlds.

44
Next up is Khamoon, another lost city a throwaway decision that saw the most of the Atlantic Ocean. Geologists and travelling to present-day cities like
like Vilcabamba, but this time entirely famous of the lost cities follow the game’s scientists from various other fields have Venice and London). This was a vital
invented by the game’s creators. It is Egyptian levels. The two locations are searched for Atlantis over the years and move considering not only the distance
Of that apparently located somewhere near the
Valley of the Kings in Egypt, which is a
connected, not by anything found in the
natural world, but by the spoken words of
found nothing. Yet the myth persists as it
captures our imagination and feeds our
between the actual locations and the
designers in Derby—not to mention
purely plausible place for a lost city to still be “the sleeping prophet.” That was the title thirst for discovery. Atlantis now seems to the bandwidth of theories and fictions
serve us as a stand-in for all lost cities (or,
conceptual hidden underground, given that tombs
were discovered there as recently as
given to Edgar Cayce, who was known
for putting himself into a deep trance to indeed, lost continents) we don’t know
they had to filter—but also the 3D
software they had to hand. Its most
other place December 2008. The possible existence surface his clairvoyant statements. In about or haven’t yet found—it is, again, obvious characteristic is its foundation
of a buried city like Khamoon rides on 1922, during one such trance, Cayce said of that purely conceptual other place that in orthogonal movement and spaces;
that exists the myths we perpetuate due to those that there is a “Hall of Records” yet to exists solely in our heads. breaking rooms up into visible grids and
solely in our unknown spaces under the Egyptian be unearthed from Egypt, which he said cubes, demanding a preference for sharp
Tomb Raider ends where we began, in one angles and geometry. This isn’t an ideal
sands—the unearthed areas that scaffold contains all the knowledge of the lost
heads. our imaginations. What you might have city of Atlantis. "There is a chamber or of the Great Pyramids, but one that was system for trying to match the ornate
trouble with accepting, though, is that passage from the right forepaw of the hidden under a layer of deep rock, and designs of ancient architecture, as well
Lara is the one to discover Khamoon, and [Sphinx] to this entrance of the Hall of that belongs to Atlantis rather than Giza. as to add to them the impression that
all by herself. But that is explained by way Records, or chamber," Cayce said. No The pyramid’s function in the game isn’t they are crumbling ruins. It’s why one
of a vision, which she experiences when such passage or hall has been found as a tomb, but the opposite; it’s a huge of the most remarkable achievements
putting two pieces of the Scion together, either near Giza’s famous Sphinx or living womb made of glass and sinew, a of Tomb Raider is the concerted effort
showing her where the third is located. anywhere else in the territory. But that prism filled with nesting creatures ready to move beyond the stiff style forced
The level designers do themselves an hasn’t stopped the search for it, nor the to take over the world. Wild as it is, Tomb by the software. Clever use of slanted
extra favour by obscuring Lara’s entrance belief that it will one day be found. That Raider’s pyramid isn’t out of place among pillars and sloping platforms imply ruin
to Khamoon: whereas most levels have said, it’s highly unlikely, if such a passage the theories that assert aliens helped and entropy in the stones, deliberately at
visible entryways behind Lara’s starting did exist, that it would contain anything the Egyptians build the pyramids, in odds with the square movement of Lara
location, in Egypt there is only a sealed related to a city called Atlantis. fact it almost feels like a tribute to that Croft. There are times when a pillar that’s
wall of rock, which perhaps suggests unfounded logic. been snapped in half is clearly meant to
the way collapsed behind her. As to the The first mention we have of Atlantis be used as a platform, but the incline of
name “Khamoon,” it doesn’t appear comes from Plato, who uses “Atlantis” Taking the player through these lost its surface makes it seem incapable of
anywhere throughout history, but fans as an allegory, as he did the cave in cities, the existence of which is plausible being traversed. And so the mere tilt of a
have speculated that the game’s creators another of his stories. Plato uses Atlantis (except Atlantis) if unlikely, Tomb line adds a sense of danger to each leap;
probably adapted it from Tutankhamun, to express a moral message about ideal Raider’s designers afforded themselves the question of whether Croft will slide
or Egyptian words like "Ka” (part of the societies. In his story, the Atlanteans a liminal space to work in. They were or stand always occupying the player’s
soul) and “Amun" (the King of the Gods). attack ancient Athens, which manages to able to create places that drew from mind. The orthogonal architecture also
repel the front. This causes the Atlanteans real history and culture but that were encouraged players to count squares
The fourth and final destination of Tomb to fall out of favour with the gods who also open to creative embellishment before taking a risky leap, using the Look
Raider is Atlantis. It’s unlikely that it was then sink their entire island to the bottom (the sequels forego this licence by button to get a reliable top-down grid

