A Hodology of Videogames: Post-Socialist Rails

For this entry in my series on “hodological space,” I decided to do something a bit different: a video.

Way back in January, I promised that I would write some further thoughts on 35MM (Sergei Nosgov, 2016). The more I tried to pull my thoughts together, though, it became clear that, as much as I like that game, I was lacking in concrete ideas about it. In place of the concrete, 35MM left me with nebulous impressions, feelings, and half-formed memories. My quest to craft a container for these impressions led to something that is not quite a video essay. The embedded video here is really more of a piece of meditative, impressionistic experimental machinima than it is an analytical work.

This video encapsulates my fascination with the prevalence of abandoned or poorly-maintained railroads and rail stations in post-apocalyptic games coming out of former Eastern Bloc countries. Sometimes, there is a clear lineage on display here, as when the Ukrainian studio 4A Games adapts the Russian science fiction author Dmitri Glukhovsky’s Metro books into the complementary Metro game series. More diffuse influences envelope these games as well, though. Some go back to the Soviet era. In the video, I pick out Andrei Tarkovsky’s Stalker (USSR, 1979) as a distinct visual reference point. Although the S.T.A.L.K.E.R. series developed by Ukrainian team GSC Gameworld hews much closer to the atmosphere of the Strugatsky novel Roadside Picnic on which Stalker is based, I think it’s undeniable that Tarkovsky’s film left a visual mark on post-Soviet apocalyptic fiction. (He was doing “ruin porn” before it was cool.)

As to why, exactly, the decaying rail line has become such a staple of former Eastern Bloc post-apocalyptic fiction … I have no answer. But that’s one of the things you can get away with when choosing this sort of video work over the written word.

A Zone Is a Zone Is a Zone: Narrativization in the Digitized Remnants of Chernobyl (A Journal)

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Ian here—

What follows is an essay I wrote in 2007, one of the first things I ever wrote on the topic of videogames. I originally intended it to be an alumni submission to the Bard College Journal of the Moving Image. That publication, however—which I had previously been an editor of—had fallen on some hard times in the 2007–2008 academic year, and so that plan fell through.

For nearly a decade, now, this piece of writing has never seen the light of day. It’s absurdly long for a blog post, but I nonetheless figured I might as well belatedly make it publicly available here (even though its psychoanalytic underpinnings seem quite foreign to me now).

Continue reading →

Lesson Plan: Film Scores and Synesthesia

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Ian here—

Spending one week on sound in an Introduction to Film course can be a daunting task. So much vocabulary, and so many new issues to discuss, with only a class or two to dwell on them. What to do?

I like to take this week to introduce the concept of synesthesia—the “bleeding” of one sense into another that results in sensations in one sensory modality being interpreted as impressions in another. It’s a phenomenon that has been studied from the era of classical Greek philosophy up through modern neuroscience, and it has provided inspiration to artists for nearly as long. For understandable reasons, it was something that was on a lot of filmmaker’s minds during the transition to sound cinema. Turning to this topic allows us to rope in stalwarts of classical film theory such as Eisenstein and Vertov, and to freely intermingle experiments in feature filmmaking with more radical experiments in the avant-garde.

In this particular lesson, I focus on music. If one’s spending two days on sound, this leaves another class for sound effects, if one so desires. Continue reading →