TY - GEN
T1 - Control (2019) and Concrete
T2 - The Haunting Thingness of Digital Assets
AU - Seller, Merlin
PY - 2022/7/11
Y1 - 2022/7/11
N2 - This abstract reads Control (Remedy Entertainment, 2019) through cultural-historical and new materialist lenses as a game concerned with the strangeness of things1.Textual analysis unpacks the historical-ontological resonances of concrete as agentic, ambivalent material omnipresent in the Brutalist iconography of Control. This is a game centered on a secretive federal bureau inhabiting an ineffably ancient and non- Euclidean concrete structure, ‘The Oldest House’, where everyday items contain spatio-temporal powers. Remedy’s output has been largely ignored by scholarship2, but represents a sustained interest in what Fisher (2016) calls ‘eerie’ opaque agency and ‘weird’ presences beyond the familiar (Alan Wake 2010; Quantum Break, 2016). Employing Visual Studies approaches and contextual reading that might redress this omission, this abstract uses its case study as a ‘cement-mixer’ to aggregate things and theory, contributing to nonhuman turn and representational Game Studies.
AB - This abstract reads Control (Remedy Entertainment, 2019) through cultural-historical and new materialist lenses as a game concerned with the strangeness of things1.Textual analysis unpacks the historical-ontological resonances of concrete as agentic, ambivalent material omnipresent in the Brutalist iconography of Control. This is a game centered on a secretive federal bureau inhabiting an ineffably ancient and non- Euclidean concrete structure, ‘The Oldest House’, where everyday items contain spatio-temporal powers. Remedy’s output has been largely ignored by scholarship2, but represents a sustained interest in what Fisher (2016) calls ‘eerie’ opaque agency and ‘weird’ presences beyond the familiar (Alan Wake 2010; Quantum Break, 2016). Employing Visual Studies approaches and contextual reading that might redress this omission, this abstract uses its case study as a ‘cement-mixer’ to aggregate things and theory, contributing to nonhuman turn and representational Game Studies.
KW - assets
KW - Brutalism
KW - control
KW - new materialism
KW - ontology
KW - Thing Theory
KW - visuality
UR - http://www.digra.org/digital-library/publications/control-2019-and-concrete-the-haunting-thingness-of-digital-assets/
UR - http://www.digra.org/digital-library/forums/digra2022/
M3 - Conference contribution
T3 - DiGRA
SP - 1
EP - 4
BT - DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together
PB - DiGRA
ER -