![]() ![]() The spiraling hallway of infinity makes me dizzy and question time, the spatialisation of Dali’s The Persistence of Memory catches my eye because it is out of place. Despite the lack of cohesion between all of the pieces existing within the world space, they still make you feel something by just moving through them. The game doesn’t “fail” to make me think because I have to process the game’s images in order to move through it. I’m considering this as an art gallery because I don’t want to discount the inherent value in walking around these environments. Looking around the GalleryĪs Zolani Stewart has written, games have historically and continued to fail presenting images for the comfort of prioritising environmental information. The player walks into a room, works through puzzles over an hour or so, and throughout the process sees various artworks. Rather than thinking of this as the game failing to translate this aesthetic however, it transforms from an atmospheric first-person experience to something more comparable to an art gallery. There is no aesthetic meaning to take away from the collection of surrealist images rendered by the game instead, they are placed to create recognition and spectacle. Rather, in what Esther Rosenfield calls “a container for reference points” in writing about Ghosts of Tsushima. Yet, none of these inclusions are ever given any larger meaning outside of the fairly standard plot of the painter’s escape. This art can also appear very literally as a virtual copy, for instance René Magritte’s sky-filled silhouette from Décalcomanie appearing on a wall. Entire rooms display their inspiration such as a section of endless stairways paralleling M.C. What’s unique to the visual choices of the game is that a large part of the world is translated from surrealist art into 3D space.
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