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THE MAKING OF A CYBERPUNK MASTERPIECE: CHAIN-LINK

A standout feature of the Slot Machinima program at MMF MMXXIV was the European debut of Steven Cottingham’s As Far as the Drone Can See. This remarkable 15-minute work delves into the intricate landscape of depicting warfare, offering a critical view on the surge of imagery from modern conflict zones. Cottingham introduces a female journalist within the military simulation software ArmA 3, challenging prevailing gender biases and probing the capacity of digital simulations to capture the nuanced realities of conflict. To fully appreciate his new work, it is useful to return toChain-Link, Cottingham’s remarkable full-length machinima, showcased on the VRAL platform in 2022.

The inception of Chain-Link can be traced back to the artist’s fascination with the creative possibilities inherent in the medium of machinima. As he explained in this interview, he views the genre as a blend of found footage and digital puppetry, where the constraints of the video game’s mechanics necessitate creative and often counterintuitive workarounds, imbuing the process with a unique form of ingenuity. This engagement with the medium allows for a reworking of game worlds into narratives that diverge significantly from their original contexts. Cottingham draws upon a wide array of influences, from the choreographic to the cinematic, to repurpose the virtual landscapes of video games into a canvas for storytelling.

At the heart of Chain-Link lies the tension between creativity and constraint, a theme that resonates both within the film’s narrative and its production process. The characters navigate a world where surveillance and control pervade every aspect of existence, mirroring the constraints Cottingham himself navigated in creating the film. This theme is not just a narrative device but also a reflection on the process of machinima, where the limitations imposed by the game engine and the available mods and add-ons prompt a constant negotiation with the material at hand…

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Matteo Bittanti

Works cited

Steven Cottingham

Chain-link, single-channel HD video, comprising machinima, 3D animation, and found footage with sound, 90’ 1”, 2022, Canada

Steven Cottingham

As Far As The Drone Can See, single channel HD Video, comprising machinima, 3D animation, and found footage with sound, 15’ 50”, 2023, Canada

Steven Cottingham, Liljana Mead Martin

MACHINE CINEMA, The making of Chain-Link, digital video, color, sound, 12’ 03”, 2023, Canada


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ARTICLE: GEORGIE ROXBY SMITH VS. THE MADONNA-WHORE COMPLEX

As VRAL current solo exhibition focuses on Georgie Roxby Smiths new Blood Paintings series, we aim to illuminate her legacy of confrontational game-based art by examining a pivotal early work, Lara Croft, Domestic Goddess I & II, which re-cast the Tomb Raider heroine as a proto-tradwife in her most challenging mission.

The endlessly looping cries of gaming icon Lara Croft echo incongruously over household chores in Georgie Roxby Smith’s 2013 performance and Second Life intervention, Lara Croft, Domestic Goddess I & II. The female explorer’s torture screams punctuate mundane, uneventful acts like washing and ironing clothes. The superimposition of discordant feminine spheres spotlights the bias still dogging video games’ staunchest female characters today. Despite efforts celebrating Lara Croft’s emotional depth and resolve through various reboots and remakes, her graphic anguish feels all too familiarly pinned to outmoded visions of femininity from the franchises’ past.

Having already probed systemic dangers subtly encoded for female avatars through works like The Fall Girl in 2012, here Smith spotlights the lingering identity tensions constraining Lara Croft. The Tomb Raider icon embodies a discombobulating identity bifurcation: aspiring towards fierce, capable heroism on one hand while still confined as an ornament for the traditionally masculine demographic’s visual greed alone on the other. As Croft’s strained persona splits unevenly between feminist icon and fetishized pin-up, she exemplifies unreconciled contradictions of projecting strength while submitting to the objectifying male gaze. By confronting this demeaning binary — akin to the  dichotomy informing the Madonna-whore complex mapping women into mutually exclusive camps of saintly virtue or debased promiscuity — Smith indicts the media forces that tokenize liberatory gestures yet withhold full multidimensional womanhood under paternalistic pretense…


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Matteo Bittanti

Works cited

George Roxby Smith, Fair Game [Run like a girl], in-game performance, machinima (color, sound, 13’ 56”), 2015.