45
It is the
spaces
unknown to
modern-day
humanity
that we
grant an
unbelievable
suspension
of time.

Right: One of Tomb Raider's strange self


-sustaining ecosystems.
46
view: players learned how many squares into mountains, and somehow avoided a prominent green patch of palm trees there persists a masterful showcase
Lara could cover with a standing and total obliteration by rockfall over that have grown healthily towards the of engineering, implicitly attributed
running jump, and used it to calculate thousands of years. An Egyptologist ceiling with no visible sources of direct or to ancient builders, which are used as
safe paths up, down, and across. Players will tell you that there’s no way ancient indirect exposure to the sun. Impossible. pieces in its many puzzles and traps.
had to tip-toe through levels, triangulate Egyptians would have built obelisks But our minds can accept this as they’re This is where the game really leans
their movement, always aware that a underground, as they have in Tomb tainted by the tombs of Egypt which, no, into our awe of the ancients and their
single slip-up could mean death. That Raider. But what do they know? It’s only don’t contain self-sustaining zoos and inventions, as well as our eagerness to
system may seem dated these days, but theorized that the obelisks were built in gardens, but were chambers alive with believe in the booby traps of fiction. In
it made for a slower, more thorough relation to the sun—that doesn’t mean the notion of perpetuating life. To justify Khamoon, staircases are turned instantly
style of play, one that taught the player obelisks weren’t built elsewhere, in the the belief at the heart of mummification— into slopes and back again at the pull
to respect the scale and shapes of the spaces under the sands we haven’t yet that the dead would return—tombs of a lever. Later, individual bridges
game’s architecture in order to overcome found. The underground chambers of were stocked with the material goods a have to be lowered to reach four classic
it. Compare that to the colour-marked Tomb Raider play into the idea that a ruler might need in the next life, which Egyptian icons sat around the middle of
handholds that pock the walls of today’s lot of the ancient people’s history and included the furniture, clothes, and an obelisk, which are then inserted into
platformers, and it’s clear to see that culture is still hidden behind the walls, jewellery that treasure hunters seek, but the faces of another obelisk, all of which
the more intimate relationship between the kind of wall that Watanabe scanned also more mundane necessities. “Tombs is necessary to open a single door—two
player and geometry has been dropped in with his radar, which promised a whole were also well provisioned with enough whole levels are dedicated to this single
favour of flow and fake peril. new branch of culture to discover. Wisely, food and drink, including wine and beer, breach. Another door beyond that one is
Tomb Raider’s designers take liberties for royal feasting in the next world, as opened by turning a key in a lock found
Another limitation of the “Room Editor” with the fact that we still don’t know well as sacred objects meant to help on the wall opposite to it. Take a moment Speaking
used to construct Tomb Raider‘s 3D everything about the ancient Egyptians. the deceased achieve eternal life, even to think about the engineering behind
spaces, and how working around it favoured companions,” writes Brian that and you have to imagine a complex in a tongue
affected the level design, was described
by Gibson in conversation with Tomb
Once you’ve gone so far as to allow those
kinds of concessions to Tomb Raider
Handwerk for National Geographic. Tomb
Raider relies on the tacit association
orchestration of plates, latches, and
cylinders connected behind at least three
of optical
of Ash. “The cave system [in the first then you’ve began to knock over the of tombs with eternal life to justify the separate walls. illusions,
level] meant that players didn’t question dominos that will let you tackle its next blooming pockets of flora and fauna
the lack of sky and landscape which was ludicrous idea: that each of its interiors that it houses. As with the prehistoric There’s another lever, this time in Greece, invisible
difficult to produce with this engine,” still have functioning ecosystems. Not environs conserved in the underground that floods and drains a huge chamber floors, and
Gibson said. “I would have liked to only does water flow endlessly through caverns of Journey to the Center of the known only as the “Cistern,” which might
have opened up the roof of the village carved channels without any sign of Earth and the uncharted island in The well be a gigantic sewerage system. In seemingly
areas but that was not possible at the
time.” As Tomb Raider is a game under
erosion, there are panthers, bears,
wolves, heck even dinosaurs all perfectly
Land That Time Forgot, it is the spaces
unknown to modern-day humanity that
fact, the levels in Greece make multiple
use of underwater passages, filled with
impossible
a permanent ceiling, it asks us to take preserved down there, eating, drinking, we grant an unbelievable suspension of flushing waters, as if the game’s designers leaps.
a tremendous leap into the dubious, and mating—completely untouched (and time. wanted to create a whole fantasy world
accepting that whole cities, valleys, and frozen in animation) until Lara Croft based on the Roman invention of sewers.
palaces have been built underground or comes along. In one level there is even Throughout each level in Tomb Raider You can see a similar effort in Peru,

