Cyberpunk 2077

MMF MMXXIV: INNER MIGRATION, OR “WELCOME TO DYSTOPIA”

Andy Hughes crafts a thought-provoking narrative using a montage that juxtaposes in-game footage from Cyberpunk 2077 with historical archive film, illustrating a chilling vision of a dystopian future dominated by corporate powers.

In Andy Hughes’s Inner Migration (2023), a motorcycle races through Night City’s neon-lit streets. Recorded hyper-realistic in-game scenes from Cyberpunk 2077 are juxtaposed with black and white archive film footage — à là Adam Curtis — revealing cooling towers overlaid with early space-age imagery. The dystopian future depicted in CD Projekt Red’s futuristic world offers a vivid portrayal of an urban landscape where powerful corporations not only govern technological advancements but also play a significant role in shaping and exploiting people, places, and the environment.

Hughes’s avatar travels through the landscape, running across a trash mountain and swimming backwards into a sunset. We also see and hear archive material from Out of This World (1964) and To New Horizons (1940), two promotional American domestic films created by General Motors that present future worlds. Exploring this virtual world like a post-modern day flâneur, the artist looks for what the French philosopher Michel Serres described as soft pollution. While we can measure what Serres described as hard pollution —- the poisoning of the Earth — we ignore at our peril the disastrous impact of the soft pollution created by sound and images on our psyche..

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Works cited 

Andy Hughes, Inner Migration, machinima/digital video, colour, sound, 10’ 00”, England


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MMF MMXXIV: ANDY HUGHES

We are excited to present Andy Hughess Inner Migration at the upcoming edition of the Milan Machinima Festival.

Inner Migration is an exhilarating ride through Cyberpunk 2077’s Night City, blending game footage with archival films to contrast dystopian futures with past visions of utopia. Hughes transport the viewer into a world under corporate dominance, juxtaposing scenes of environmental and societal neglect with optimistic mid-20th-century American propaganda from Out of This World (1964) and To New Horizons (1940). Inner Migration focuses on Michel Serres’s notion of soft pollution, highlighting the insidious impact of the media on our psyche amidst a backdrop of technological and environmental decay. The film prompts reflection on our expectations for the future against the reality shaped by technological advancement and corporate power. It questions the disparity between historical optimism and the current global situation, suggesting that for some, the dystopian imagery of Night City may already be their reality. Inner Migration encourages a reevaluation of our internal landscapes, confronting the cognitive dissonance between the past’s hopeful promises and today’s challenging circumstances.

Andy Hughes works across photography, painting, sculpture, and digital media, with a focus on littoral zones and plastic waste politics. He studied Fine Art at Cardiff University and received a photography scholarship at the Royal College of Art, London. Hughes was the first Artist in Residence at Tate Gallery St. Ives and collaborates with non-profits like Surfers Against Sewage and the Plastic Pollution Coalition in Los Angeles. In 2013, Hughes contributed to Gyre: The Plastic Ocean, a pioneering project linking science and art to address marine plastic pollution, alongside notable figures like Mark Dion and Carl Safina. This initiative led to a National Geographic film, an exhibition, and a book, supported by entities such as the NOAA and Smithsonian Institution. In 2022, Hughes embarked on a six-month residency at Gapado AiR, South Korea, creating artworks that meld reality with surrealism, addressing themes from the ocean to plastic waste. This residency marked a significant phase in his career, deepening his exploration of environmental concerns through art. His groundbreaking work Plastic Scoop was screened in 2020 at the Milan Machinima Festival

Read more about the 7th edition of the Milan Machinima Festival

ARTICLE: A CLOSER LOOK AT NATALIE MAXIMOVA’S THE EDGE OF THE WORLD

PATREON-EXCLUSIVE CONTENT

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PATREON-EXCLUSIVE CONTENT 〰️

Natalie Maximova’s mesmerizing machinima The Edge of the World unfolds as an exploration of boundaries within the landscapes of Cyberpunk 2077 that is both a virtual dérive and epistemological inquiry. In this video essay, Matteo Bittanti explores its unexpected connections to a seminal movie of the 1990s. 

In Peter Weir’s seminal The Truman Show (1998), Jim Carrey masterfully embodies the eponymous character, Truman Burbank, orchestrating his escape from the confines of Seahaven Island—a virtual prison existing in a state of dual unreality. Not only does this idyllic town fail to manifest in the tangible realm of the United States — its supposed setting within the film’s intra and extra-diegetic reality — but it also lacks a proper existence within its own filmic world. In fact, Seahaven Island emerges as an elaborate fabrication, an expansive film set where its inhabitants willingly assume the roles of actors. Truman alone, akin to many protagonists of Philip K. Dick’s stories, remains oblivious to this deceitful charade.

