Hugo Arcier

ARTICLE: LIMITED VIEWS. ON HUGO ARCIER’S FPS

PATREON-EXCLUSIVE CONTENT

〰️

PATREON-EXCLUSIVE CONTENT 〰️

Currently on display at VRAL is Ghost City, Hugo Arcier’s groundbreaking 2016 video installation, which, until now, has never been exhibited online. After discussing 11 Executions and the Limbus series, we conclude our examination of Arcier’s game-based works with FPS (2016). 

Alongside 11 Executions, FPS is one of Hugo Arcier’s most thought-provoking game-based installations. This interactive piece – which debuted in 2016 in the context of the Fantômes numériques exhibition at Plateforme Paris – is accompanied by a soundtrack by Stéphane Rives and Frédéric Nogray, also known as The Imaginary Soundscapes.

As most readers will likely know, FPS is the acronym of First-Person Shooter, a genre of video games that emerged in the United States at the beginning of the 1990s. Early examples include Wolfenstein 3D (1991) and Doom (1993) both developed by id Software, a company from Mesquite, Texas. For those who are unfamiliar with FPSs, suffice to say that these games are presented from the visual perspective of the avatar: the player views the game world as if through their character’s eyes. The primary gameplay element involves shooting and combat from this first-person perspective. Players must aim and shoot enemies and opponents using a variety of guns and weapons, which occupy the center of the screen. The pace and gameplay is fast, intense, and action-packed. FPS games tend to have a strong focus on reflexes and hand-eye coordination. The competitive element is a major component in most FPS games, which are known for immersive visual and audio experiences that make the player feel part of the world and action. Common elements include detailed graphics, surround sound, and realistic physics. In short, the FPS is a quintessentially USA-centric video game genre: the fact that a society that venerates weapons created an entire genre of techno-violence celebrating gun culture as a playful pastime makes perfect sense.

It should come as no surprise, then, that the FPS is also one of the most criticized genres of video games. They have been accused of promoting real life violence and aggression, usually by opportunistic, bi-partisan politicians funded by the weapon-industry, represented by the National Rifle Association. For instance, it is ironic that both Hillary Clinton and Donald Trump suggest the existence of a strong link between simulated violence and real life violence against all scientific evidence. Nonetheless, it is indisputable that the core mechanics of most FPS games involve shooting and killing, often in graphic ways. This has led to concerns that they are making violence seem mundane and potentially desensitizing players, perhaps an even more pernicious side effect than instigating aggression. Moreover, FPS games tend to prioritize action and combat over storytelling and character development. This had led some to criticize them as glorifying violence for its own sake. In terms of representation, many FPS games have been accused of promoting problematic stereotypes by depicting enemies from specific real-world groups, regions, or ethnicities. This kind of problematic representation also extends to women: female characters have often been underrepresented or depicted in sexualized ways in FPS games. The FPS has been accused of feeding hyper-masculine power fantasies. Moreover, some argue that the emphasis on the subjective view of the FPS is not purely visual, but ideological. For this reason, FPS games have been accused of promoting a limited perspective centered around the player character, rather than allowing for a diverse range of points of view. Additionally, the fast pace and visceral nature of FPS gameplay allows little time for empathy, reflection or consideration of consequences of violence. Their addictive qualities have also come under attack: FPS games are designed to keep players engaged, which has led to warnings about these games promoting addictive tendencies, especially in children. Finally, competitive online multiplayer FPS games are often plagued by aggressive behavior, bullying, and discrimination in chat/voice communications between players. The term “toxic” is usually cited in these debates. For these – and other – reasons, the FPS genre is considered…

(continues)

Matteo Bittanti


This is a Patreon exclusive content. For full access consider joining our growing community.

ARTICLE: HUGO ARCIER’S LIMBUS

Hugo Arcier, Limbus (GTAV), 2015

PATREON-EXCLUSIVE CONTENT

〰️

PATREON-EXCLUSIVE CONTENT 〰️

Currently on display at VRAL is Ghost City Hugo Arcier’s groundbreaking 2016 video installation, which, until now, has never been exhibited online. We are complementing the exhibiting with a deep dive into Arcier's game-inspired and game-based artwork, including his machinima.

Long before 11 Executions — a bold reinterpretation of Alan Clarke’s Elephant (1989) that we discussed a few days ago — Hugo Arcier delved into the realm of short-form game videos, and specifically machinima. Over a decade ago, he harnessed a modded version of Rage and Grand Theft Auto V to capture a unique scene from an unconventional perspective, i.e., from below, christening it Limbus. 

This evocative term, laden with manifold interpretations, can be found in diverse contexts. For instance, in Roman Catholic theology, “limbo” embodies a speculative notion concerning the fate of unbaptized infants who depart before receiving the sacrament. It was once conceived that these tender souls might dwell in a state of natural bliss but find themselves excluded from the full embrace of God’s presence in heaven. In short, here “limbo” evokes an idea of incompleteness, a lack. Turning to ancient beliefs rooted in mythology and folklore, “limbo” assumes a different meaning. Here, it is conceived as an intermediary space between the realms of celestial bliss and infernal torment — a transient afterlife realm where souls neither face punishment nor revel in rewards. Limbo assumes therefore a spatial connotation, albeit a supernatural, intangible one and the moral implications are less manifest. Beyond religious doctrines, the term’s metaphorical use permeates everyday language, portraying a state of ambiguity and uncertainty, where progress remains elusive and unclear. Last but not least, Limbo is the title of one of the best video games ever made, but that's a different story. 