47
specifically the level “The Lost Valley,” leaps. I remember my dad employing my point during Croft’s slide down it so that make them go on forever; rooms nested
which sees Croft retrieving the missing help to seek out each of the secrets on his she could reach a doorway suspended in rooms, secrets that contain yet more
cogs from a machine that drops a large first playthrough. He wouldn’t let me play on a wall opposite. Many of us tried (or secrets. We cannot separate ourselves
stone into a river, acting as a dam. the game myself as it was rated 15, and I asked our parents to) but none were able from them, those venues of possibility,
Stopping the water flow grants her access was only seven at the time, but my extra to pull off the required manoeuvre. And the elusive houses of our curiosity.
to the hidden tomb of Qualopec where pair of eyes were needed. so the myth persisted.
she finds the first piece of the Scion. cp
One of the most compelling historical He lured me in by telling the tales of his Years later, I was able to play the entirety
mysteries still being debated is how odyssey through the game, as if he were of Tomb Raider for myself at long last.
exactly the megaliths of ancient times a globetrotting adventurer in service of I spent a long time trying to reach that
were transported: how were the pyramids the British Museum, filling my young doorway where the playable Pierre was
Chris Priestman
in Giza built so precisely? How was head with an atlas of dream architecture said to be hidden. I had dreamt about
is a freelance
Stonehenge erected? There are Egyptian and fantastic events. His words had me that space, tantalized for years, thirsty
writer interested
stones that show evidence of laser-cut imagining underwater tunnels found for its treasures, imagining a whole other
in experimental
precision. Surely nonsense, but how then within a valley of dinosaurs, statues world in a room that I could only glance
videogames, data
did they manage such engineering, and that suddenly jumped to life, enormous at momentarily. Whether I reached that
errors, digital toys, and
what machines might they have used? 3D sanctuaries bigger than any I’d seen secret room or not is by the by, it’s what
virtual architecture. He
The puzzle pieces and traps of Tomb in a game before. I was enamoured, it represents that matters. Take a moment
runs a small curation
Raider open our minds to the gamut of and so were my friends; it wasn’t long to consider that.
website called Warp
answers. until Tomb Raider became the talk of
Door, and writes
the school playground. We became Tomb Raider’s levels are born from our
regularly for The
Playing Tomb Raider is more than a unknowing rebels: while dry facts about hopes for what lies beyond those ancient
Guardian, Edge, and
conversation with representations of our Egypt’s pyramids were presented to us barriers we cannot or have not yet
I had dreamt ancient past. It is made clear from the in the classroom, outside we would hold crossed. It’s a game that lets us explore
Gamasutra.

