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ARTICLE: NEITHER ARCHAIC, ARCANE, NOR ANACHRONISTIC: THE MULTIFACETED REMEDIATIONS OF HUI WAI-KEUNG’S RE-DÜRER

Hui Wai-Keung, Re-Dürer, three channel video installation, generated graphics from video game hacking, 2016, Hong Kong

VRAL is currently showcasing Parallel V by Hui Wai-Keung, a work that serves both as sequel and homage to Harun Farocki’s Parallel I-IV series (2012-2014). To provide a comprehensive context for this piece, we delve into the artist’s oeuvre, expanding our critical examination with the monumental project Re-Dürer (2016), which was originally presented in the context of the exhibition GAME VIDEO/ART. A SURVEY.

Albrecht Dürer’s iconic early 16th century engravings Knight, Death and the Devil, Melencolia I and Saint Jerome in His Study deftly capture the melancholy temperament then informing the Northern Renaissance zeitgeist. Each work brims with allegorical symbols and objects freighted with shifting meaning across spiritual, philosophical and creative domains. In Knight, Death and the Devil, a stoic rider perseveres past Death and the Devil, communicating fortitude and moral resolve. Melencolia I portrays a winged angel seated pensively amidst tools of science and art, surrounded by mystical geometries hinting at creative aporia. Saint Jerome in His Study shows the scholarly saint reading in a meticulously detailed monastic cell, worldly threats held at bay.

Half a millennium later, the Hong Kong-based interdisciplinary artist Hui Wai-Keung radically reinterpreted this trilogy through the digital medium of video games in his 2016 video installation Re-Dürer. Hui hacked Rockstar Games’s Grand Theft Auto V (2013), disrupting graphics, mechanics and physics to stage complex tableaux which reconfigure themes of morality, creativity, faith, and knowledge within Dürer’s works and adding new layers of meaning, courtesy of Joseph Beuys. Displayed across three channels, Hui’s “reworks” – as he terms them – add a patina of irony and existential absurdity by transposing early modern symbology into the chaotic contemporary milieu of Los Santos, GTA V’s deranged, hyper-realistic urban sandbox.

The jarring juxtaposition of Renaissance sensibility with nihilistic virtuality in Re-Dürer generates cognitive dissonance in the viewer, short-circuiting inherited cultural schema. Are utopian aspirations still viable in worlds increasingly coded and commodified? What becomes of contemplation in spaces defined by endless aggression and appropriation no longer even recognized as such? Hui implies that the 21st century experience offers little safety from the persistent existential threats embodied by Death and the Devil in Dürer’s era. Perhaps only…

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Matteo Bittanti

Works cited

Hui Wai-Keung, Re-Dürer, three channel video installation, featuring generated graphics from hacking/modding Grand Theft Auto V, 2016.


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ARTICLE: DANCING WITH MYSELF: HUI WAI-KEUNG WOULD RATHER NOT PLAY

Hui Wai-Keung, No Play Today, In-game performance in Anarchy Online, 2005 (still)

VRAL is currently showcasing Parallel V by Hui Wai-Keung, a work that serves both as a sequel and an homage to Harun Farocki’s Parallel I-IV series (2012-2014). To provide a comprehensive context for this piece, we delve into the artist's oeuvre, beginning our critical examination with No Play Today (2005).

In October 2005, artist Hui Wai-Keung staged a subversive intervention within the sprawling virtual world of the massively multiplayer online role-playing game (MMORPG) Anarchy Online (2001). For days, his avatar Alenila defiantly danced amidst the chaos of the Temple of the Three Winds, a notoriously fierce battlefield where players typically hack and slash to progress, not pirouette. This apparent non sequitur – out-of-place dancing rupturing a space reserved for programmed violence and brutal conquest – forms the basis of Hui’s provocation titled No Play Today. At once absurd, futile and profound, his choice to inject poetic play into pre scripted gameplay remains significant on multiple levels.