As the reluctant victim of this perverse concoction gradually awakens to his spectacular “golden cage” imprisonment, he plots his liberation through a makeshift tunnel concealed within a basement. Astonishingly, in the globally broadcast reality show that commands an audience of millions, we witness Truman defying his captors by embarking on a daring escape aboard a humble sailboat, departing from Seahaven Island’s shores. Yet, the puppeteering TV producers — modern day demiurges — unleash a tempestuous storm in a desperate bid to sabotage Truman’s voyage. Although the protagonist teeters on the precipice of drowning, his unyielding spirit propels him forward, sailing until his vessel collides with the imposing barrier of the dome. 

His boat hit the wall. 

In the past two decades, “The boat has hit the wall” has transcended mere linguistic expression and evolved into a shared vernacular, encapsulating a particular scenario wherein the confines of systemic or structural obstacles render their eventual overcoming seemingly insurmountable. An intriguing example can be encountered  in a “peculiar” 2013 interview of Kanye West by Zane Lowe on BBC Radio One. 

With its distinct resonance, this phrase has indelibly imprinted itself upon the collective psyche, assuming a nuanced significance that sets it apart from the more prevalent idiomatic trope of “hitting a brick wall.” This mantra permeates the vernacular, albeit perhaps not as persistently as the notable slogans of another influential late 1990s Hollywood production, The Matrix, such as “a glitch in the matrix” (which inspired a captivating 2021 documentary by Rodney Ascher), the tantalizing “red pill vs blue pill” quandary, the paradoxical “there is no spoon”, not to mention the evocative “going down the rabbit hole” which can be traced back to Lewis Carroll’s timeless opus, Alice in Wonderland.

In the opening scene of Maximova’s The Edge of the World, an accelerated vehicle careens through the desert, mercilessly trampling cacti in its path—a stark departure from Truman’s maritime escapades. And yet, the end result is the same. The wall has been hit. In this case, “the car has hit the wall”. This powerful image reverberates with symbolic resonance, evoking, among other things, the failure of the Trumpian fantasy of an impregnable, fortified, six-feet tall wall.

Truth be told, we’re not on Seahaven Island anymore, Maximova’s alter ego emerges unscathed from the wreckage, poised to confront the seemingly impenetrable barrier. Climbing the rocky terrain, she discovers an opening — a portal to the unknown. As she gazes back at the sprawling metropolis of Night City, a sense of trepidation mingled with anticipation fills the air. And then, with a leap of faith, she plunges into the depths of the metaphorical “rabbit hole,” an allegorical passage to the realm where the conventional rules governing reality disintegrate. 

What unfolds next is a dizzying descent — or rather, ascent — into an otherworldly space, where fragments of structures appear and vanish, creating an erratic, unpredictable choreography. The landscape, bereft of textures and logic, defies comprehension. In a disorienting shift of perspective, we become voyeurs in this strange realm beyond the visible, witnessing its broken beauty from multiple angles. Around the two-minute mark, the enigmatic protagonist finally materializes as the perspective switches from the first to…

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Matteo Bittanti

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EVENT: NATALIE MAXIMOVA (JUNE 16 - 29 2023, ONLINE)

The Edge of the World

machinima/digital video, color, sound, 8’ 50”, Russia, 2021

Created by Natalie Maximova

A video work that delves into the expansive and boundary-pushing landscapes of the sci-fi video game Cyberpunk 2077, The Edge of the World challenges the conventional perception of endless landscapes, prompting the viewer to question the existence – and perhaps the very meaning – of limits. By exploring the concealed boundaries, documenting the “raw edges” of the game world, and revealing the underlying representational principles, the artist suggests that digital reality is a culturally constructed product. The edges of these virtual realms, with their idiosyncrasies and unexpected functionalities, are not mere endpoints. Instead, they evoke the edges of our familiar world, inviting contemplation and reflection.

Natalie Maximova is an interdisciplinary artist and photographer based in Lausanne, Switzerland. She holds a degree from the ECAL/Ecole cantonale d’art de Lausanne and has also studied at the Rodchenko Moscow School of Photography and Multimedia. Maximova’s work has been featured in numerous exhibitions worldwide, including the 6th and 4th Moscow International Biennale for Young Art, the Moscow Biennale of Contemporary Art, Balagan!!! Contemporary Art from Russia and Other Mythical Places in Kühlhaus Berlin and the Tbilisi Night of Photography. Her artworks are included in the permanent collections of the Multimedia Art Museum in Moscow and the CitizenM Hotel in Geneva. Maximova’s work has been featured in several publications including Il Giornale dell’Arte, Camera Austria, Bird in Flight, Calvert Journal, and Vice among others. She has also contributed to Screen Images In-Game Photography, Screenshot, Screencast, edited by Winfried Gerling, Sebastian Möring and Marco De Mutiis and published by Kulturverlag Kadmos in 2023.