about that very start that its creators are more than iconoclastic discussion. Tomb Raider’s what is behind the wall that Watanabe
a mouthpiece, and have a mind to hide secret areas turned the same architecture scanned with his radar. Yet the presence
space, their own secrets from the player. The our teachers talked about into spaces of of that secret room, and others like it,
tantalized first is an alcove in the beginning area of indeterminacy, inhabited by wonder and
the game, which can only be accessed by myth. Out of this came many rumours
in this imaginary place suggests that
we don’t want the myths and mysteries
for years, using a triangular block, but it’s hidden by of hidden places across the game that to end, even if we make every effort in
the matching textures of the wall behind unlocked new features when found. The the opposite direction. As the supreme
thirsty for its it. Discovering that triangular block one I remember most was supposed to architects of our imagination, capable of
treasures. establishes an architectural language for let you play as Lara’s rival in the Greek shaping concepts for an entire universe
the game’s secrets, hidden in every level, levels, the cocksure Frenchman Pierre either in our heads or in a videogame, we
speaking in a tongue of optical illusions, DuPont. It was said that you had to leap still cannot resist including those other
invisible floors, and seemingly impossible off a slope in St. Francis’ Folly at a certain spaces. As if an M. C. Escher drawing, we

48
The Poetics of Progress
Inside | Gareth Damian Martin

49
T here are two vectors around which
the structure of Inside is shaped:
left-to-right and up-to-down. From the
conventions and structures of its
platform-game heritage, Inside seeks to
manipulate, examine and undermine
becomes one into a river, then a farm,
then a city, then a flood, then and then
and then. Though occasionally the player
outlying structures of human presence,
to which roads are then added, first one
in a forest crevasse, clearly an outlier,
Spatial logic moment the unnamed and unknown them. Not through the formal trickery must climb over an obstacle, or scale a and then another raised road, this time
boy at the heart of the game unsteadily of say Castlevania: Symphony of the wall, they always return to the same level, fringed with power-lines. These signifiers
becomes an slides down a sheer rock face onto the Night’s mid-game flipping of its entire in order to continue the descent. Looking mark our transition from “wild” land
expressive screen, the direction of movement, of
momentum, of progress is set in place.
world or the holistic growth patterns of
Metroid’s revolutionary radial map, but
at a map of the game, this becomes
painfully clear: not one of the game’s long
into controlled, planted and organised
farmland. This might seem simple, but
act when This doesn’t come as a surprise; 2D through welding the genre’s overriding descents is matched by the ascent that these patterns are then repeated and
platform games, from the headlong
twinned with charges of Super Mario Bros. and Sonic
logic to thematic concepts of progress,
control and the architectural game of
the player undertakes on the other side,
and every ascent is more than equalled
expanded upon as the game moves into
darker territory. As we descend through
the spaces the Hedgehog, to the ornately self-aware interior/exterior. Inside is marked out by by its following descent. In mapping an empty city, repurposed as some kind
Braid and Super Meat Boy, have always this sophistication, this understanding the game, we realise that this ceaseless of human observation and processing
Inside draws shown a predisposition for left-to-right that the spatial, genre-specific language decline traces a distinct overall shape centre, we find a series of recursive
the player movement. It’s a matter of cognition,
these worlds have inherited the direction
it takes as its structure is not an
unshakeable status quo, a rulebook
to the player's experience, turning their experiments.
path into an exponentially falling line of
through. of reading from language itself. And, in to be treated with reverence and care, progression, one which, within the spatial As Inside progresses Modernist urban
time, this logic has become a language in but a linguistic arrangement, a set of logic of the game's genre, links ideas of architecture, both dry and drowned,
its own right, marking out distractions conventions that represent a way of progress with those of decline. gives way to vast underlying industrial
and secrets from the mainline of progress, speaking, of expressing, both through workings, which twist into the self-
and granting an innate sense of direction adherence and divergence, submission This spatial logic becomes an expressive surveilling structures of experimental
that is so often augmented by objective and rebellion. act when twinned with the spaces laboratories and test chambers. As it does
markers and waypoints in equivalent Inside draws the player through. We the repeating structures give a sense
3D worlds. It is also a language that we It begins with the title, Inside, one begin in an ostensibly “natural” forest of displacement, from billboard frames
know Playdead, the developers of Inside, that suggests both direction and place. (though this is muddied later by a found both on the rooftops of the city
have a strong awareness of: The first Unlike Limbo, Inside’s opening screen “fake” forest we encounter that mirrors and deep below it, to test chambers sunk
secret of their debut game Limbo simply offers no possibility of return, right-to- this opening location) on the outskirts in deep abyss and then found bright,
requires that the player goes right-to- left, back into the dark, instead it allows of farmland. From “untamed” nature, functioning, renewed later down the
left from their starting position, to go only forward movement. In this way, to agriculture, to factory farming, to line. This patterning is most palpable in
against the strangely compelling logic of 2 the “inside” of the game's title becomes urban decay, Inside’s opening act seems the numbering that breaks the game's
dimensional worlds. something ahead, a promised interior designed to suggest a move from the areas into distinct sections. There are
that we are drawn to enter. This idea is natural to the “man-made”. This occurs ostensibly 4 scientific or industrial
Inside’s relationship to this logic takes reinforced by the game's second vector; in a pattern of incrementally returning “facilities” in Inside (though number 1
on a more complex form than Limbo’s up-to-down. From the moment we begin images and structures that can be found appears to be missing), each carrying
simple reversal. While Playdead’s debut the game, the player is running downhill, throughout Inside. For example, we the same industrial motifs, a consistent
felt unquestioning of the inherited descending into a forest. This descent cross repeated fences in the forest, the scheme of numbers and in some cases the