Georgie Roxby Smith, Lara Croft, Domestic Goddess I & II, Lara Croft death noises from Tomb Raider (2013), 3D model, Second Life intervention, looped continuously for duration.

Georgie Roxby Smith, The Fall Girl, in-game performance and machinima (color, sound, 8’ 07”), 2012.

Peggy Ahwesh, She Puppet, digital video, color, sound, 15’, 2001.


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ARTICLE: GEORGIE ROXBY SMITH AND THE LONELINESS OF THE LONG DISTANCE NPC RUNNER

As VRAL current solo exhibition focuses on Georgie Roxby Smiths new Blood Paintings series, we aim to illuminate her legacy of confrontational game-based art by examining a pivotal early work, Fair Game [Run Like A Girl]. Our analysis centers on overlapping themes in Smith’s practice of visual confrontation around gamings ingrained normalization of violence towards feminine identity and representation...

In her 2015 performance Fair Game [Run Like A Girl], Georgie Roxby Smith hijacks the marginalized female non-playable characters in Grand Theft Auto V, stretching their flight animations into disturbing prey. As her sadistic avatar stalks and toys with these sexualized bots in the streets (and hills!) of Los Santos, their loops of cowering and screaming indict the misogyny hard-coded into this digital Californication. 

Before examining the work, the ominous title warrants exploration. As Emma Griffin explains in her monumental work, “fair game” historically traces back to the hunting fields of 19th century Britain, where it was used to denote legal and ethical parameters around which animals could be hunted during a given season. Anything deemed within the boundaries of “fair game” – open for sporting, capture, or killing – was considered unprotected prey. Already by the late 1800s however, the idiomatic implications had extended more broadly to refer to anything – or for that matter, anyone– that dominant powers or social forces considered appropriate targets for criticism, ridicule, sexualization or attack without fear of consequences or concern over consent. Victim blaming was implicit; in the cultural view, targets labeled “fair game” were themselves presumed to invite trouble or violence due to defiant or nonconforming attitudes, appearances, or behavior.

In choosing Fair Game as the title of her intervention, Smith knowingly evokes the historical associations of marking feminine bodies as vulnerable game ripe for one-sided, unethical hunting by more powerful and forceful antagonists. Her interrogation lays bare gaming ecosystems and cultures enabling the chasing and tormenting of women without consequences under the veneer of play and the pretext of fun. Let’s now concentrate on the second part of the title. The bracketed “run like a girl” also carries insidious coding limitations into culture. The phrase has history mocking supposedly inherent feminine weakness and first surfaced as a comment denouncing “inadequate masculinity”. Specifically, it critiqued women’s alleged lack of power, speed or coordination.. 

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Matteo Bittanti

Works cited

Georgie Roxby Smith, Fair Game [Run like a girl], in-game performance, machinima (color, sound, 13’ 56”), 2015

Georgie Roxby Smith, 99 Problems [WASTED], in-game performance, machinima (color, sound, 4’ 45”), 2014

Georgie Roxby Smith, Blood Paintings, digital video, color, sound, 11’ 06”, 2024


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ARTICLE: GEORGIE ROXBY SMITH, AVATAR MARTYR

VRAL is currently presenting Georgie Roxby Smith’s Blood Paintings as a single channel video. To fully appreciate the significance of this series, we are exploring various artworks in her oeuvre. Our discussion continues with the 2014 in-game performance and machinima 99 Problems [WASTED], in which she lays bare the destructive ideological apparatus turning a woman from playable protagonist to disposable puppet. An apparatus revealed in all its banality through this avatar’s hopelessness before the blasé machinery of suicide.

A scantily clad, blood splattered female avatar takes position underneath a grimy Los Santos overpass, nonchalantly pressing a pistol barrel to her temple. Face impassive, she pulls the trigger without hesitation or emotion. As the crack of the gunshot fades, her body collapses limply to the ground. But the scene soon repeats in a different setting; the nameless woman reappears in different locations of an ersatz Los Angeles, apparently unscathed. She promptly turns the gun on herself once more. And then again. And again. Welcome to Georgie Roxby Smith’s 99 Problems [WASTED].