First and foremost, No Play Today complicates the relationship between play and modern video game environments. As Hui elucidates, the expected form of “play” in spaces like MMORPGs largely replicates hegemonic power structures, privileging might and domination. Players internalize capitalist mandates valorizing ceaseless competition, individualism, and instrumental exploitation. Those flouting these agendas face quizzical, even hostile resistance from game communities invested in established hierarchies. Why dance when one could (should) fight? Any such spontaneous expressions violating this ingrained social code threaten the status quo.

Yet Hui’s intervention also suggests emancipatory potential still dormant and underdeveloped in these virtual play spaces. His dancing avatar becomes a zany performance event, generating liminal spaces where the assumptions are actively sabotaged. Relying on sheer spectacle to disarm players and reject genre conventions, Hui replaces individualism with a communal, aesthetic experience. A fellow player even spontaneously joins in this triumphant deviance, discovering alternative relations founded on wonder rather than antagonism. However brief before reprisals resume the rupture hints that regimes of separation are not total. Unscripted connections remain possible. One is reminded of Joseph Delappe’s dead-in-iraq (2006-), in which the emergent gameplay (writing the names of the fallen American soldiers in a video game chat as an anti-violence statement) is quickly squashed by annoyed players.

Apropos DeLappe we can situate No Play Today in a trajectory of related performative interrogations of gaming space. Notably, the seminal 2002 project Velvet-Strike provides a resonant precedent of artistic intervention disrupting the dominant gameplay. The eponymous downloadable software package by Anne-Marie Schleiner, Joan Leandre and Brody Condon enabled participants to “spray” pacifist messages and images as graffiti amidst standard death match fury in Counter-Strike. This act of disseminating rainbows or daisies rather than employing firearms to annihilate other players, sardonically questioned the erasure of empathy encouraged by first-person shooters.

No Play Today continues this tradition of employing jarring aesthetic dissonance to…

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Matteo Bittanti

Works cited

Hui Wai-Keung, No Play Today, in-game performance in Anarchy Online, 2005 hereby shown as a machinima documentation, color/sound, 5’ 37”, 2005.

Hui Wai-Keung, Parallel V, digital video, single-channel-projection, color, sound, 26’ 14”, 2023.

Pippin Barr, Let’s Play: Ancient Greek Punishment, video game, 2011.

Anne-Marie Schleiner, Joan Leandre and Brody Condon, Velvet Strike, modification of Counter-Strike, 2002. (recommended: Rhizome's critical text about this work)


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ARTICLE: A CLOSER LOOK AT CHRIS KERICH’S THREE IMPOSSIBLE WORLDS

VRAL is currently showcasing Chris Kerich’s latest project Three Impossible Worlds. To accompany the exhibition, we are discussing several artworks that comprise his oeuvre. Today, we delve deeper into his Minecraft video essay, with a comparative approach.

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The specific nature of Chris Kerich’s Three Impossible Worlds becomes clearer when contrasted with Sjors Rigters’s The Virtual Frontier. Both artworks employ Minecraft to unpack the ideological biases and constraints subtly encoded within the game’s mechanics and procedural systems. Yet despite this shared intent, the two projects mount their critiques through notably distinct creative strategies.

Fundamentally, Kerich and Rigters have a common ambition: to expose and defamiliarize the colonialist, hyper-capitalist ideology that Minecraft insidiously promotes through its gameplay loops of endless accumulation, extraction and technological expansion. The artists are united in interrogating how this blockbuster video game normalizes ecologically reckless values of infinite growth and resource exploitation.

However, Kerich and Rigters diverge in their means of critiquing Minecraft’s embedded ideology. Whereas Rigters adopts a direct, expository approach in his video essay format, Kerich opts for a more oblique and interpretively open-ended tactic with his interactive impossible worlds. This contrast illuminates two viable artistic avenues for laying bare the concealed politics suffusing mainstream games...

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Matteo Bittanti

Works cited

Chris Kerich

Three Impossible Worlds, digital video, color, sound, 11’ 14”, 2022, United States

Sjors Righters

The Virtual Frontier, digital video, color, sound, 3’, 2020, The Netherlands

All images courtesy of the Artists

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ARTICLE: THE ART OF THE SUBVERSIVE MOD

VRAL is currently showcasing Chris Kerich’s latest project Three Impossible Worlds. To accompany the exhibition, we are discussing several artworks that comprise his oeuvre. Today, we examine his conceptual mod GamePyg’s Face and Body Overhaul.