50
A falling
line of
progression,
one which
links ideas
of progress
with those of
decline.

Above: A map of Inside's descent, showing


how, despite the illusion of a return to the
surface, the games structure, architecture
and even its horizon line descends
impossibly.

51
same hallways and equipment. Although Hidden in numerical cyphers on the
describing Inside’s numbering of its glass of observation windows in the
architecture like this seems reductive: 4th and final “interior” of Inside are
This dark This is no logical world of carefully
segmented spaces and well maintained,
the two phrases “Busy Monster" and
"Manunkind”. This is a direct reference to
project is functional “facilities”, it is dreamlike, the E. E Cummings poem, Pity this Busy
unreal. Perhaps it would be more accurate Monster, Manunkind, written in 1944. One pity this busy monster, manunkind,
simply the to say then that there are 4 numbered of Cumming’s idiosyncratic “sonnets”
newest “insides” or interiors. These 4 interiors— it presents a critique of technological pity this busy monster, manunkind,
if we take the forest and farmland, on progress built from a dense and complex
iteration of the evidence of the later “fake forest” set of unwinding lines. not. Progress is a comfortable disease:
“progress” we encounter, as the first interior—then
we have the core of Inside’s recursive Cumming’s poem is defined by a series
your victim (death and life safely beyond)

in its fullest descent, 4 interiors, 4 experiments, 4 of inversions; the “not” that follows the plays with the bigness of his littleness
form. circles of descent. titular line and the later “is not” that
follows “a world of made”, the overuse
--- electrons deify one razorblade
into a mountainrange; lenses extend
It is this structure of recurring symbolism of the “un” prefix and the final, shifting unwish through curving wherewhen till unwish
and spatial motifs linked in a continuous, line break which turns “a hell” into “a returns on its unself.
unreal, descending chain that gives hell of a good universe”. Through the A world of made
Inside its distinctive feel. It is one that haze of these spatially constructed is not a world of born --- pity poor flesh
somehow resembles a prose poem: each pieces of doublespeak emerges both a
of its segments logical and prosaically distaste of the relentless onward progress and trees, poor stars and stones, but never this
readable in isolation, but combined in an of science and technology and also a fine specimen of hypermagical
overriding structure that is contiguous, fascination with it. Cummings suggests
loosely or thematically connected, and that technology might be both mankind’s ultraomnipotence. We doctors know
narratively open. This literary quality is tool of ascension and its downfall, the
only enhanced by the left-to-right, up-to- poet's carefully machined language a hopeless case if --- listen: there's a hell
down way in which we are offered to read flashing, blade-like, between both of a good universe next door; let's go
it, the headlong, irresistible movement positions at once. Playdead’s inclusion
of reading written language replicated in of a direct reference to this ornate poem
interactive form. And it is also literary is obviously designed to sharpen the E.E Cummings
connections that give us the key by which point of its meta-narrative and provide
we might break open this unnerving a signpost for curious players in search
descent and understand the underlying of answers, but it equally serves to
currents it follows. highlight the game’s poetic form. Like
Cummings in Manunkind, Playdead

