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 impressionsfeelings, 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.

Lesson Plan: Borders, Boundary Crossings, and Subaltern Images

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Ian here—

Well, you can’t win ’em all. Over-ambition gets to the best of us, and sometimes a somewhat incoherent lesson is the result. Consider this post to be less of a how-to guide, and more of a postmortem on what is clearly still a work-in-progress.

Migration is a topic that, from the beginning, I knew I wanted to tackle in my Avant-Garde Film and Video Art course this term. US immigration reared its head quite explicitly in my week spent on Bill Brown’s The Other Side, but I also wanted to try out some more conceptually far-flung approaches to the topic. Key here were two texts: Hito Steyerl’s article “In Defense of the Poor Image,” which re-casts image quality as an image of global politics, turning a close eye on how media objects circulate around the world in the current neoliberal order, and Jacqueline Goss’ video Stranger Comes to Town (2007), which tells tales of entry into the US that have been metaphorized into World of Warcraft machinima.

I thought I could draw out some sort of grand theme from this material, about how the circulation of images maps on to the migration of people in our contemporary political regime. It turns out I wasn’t really up to this task. And it’s a shame, too, because I dearly love the videos I assembled for this week, and wish I could have done better by them.

[Update: I asked for feedback in the last day of class, and it turns out that several students actually really liked this class session. They thought its sketched-out argument left them room to think, and really appreciated having to fill in the blanks themselves. Apparently, for some students, it was perfect seminar material. Their only real complaint was that I could have expanded this material, and stretched it out over several weeks! So take the self-criticism in this post with a grain of salt, I guess.]

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