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Produced in 2021, GamePyg’s Face and Body Overhaul is a conceptual art project by Kerich that employs fictional mod listings and images to critically explore the entitlement, attitude, and control manifest in video game modding cultures. It represents both a continuation of and departure from Kerich’s previous game-based art.

Like earlier works, GamePyg interrogates the ideologies and assumptions embedded in gaming environments. Here the focus falls on modding communities and the gendered politics of editing female bodies and sexuality in games like The Witcher 3. Kerich fabricates an extreme future scenario involving AI-generated mod content to unpack player entitlement and anxieties around control.

However, unlike more abrasive works like Piles, GamePyg adopts an oblique, indirect approach using fictional texts and images. The project was initially posted on the popular modding site Nexus Mods posing as a real mod to engage that community. This can be seen as a more subtle, injection-based artistic intervention into a specific subculture compared to Kerich’s more disruptive previous pieces.

Certain themes carry over from earlier projects. For example, GamePyg continues Kerich’s interest in making visible the hidden values and meaning-making systems encoded in games, which is a stated goal of works like Three Impossible Worlds as well as Dynamic Kinetic Sculptures. The fictional mod explores how modding extends player assumptions about control, “ownership” and access to predominantly female bodies. And it makes use of fictional scenarios and imagery to probe the implications of emerging technologies like AI on gaming and gender representation.

At the same time, GamePyg distinguishes itself by targeting a specific sub-culture rather than gaming writ large…

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Matteo Bittanti

Works cited

Chris Kerich

GamePyg’s Face and Body Overhaul, mod, 2021

The mod can be downloaded from this URL

A full documentation of the project and the development process is available here

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EVENT: JUAN OBANDO (JUNE 30 - JULY 13 2023, ONLINE)

Pro Revolution Soccer

Custom PC, modified game, two controllers, two custom-made gaming seats, sound system, projector, and vinyl screen structure, 2019 hereby presented as a gameplay video (1920 x 1080), color, sound, 21’ 23”, Colombia, 2019

Created by Juan Obando

Pro Revolution Soccer is an interactive installation that deftly reimagines the popular football simulation Pro Evolution Soccer (PES). Drawing inspiration from the profound bond between the Zapatista Army of National Liberation (EZLN) and the Italian soccer club Inter Milan, this artwork ingeniously introduces the EZLN as an enthralling new feature within the simulation. Evoking the enigmatic essence of a mythical football match, the work unfurls an intriguing narrative where EZLN daringly challenges the Italian team, forever suspended in the realm of imagination. Originally presented as an interactive installation based on a modified version of Konami’s soccer simulation, the artwork is presented on VRAL as a one channel gameplay video.

Juan Obando is an artist from Bogotá, Colombia, specializing in interventions within social systems. Through video performances, post-digital objects, and screen-based installations, Obando explores the collision of ideology and aesthetics, sparking the emergence of speculative new worlds. Obando’s work has garnered international recognition, with exhibitions held in Mexico, France, Colombia, Germany, and the United States. Notable solo shows include “Fake New” at General Expenses (Mexico City, México), “Summer Sets” in Faneuil Hall (Boston, MA, 2022),  “DEMO” at Museo Espacio (Aguascalientes, MX, 2022), and  “La Bodeguita de La Concordia” at Galería Santa Fé for the Luis Caballero National Art Prize (Bogotá, Colombia, 2021). Selected group exhibitions include First Place In The Table? (Trafo, Szczecin, Poland, 2022), Game Changers (MAAM, Boston, 2020), Video Sur (Palais de Tokyo, France, 2018), La Vuelta (Rencontres de la Photographie,  Arles, France, 2017), and MDE15 (Medellín, Colombia, 2015). Obando was also awarded a Rhizome commission from The New Museum in 2012, a MassArt Foundation grant in 2017, and an Art Matters fellowship in 2019.