Rather than embrace the free-roaming escapades and rags-to-riches schemes promised by Rockstar Games, Smith pursues vicarious self-destruction via her avatar in order to critique the game’s normalization of disproportionate feminine victimization and sidelining. Each gunshot shrieks for recognition by game publishers and players alike of women’s ritualized vulnerability, marginalization, misrepresentation, and fleeting relevance in adventures coded around masculine power fantasies and patriarchal prerogatives.

The settings chosen by Smith for her suicide(s) add another layer of meaning through provocative juxtapositions. Her avatar enacts public immolation before storefronts boasting suggestive names such as “Heroin Chic” to “Hole”. Likewise, the protagonist’s ritualized demise unfolds around caricatures of consumerism and vanity, as selfie-snapping tourists remain oblivious next to the bloodshed. A rather explicit ad for “hamburger meat” near a bus stop functions as a background for another death. Boys toys, i.e., signifiers of masculinity, also frame some vignettes, as sports cars and firearms signifying power and control. Through these judiciously chosen environmental factors, Smith further implicates the saturating messages that enable the devaluing of women’s lives and identities across societies both real and virtual. 

The ceaseless repetition produces surprising effects: the initial shock of Smith’s female avatar brutally committing suicide soon gives way among viewers to contrasting feelings ranging from desensitized ennui to warped anticipation…

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Matteo Bittanti

Works cited

George Roxby Smith, 99 Problems [WASTED], in-game performance, machinima (color, sound, 4’ 45”), 2014

Georgie Roxby Smith, Blood Paintings, digital video, color, sound, 11’ 06”, 2024

Brody Condon, Suicide Solution, DVD documentation of in-game performance, 19’, 2004


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ARTICLE: A CLOSER LOOK AT FACING THE WOLF

Exploring the relationship between poetry and gaming

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What is the relationship between poetry and gaming? The connection is stronger and deeper than one may think. Poets play games, gamers read poetry, although we are unable to provide hard data. But for our purpose, statistics are not important. What matters is that Facing the wolf is the outcome of an ongoing collaboration between a game artist and a poet, Iain Douglas and Mark Coverdale, both from the United Kingdom. 

Douglas is an artist working with machinima, game engines, film, and materials like paint and plaster. A former game artist who was involved in a variety of projects, including triple A titles - the video game equivalent of film blockbusters - he is currently a Senior Lecturer in Games Art at University of Northampton. Coverdale, whose nom de plume is Art School Mod Poet, was born in Darlington in 1977 and grew up in Saddleworth, Oldham. He now lives in Islington, North London, where he writes, performs, and publishes poetry. He is also the founder of Tonic Sta Press, whose catalog includes, among other things, a poetic football sticker book anthology. Both from a working class background, Douglas and Coverdale first met at art school, at Reading University in 1997, and began collaborating.

Facing the wolf was produced during the course of several months in the middle of 2021. Originally conceived as a trilogy - although the three films can be watched as standalone narratives - Facing the wolf is based on Coverdale’s poem which comprises three separate parts or “lessons”…

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Matteo Bittanti

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ARTICLE: PERFORMING WITH/IN RED DEAD REDEMPTION

Elisa Sanchez, En mémoire de Dandelion, video, sound, 4’ 12”, 2021, France

Today is the last day to watch Elisa Sanchez' Au-delà du désert flou, plus aucune sauvegarde n’est possible on VRAL. To celebrate the conclusion of the exhibition, we look back at three artworks that appropriate and repurpose Red Dead Redemption.

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In the past few years, several artists have used Red Dead Redemption 2/Online to create remarkable, often unclassifiable works. Although Rockstar Games’ Wild West themed videogame is the common denominator, the artists’ approach, intent, and execution vary considerably. Let’s consider three examples: Marie Foulston’s The Grannies, Kara Güt’s Welcome to my Desert Nexus (Deep inside my desert heart), and Elisa Sanchez’ Au-delà du désert flou, plus aucune sauvegarde n’est possible.

