Wednesday, 26 August 2009
FIRST BLOOD: teenage girls that bleed and feed.
Saturday, 22 August 2009
Sonic 2 Indulgent Retrospective
Monday, 17 August 2009
The Twilight Sigh-ga
About three things I was absolutely positive.
First, Twilight was a saga of nonsense metaphysical titles.
Second, there were parts of it – those bits between the covers – that were the most pointless constructions ever to offend the page.
And third, I couldn’t put the fucking things down.
A mis/un-understanding of the Twilight Saga by Stephenie Meyer.
I have consulted on this, with many. I know a lot of people that are irrevocably in love with Twilight (hark at my quoth). I, shamefully, must join hoard. But thinking critically it is hard to base my interest. Every moment I consume or regretfully/excitedly turn the page it's full of conflict between my better taste and judgement and some very base simple pleasure that I want desperately to disallow and have banished to the attic with the mad women at comic con. But between the blatantly insipid prose, inability to develop tension or suspense and loathsome character construction, there is something there, something stalking. I use this term rather than haunting because it is that invasive and nonconsensual. I have been molested by Twilight. I feel dirty and used.
So I become curious what is its appeal? It is trash, it is awful, it is just plain bad but I do persist. After one negative experience I willfully buy the remaining three books. This is not a diagnostic enquiry, and I do not profess to probe the psyches of millions of terrifying Americans, but I want to attempt an answer to a reading experience that counters everything I know and trust.
My joy in this is hard to place. There is no seduction, literally or literary-ally. Sex is in prohobition here. The saga follows Bella's desire to become a vampire and Edward's uncompromising and simplified restraint. There is no tease, there is a gap instead of a gape where the sexual tension should be. Perhaps here we find a reverse appeal, seeing that where the reader is given nothing the imagination fills in. This would explain the steam that much Twilight fan fiction tries to blow, eagerly expressing the repressions of its protagonists. (see Furnace, Sex and Vampires, Cullenary Education: Forks Sex Ed,).
My fundamental problem with this saga is that it sets the gothic back by about 100 years with unconvincing, and unviable, Jonas brothers rings of promise and self-inflicted sexual-repression. Where went the ‘sex, death and ecstasy’ of the art of transgression? Have we truly run out of taboos and minorities to pin our otherness upon? The vampire used to be the body though which we liberated and performed deviancy, a skin for reveling in. Desire has been a contemporary imperative in vampire fictions from Dracula's aroused Lucy, floating curtains and same sex experiences in The Hunger and Nadja, to the adolescent crushes of The Lost Boys and Near Dark. The process of becoming a vampire is routed in seduction, a lustful carnal process that presents as orgasmic. The 'petite mort'. The 'little death' that raises one to immortality. Yet, Meyer’s constructions are insipid inversions rather then subversions. There is nothing progressive here, in terms of cultural commentary or genre. Instead of exposing repression through transgression this book wilfully endorses it, forcing the reader to endure lengthy diatribes about will power and virtue.
This is the concerning evidence of the prevailing 'CandyGothic'. A state of horror affected by its own designs of difference.
The CandyGothic signifies an attempt to reassess the function of horror in a (western) culture in which transgressions, repressions, taboos, prohibitions no longer mark an absolute limit in unbearable excess and thus no longer contain the intensity of a desire for something that satisfyingly disturbs and defines social and moral boundaries.
(Fred Botting)
The Twilight saga is symptomatic of genre proliferation in which the mass production of shock and controversy has eaten itself, forcing the themes and effects back within the limits. More shocking is it suddenly to have moral contexts and safe subtexts. And this is a troublesome feeling to be addressed with such materials and actually feel challenged by a startling lack of textual challenge.
This said perhaps the appeal is a masochistic one. Page flipping as self-harm, as though I invited the displeasure as pleasure. Everything wrong in it made right but a willful desire to dislike that became the liking of the text.
xoxo Final Girl
proposed amendments to the seven degrees of zombification
AWESOME PHYSICS
This generation of games are privileged with a resource of technology that endows the body with powerfully visceral performance capacities. Physic engines bestow the game body with a motivation that is emulative of corporal functions in real-world spaces. Whilst the motivations of physics applications are conceptually intent toward realism their impact on the body is often rendered hyperbolic in a sign system that demands accentuation for its communication. This paper will look at the manifestation of moments of awesome physics, defiant moments of physics and the engine itself that produce exceptional scenarios that operate against the realistic potentials of the technologies as well as conventional forces of physics.
In previous work I have discussed how the sensation emitted by the fragged body as assisted by the physics engine, bestowed with movement emulations and simulations that resonate with the plausibility of physical pliability. This inquiry continues with a physics fascination but instead is focused toward mechanics and a production of style that is contrary not necessarily to sensation but to physical rule. This study intends to theorize moments of express physical alterity, moments of such divergence as to provoke awe in their reception. This is a study of physics expression that make me say what? And then wow!
With respect to my research this investigation of awesome physics concentrates on its manifestation in the violent throws of the frag and its spontaneous reanimations of dead game bodies. The physics agent both kills the body and resurrects it. In the simplest terms the physics involved with awesome physics refers doubly to the operation of physical sciences and their impact on the physical body. Awesome physics are involved in a cause and effect scale that is inconsistent, disproportionate or entirely elusive, producing moments of physical impossibility. Looking at respective moments that embody this action I will determine how the bizarre renderings of physicality and physics become fantastic and how their experience might be pleasurable.
The tenants of awesome physics are not all together unfamiliar to our visual media and consumption. This fantastic phenomena predates the videogame form, its most explicit antecedent residing in the eccentric traditions of classical animation. In terms of physicality and the subversion of universal certainties its most notable formulation is the persistence of illogical return. That is the evasion of death performed as imperviousness or resurrection. This evasion in itself is not explicitly awesome physics though the linear actions of it total performance exhibit a fluctuation in plausible effect, rather it is the specifics of each evasion that purport awesome properties.