For Arcier, “limbo” unravels a compelling secret within the confines of a video game — a clandestine, normally inaccessible domain waiting to be unearthed through the quasi-mystical process of glitching or modding. “Limbus,” he notes, unlocks unforeseen possibilities, offering an alternative lens through which one can fully grasp the meaning of (virtual) reality. In his view, a mere bug or glitch brings magic into the simulation, granting access to uncharted territories, situated within the very “limbo of the game.”

(continues)

Matteo Bittanti

This is a Patreon exclusive content. For full access consider joining our growing community.

VIDEO: A CLOSER LOOK AT HUGO ARCIER’S GHOST CITY

PATREON-EXCLUSIVE CONTENT

〰️

PATREON-EXCLUSIVE CONTENT 〰️

Currently on display at VRAL is Ghost City, Hugo Arcier’s groundbreaking 2016 video installation, which, until now, has never been exhibited online. The artwork clearly deserves a closer look, especially in its original iteration.

Digital Realism

A red-haired woman wearing a pitch black dress appears vaguely uneasy as she clasps her lavish handbag, perhaps wondering if the voracious camera consuming Los Santos before her eyes might breach the fourth wall and snatch her prized possession. She is taking in Hugo Arcier’s Ghost City at the 2016 Beirut Biennale, where the installation’s documenting the accelerated erosion — or rather full disappearance — of a virtual cityscape evokes a touch of apprehension in the viewer.

Inspired by a critical reading of Lucretius’s De Rerum Natura, Ghost City is a creative reinterpretation of Los Santos, a virtual replica of Los Angeles, within the alternative reality of San Andreas, that is, Grand Theft Auto V’s setting. Originally conceived as an immersive installation, the work blurs the boundaries between reality and virtuality. With a masterful blend of architectural and graphic elements, the viewer is immersed in a hauntingly desolate, monochrome landscape, completely devoid of human presence. As the camera incessantly explores this evocative environment, the city’s structures fade away as if consumed by an invisible force. Through the juxtaposition of architectural details, the deliberate removal of living presence and the render-like aesthetics, Ghost City prompts viewers to contemplate the interplay of memory, virtuality, and the epistemological foundations that shape our perception of the world.

As an installation, Ghost City comprises two large parallel screens projecting the vision of the vanishing world, and a third screen that acts as a kind of poetic voice-over that can be read and listened to before or after, functioning therefore either as a prelude or an epilogue. Arcier compares such a narrator to a digital ghost, a placeholder for the virtual identities we leave behind through our online activities…

(continues)

Matteo Bittanti


This is a Patreon exclusive content. For full access consider joining our growing community.



VIDEO: HUGO ARCIER’S SYNTHETIC INTERVIEW

PATREON-EXCLUSIVE CONTENT

〰️

PATREON-EXCLUSIVE CONTENT 〰️

Currently on display at VRAL is Ghost City Hugo Arcier’s groundbreaking 2016 video installation, which, until now, has never been exhibited online. To celebrate this event, we embark on an exploration of three works by the French artist that explicitly reference, or even appropriate, video game aesthetics and mechanics. Our exploration began on July 20 with 11 Executions, a machinima released in 2016.

We are happy to share an interview with French Artist Hugo Arcier originally produced for Game Video/Art. A Survey at IULM University during the XXI International Exhibition of the Triennale di Milano between April the 2d to September the 12th 2016. In this candid conversation, Arcier discusses his influences, style, and concerns. 11 Executions was presented within the context of the exhibition.

Read more about 11 Executions

ESSAY: ELEPHANTS IN THE ROOM

PATREON-EXCLUSIVE CONTENT

〰️

PATREON-EXCLUSIVE CONTENT 〰️

Currently on display at VRAL is Ghost City, Hugo Arcier’s groundbreaking 2016 video installation, which, until now, has never been exhibited online. To celebrate this event, we embark on an exploration of three works by the French artist that explicitly reference, or even appropriate, video game aesthetics and mechanics. Our exploration begins with 11 Executions, a machinima released in 2016. This article is an abridged version of a longer essay which will be featured in an upcoming book.

Paying homage to Alan Clarke’s controversial Elephant (1989), 11 Executions (2015) was released shortly after a series of devastating terrorist attacks struck Paris in November 2015, resulting in significant loss of life and widespread fear and panic in the city. 