Let’s start with The Grannies. A short documentary clocking at 17 minutes, the film was originally conceived as a two channel installation at Now Play This, a video game festival in London. It presents the experiences of a group of players calling themselves The Grannies as they discover a secret area of the game where “normal” (read: consistent with the designers’ original intentions) rules do not apply. The players use their avatar as a vessel to explore such bizarre and weird territory. Here the relationship between the player and the avatar is clear and unambiguous. The filmmaker’s emphasis is on the artificiality of the simulation and the unexpected materiality of ethereal game spaces. The Grannies is first and foremost a statement about the nature of video games made by expert players, i.e. Kalonica Quigley and Marigold Bartlett, Melbourne-based friends and game developers, along with friends and fellow game-makers Ian MacLarty and Andy Brophy. Formally speaking, the video maintains the split screen/dual screen format of the original installation, unlike the works by Güt and Sanchez, which follow a less hyper-mediated approach, thus resulting in a more immediate and “transparent” viewing experience.

Kara Güt’s Welcome to my Desert Nexus introduces an extra level of performativity. Based on an existing screenplay, it features a group of player-actors performing within the game Red Dead Redemption Online before a live audience. Gemma Fantacci describes Welcome to my Desert Nexus as a“three-act play combining different aspects of performance and online gaming, IRL acting, and avatar dramatization”. A commentary on the myth of the frontier - “a facade upon which the player could paint their fantasies, just as the frontier of digital space is a facade for the same. In thinking about the facade and the false promise of infinity” (Kara Güt) - Welcome to my Desert Nexus is primarily a live performance, one in which things could go wrong - both on a technical and practical level. The actors' performance is recorded and subsequently shown as a machinima. Kara Güt’s Welcome to my Desert Nexus is a groundbreaking hybrid of gaming and theater, literally and metaphorically redefining the notion of “play”, in physical and online spaces. The theatrical performance is imbued with liveness, that special kind of hic et nunc that Walter Benjamin calls the “aura” of the artwork and that Philip Auslander explored in his seminal text Liveness: Performance in a Mediatized Culture (1999). Although the play does feature meta referential elements (it was, after all, inspired by Sartre’s No Exit) , it is mostly consistent with the Wild West tropes and conventions of the original source, Red Dead Redemption. The actors maintain their in-character persona throughout the entire play….

Matteo Bittanti

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ARTICLE: DEFUND THE GTA POLICE?

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Felix Klee's most brazenly political machinima developed with/in Grand Theft Auto V investigate the cop as an ideological force - but also as a farce - within the game.

No one left to frisk and Police running wild were originally presented in the context of United We Stream festival (2020) — which dealt with the theme of “The Authoritarian and the Potential of Art” — and at the 23rd Equinoxio Film Festival Bogotá and Retina Latina.

Exploring the sociopolitical dimension of Grand Theft Auto through modding and machinima, Klee seeks to present an understanding of the relationship between real life police brutality and the simulated violence of video games, where carnivalesque excesses are the norm and real life consequences negligible or non existent. These works also raise interesting questions about the very possibility of the artist in articulating such dichotomy and introducing a nuanced point of view. No one left to frisk and Police running wild exemplify Klee's constant preoccupation with the political, which he approaches with a surreal, almost comical tone. The filmmaker juxtaposes the seriousness of real world abuse by policemen against minorities and people of color - one machinima explicitly evoke in its very title the so called stop-question-and-frisk program, or stop-and-frisk, a controversial practice of temporarily detaining, questioning, and at times searching civilians on the street for weapons and other contraband in New York City. Such practice is known elsewhere as the Terry stop. In the past decade, several activists have alleged that the program unfairly targets African-Americans and Hispanic-Americans.

The criticism is hiding in plain sight in Klee's short video, which features a bored policeman who spends his day sitting on a chair in the porch of his foreclosed home. However, his idle time is interrupted by a confrontation with an invisible criminal. The outcome mixes real world tragedy with slapstick style action.

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