52
refuses to provide a direct attack on grouped under literary modernism game’s primary language, poeticise display the same poetic arrangements and
technological progress. Instead Inside's found themselves equally appalled and modernity and its structures: Turning playful, self-awareness, I instantly think
ever-descending structures seem to fascinated by the changing world around factories into deadly puzzle boxes, and of the work of Alexander Brodsky and
suggest the same fascination with the them. Questioning society as a project cities into bizarre parade grounds. Each Ilya Utkin; two Russian “paper architects”
artifacts of science and industry, while and the assumed provenance of human of these architectural arrangements the who in the 1980s produced a series
tying, as I put forward earlier in the piece, progress, as well as turning an introverted game presents provides a “situation” of copper plate etchings as entries to
their sense of progress to both a symbolic perspective on the world, writers like T. S. that seems to reconfigure the world international architecture competitions.
and a physical decline. The game's Eliot, Knut Hamsun, Mina Loy and Franz as we know it into a series of opaque Disillusioned with the prevalent utilitarian
globular submarine, for example, feels like Kafka depicted unrelentingly systems, relations. The machines, experiments designs of their era, they instead sought
a gesture towards the naive technological decaying masses, psychological trauma and structures that make up its descent to create absurd and poetic responses
wonders of Jules Verne, and yet it is the and a world that was both fractured remain opaque in their purpose, to modernity that might reshape the city
tool for uncovering not undersea wonders and declining. In order to do this they overdesigned and almost beautifully as a space of opacity, mystery and high
but a flooded city full of twitching, fish- attempted to renew literary form, ornate. symbolism. Not fanciful, aspirational A use of
eaten corpses still artificially tethered stripping it of rules and limitations and ideas, but concrete manifestations of architecture
to life. It is no coincidence that at the questioning and re-imagining its formal The puzzles that Playdead fill these their vision of the modern city as a dying,
near bottom of Inside’s pit, after a conventions. Both Inside’s structure, spaces with only further accentuate fractious space, they stand out as unique and space
descent through ravaged, drowned and
dead worlds, we find a fully functional
which refuses attempts to classify all its
parts into a singular fictional “universe”,
the odd, constructed nature of these
environments, something that is
responses to modernity. In one such
work, Comfort in the Metropolis, Brodsky
that
laboratory complex, calmly thrumming and its themes of the dangers of progress acknowledged by the dotted pieces and Utkin depict faceless tower blocks foregrounds
with the routine of its diligent workers.
Here we find Cumming’s Manunkind,
and the rise of inhuman, oppressive
systems, connect to this wider artistic
of evidence that suggest the entire
game is taking place within some vast
topped with a forest of antennas and
frames, not unlike Inside’s dead city. Their
its possibility
hard at work, the trail of destruction project, and yet we are looking at a work experimental facility. Then there are the proposal? In a section of a tiny apartment, as a poetic
erased from their collective memory. As which is completely absent of written in-between structures, the vast walls that part of a shipwreck, crammed in between
the recurring symbols of our descent language. Not only that, but with a setting separate each of the 4 “interiors” from the toilet and the kitchen table. In form.
have taught us, this dark project is simply which suggests perhaps the late 1970s one another. Each of these resembles the another piece, The Intelligent Market they
the newest iteration of “progress” in its or 1980s, and having been created this space between the sets in a film studio, propose a labyrinth of towering pillars,
fullest form. side of the millennium, Inside can be oddly clean and shadowed by the support each topped with a statue and clad in
aesthetically linked to works like Eliot’s struts of the surrounding structures. paper adverts, written information and
This, along with its connection to The Wasteland and Kafka’s The Trial, but Stand in one of them for long enough offers. Images show shadowy figures sat
Cummings' work, seems to suggest Inside it cannot be grouped within them. (between interior 2 and 3) and the player at a table at its outskirts and a stray dog
is aligned with literary modernism. A will trigger someone to lean out of and picking its way across the wasteland.
wide-ranging and fluctuating artistic Instead Inside’s text-less form and use of close an open door in the background, An inscription reads “We spend years
movement that sought to deal with architecture and space as expressive tools as if they were watching from behind the and years wandering in a maze of
the onset of Western modernity and connect it to responses to modernity scenes. feverish searching of knowledge and
the dehumanising scale of its cities, found elsewhere. Its spaces, which in finally understand that we have learned
warfare and industry, many writers the absence of written text remain the When I think of architectural forms that nothing.” One other striking proposal,