Before delving into the machinima, it is essential to contextualize the source material, or more precisely, its main inspiration. Clarke’s televised experiment Elephant, which runs for approximately 39 minutes and was initially broadcast on BBC 2, presents a minimalist and unflinching portrayal of sectarian violence during the “Troubles”, a term used to indicate an extended and violent period of conflict in Northern Ireland spanning from the late 1960s to the late 1990s, characterized by the involvement of diverse ethno-nationalist and political factions within the region, as well as the British government and security forces.

Elephant adopts a distinctive and peculiar style characterized by a series of continuous, static, and observational takes. Devoid of conventional dialogue or narrative plot, the short provides a chilling and evocative visual representation of the pervasive but often overlooked violence that afflicted Northern Ireland for decades. The title draws from the well-known idiom “the elephant in the room,” denoting an obvious yet significant problem that individuals prefer to avoid discussing or even recognizing. In this particular context, the symbolic elephant underscores the omnipresence of violence in the region, arising from the longstanding tensions between the predominantly Protestant unionist community, advocating for Northern Ireland continued union with the United Kingdom, and the predominantly Catholic nationalist community, aspiring to achieve a united and independent Ireland, free from British rule.

In Arcier’s 11 Executions, the emulation of Elephant’s style, approach, and duration is explicit. Arcier’s portrayal involves presenting a sequence of senseless crimes without providing any context or background, thus leaving the viewers to construct their own interpretations. The artist’s underlying intention was to compel the audience to confront the sheer brutality and meaninglessness depicted in a series of vignettes, which were crafted by appropriating elements from the popular video game Grand Theft Auto V (2013). With a conscious decision to eliminate any narrative frame, Arcier deliberately refrained from identifying or contextualizing the perpetrators and victims alike. Moreover, the sound design, encompassing ambient sounds, fragments of conversation, and more, intensifies the viewer's unease. The sudden, jarring gunshots, accompanied by chilling screams, further contribute to a profound and pervasive sense of discomfort experienced throughout the viewing experience.

The machinima’s observational and detached style not only heightens the atmosphere of tension and fear but also renders it a discomforting experience for the audience. However, the graphic portrayal of violence paradoxically induces a numbing effect, where the random killings eventually become a routine, an expected part of the viewing experience after the initial ten minutes, manifesting a relatively quick progression from shock to desensitization. 11 Executions assumes multiple roles simultaneously, functioning as a commentary on the representation of violence within video games, an exercise in remediation, and a sui generis remake of Clarke’s Elephant among other things. Although it diverges significantly in terms of locale, characters, and situations depicted, 11 Executions remains perfectly aligned with the source material in terms of mood, style, and pacing...

(continues)

Matteo Bittanti

Worlds cited

Hugo Arcier, 11 Executions, digital video (1920 x 1080), color, sound, 36”, 2015, France

Rémy Belvaux, Andé Bonzel, Benoît Poelvoorde, Man Bites Dog, feature film, color, sound, 95”, 1992, Belgium

Alan Clarke, Elephant, color, sound, 16 mm, teleplay, 39”, 1989, United Kingdom

Gus van Sant, Elephant, United States, feature film, color, sound, 81”, 2003, United States


This is a Patreon exclusive content. For full access consider joining our growing community.

EVENT: HUGO ARCIER (JULY 14 - 27 2023, ONLINE)

Ghost City

originally, two-channel video installation, 22’ (loop), 2016, France

hereby presented as a single channel video (1920 x 1080), color, sound, 22’, 2023, France

Created by Hugo Arcier

WORLD PREMIERE


Ghost City, an immersive installation inspired by Lucretius’s De rerum natura, blurs the boundaries between reality and virtuality, presenting a captivating reinterpretation of Los Santos, the iconic setting of Grand Theft Auto V. With a masterful blend of architectural and graphic elements, the viewer is immersed in a hauntingly desolate landscape, devoid of human presence. As the camera explores this evocative environment, the city’s structures fade away as if consumed by an invisible force. Through the juxtaposition of architectural details, the deliberate removal of living presence, and the render-like aesthetics, Ghost City invite viewers to contemplate the interplay of memory, virtuality, and the epistemological foundations that shape our perception of the world. 

Hugo Arcier transcends the conventional boundaries of artistic practice, positioning himself as an “artist in a digital world.” Harnessing the expansive potential of 3D computer graphics, Arcier channels his creative vision into a diverse range of mediums, seamlessly weaving together videos, prints, and sculptures. While his initial foray into the artistic realm was through the realm of special effects for renowned feature filmmakers such as Roman Polanski, Alain Resnais, and Jean-Pierre Jeunet, it is through this trajectory that he cultivated an unparalleled mastery of digital tools, particularly in the realm of 3D graphic imagery. Arcier’s artistic prowess has garnered global acclaim, with his works showcased in prestigious international festivals, including Elektra, Videoformes, and Némo. His creative explorations have further permeated the hallowed walls of Magda Danysz and Plateforme Paris, alongside art venues like the New Museum and the New Media Art Center of Sichuan Fine Arts Institute. Notably, Arcier’s distinctive artistic voice has resonated across the global art landscape, finding a home in revered institutions like Le Cube, Okayama Art Center, and the iconic Palais de Tokyo. He lives and works in Paris.