53
“We spend
years and
years
wandering
in a maze
of feverish
searching of
knowledge
and finally
understand
that we have
learned
nothing.”

Right: The space between the scenes.

54
Left and above: Inside's classrooms, cities
and test chambers.

Segregation,
opression
and violence
are not
narrated,
they are
witnessed,
felt and
acted-out.

55
Diomede II, shows a gridded city from presence of bodies, a set of potential atrocities that secure their status. An
above, split in two by a vast river or flood.
situations, ready to be explored. image that is painfully, intimately familiar.
One side of the city is labelled USSR, the These situations are at the heart of
These are the other USA, with a second image showing Inside's aesthetic power. They mean Inside lays this series of situations and
the central memorial, a dome surrounded that when the game presents us with images along its descent as a poet lays
relationships by scaffolded spires, sunken in the middle a row of towering CCTV cameras, lines of verse down the page. Its choice
on which the of that expanse of water. equipped with wire-fed police tasers,
we are encountering not just an in-
of genre, the venerable 2D platformer,
allows it this boldness. The logic it
dual engines These satirical, poetic, minor toned game challenge but a literalisation of borrows drives the player from that

of modernity proposals treat architecture in the


same way that Playdead treats Inside’s
a surveillance society. Segregation,
opression and violence are not narrated,
first, almost comically naive image of a
young boy in the forest, all the way to
and progress shadowy spaces. Literary in their or fed into the game's enviroments via its ultimate reversal and negation in the
influences and their finished forms, dialogue and exposition. Instead they precisely observed laboratories that await
feed. they turn buildings into narratives, are witnessed, felt and in the case of the in the depths. In doing so it renews the
monuments into memories and structures decerebrated slaves the player must use expressive potential of its form, much
into philosophies. Just as Brodsky to their advantage, acted-out. like literary modernism sought to do at
and Utkin were motivated by both the turn of the century. Appropriately
their disappointment in the utilitarian Playdead stop short of targeting these enough, it doesn’t do so by chasing the
architecture they saw around them, barbed arrangements at the specific spectre of progress, by tying itself to
and the struggle of mankind dealing events and structures of our society, but some technological marvel. Instead it
with its self-made crisis of modernity, when they draw our eye from a pristine does so through a process of widening,
so Playdead, in creating Inside, feels elevated train network with a handful of twisting conventions and structures
motivated by the same distaste with the of commuters idling on the platform, into thematic scaffolding for a compelling
unsophisticated, utilitarian form of many down to the smog shrouded arches exploration of ideas of control, progress
games, and inspired by the existential beneath, where livestock carriages of and ultimately the nature of mankind.
problems of modernity. When they place docile, tightly-packed slaves rumble Inside is not the answer to a question,
a darkly comic inspection of mindless through, is there any need? These are the any more than it is a coherent fictional
drones in what appears to be the remains relationships on which the dual engines of reality. Instead it is a set of philosophies,
of a school, or when they sink one city modernity and progress feed, and Inside atmosphere and ideas made (virtually)
beneath another as its rotting twin, they refuses to flinch in its depiction of who concrete, a playfully perverse piece of
are engaging with a use of architecture is crushed under those great wheels. And manipulation and, appropriately enough,
and space that foregrounds its possibility yet it does so without demonising either a piece of progress into the dark.
as a poetic form. The result perhaps side of the unequal split: the witnesses
resembles scenography more than and oppressors it depicts, standing at the gdm
architecture: a series of spaces whose sidelines, are men, women and notably,
relations are activated by movement and fidgeting children, placidly observing the

56
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