The resistance of the cartoon body is however subject to a certain logic. Referring to some of the most complex theories of the workings of the Universe, quantum mechanics - the Universe on the smallest scale – Stephen R Gould[i] investigates the applicability of bizarre universal behaviours to cartoon physics. Observing the contrariness of the laws of the Universe he notes how the counter intuitive activities of Bugs Bunny might be explained by quantum tunnelling. Bugs has a talent for escape, finding himself in inescapable situations he somehow defies the inevitability of detainment to pop-up in another location unexplained as though he were somehow able to pass through solid objects or manipulate them in some way. This inexplicable escape is the enactment of quantum tunnelling seeing that particles are able to pass through impenetrable materials. The behaviours associated with wave particle duality explain the resilience of animated bodies. Acting like ‘solitons’, particles that are able to ‘remember’ their shape after collision, the animated body exhibits physical retention after impacts. This is how Who Framed Roger Rabbit’s Judge Doom is able to peel his flat carcass from the floor and pop back into shape after an encounter with a steamroller. Wile E. Coyote’s relationship to gravity might best be explained with the observational conditions of science. Wile E walking on air will only fall once he becomes aware of his situation, as though gravity were conditioned by his consciousness. Not unlike Schrödinger's possibly unhappy cat the nature of something, in this case physics is only certain upon its observation. And this analysis could continue…
Alan Cholodenko elaborates on cartoon behaviours claiming that the spectacular expression of these bodies belongs to a third order of the uncanny, what he terms the ‘cosmological uncanny’.
So despite the explicability of the apparently fantastic cartoon body it remains awesome as a rendering of the invisible conditions of the physical universe. These strange bodies are the visible performance of the quantum defamiliarizing the subjects in context permitting the resonance of exceptionality, though these bodies do not inherently belong to Freudian psyhoanalytics as will be discussed later.

The restraints of this paper do not permit a full and varied examination of the dissemination of awesome physics, instead I will conduct a comprehensive analysis of two categories, firstly addressing the glitch.
The very nature of the glitch is difference. It has never been rendered it has never gone through the processes of game design. It inhabits those rendered processes, lying dormant until it is provoked. The glitch is anomalous, and as visual a pure instance of spectacle. The accidental nature of the glitch is utterly chaotic; it is an error that manifests in an unpredictable form. The glitch disrupts the anticipation of effect in play by producing flawed and incompatible effect from cause. The particular way in which play organises cause-effect logic is completely disrupted by the glitch by making the scenario unplayable or interrupting successful play by spectacularly affective error in effect. Gameplay requires a certain degree of consistency to make it playable, especially in the programming of executable moves the glitch or error then prevents or disrupts that order. Yet the difference of the moment, of what the glitches does to the body, exalts its at the same time as total exceptionality.
The most common form of glitches that registers visually occurs in the collision programming that determines the solidity and playbility of a body or object. Its slippages appear as uncanny tunnellings in which the avatar body melds with or penetrates solid objects. Such errors may occur as benign but inexplicable instances where the avatar passes through supposedly solid objects unaffected as though they were apparitions.
This phenomena may also be observed in more fantastic forms. Oblivion notoriously holds this type of error. This effect is the result of a break in the Havoc physics engine and is achieved by moving a dead body under the arch of an open doorway. After closing the door the body becomes trapped inside it convulsing wildly. Another infamous glitch in the Oblivion engine causes fragged bodies to melt down, their weapons and armour still intact the player may then stretch portions of the melted form at liberty and to great lengths. This glitch is determined by the mode of the frag. Attacking a non-player character and casting the body with a paralysis enchantment before executing the frag will provoke the peculiar occurrence. It is a bizarre reaction to mixed instruction, the engine confused between the paralysis commands and the death that inhibits further behaviours, melts down taking the body with it in a chaotic conversion of conflicting applied physics.
Glitches often occur at the death moment because it is a change in state, or technically a change in programme prompted by player commands. The frag moment, the moment that signals character death and orders the end of their animation is particularly susceptible to fault as the glitch will attack the body unless that body is completely deprived of programme. This is why death glitches are rife in games that apply ragdoll physics post-mortem.
Mortal Kombat: Deception (2004)[i] features the series’ first ‘hara-kiri’ and ‘fatality’ moves. Hara-kiri from the Japanese refers to a noble seppuko, an honourable suicide of a warrior and is an in-game suicide combo executable when the opponent reaches frag stage signalled by the screen anchorage ‘finish him’. Executable under the same rules the fatal move produces a violent kill as appose to a knockout and like any combo is inalterable in its performance, it is exact. In double player mode, if both actions are performed simultaneously a glitch occurs.
The engine fails to negotiate a separation or hierarchy and the two moves are gruesomely, bizarrely combined. The character with the fatality play is pronounced winner and in the midst of their executing move is illogically struck by the hara-kiri specific to their opponent. This mingling of two sensible and recognisable actions, within the game context, is confused by the compounding. It is the irrational meld of two disparate moves producing impossible physical images of violence. The merging of two discrete acts confuses cause and effect often producing images with no rational affective agent, making the violent frag spectacular.
Splatter Physics
Whilst glitches are the awesome product of lapse in cause and effect logic producing obscurity, splatter physics reigns in absurdity. The splatter that I am talking about is the awesome sum of disproportionate effect, its excess sublimated by indulgence of effect. Bodies may be totally consumed by the gibs that spew from them or left to welter in inexplicable quantities of blood, limbs may be propelled out at phenomenal rates over impossible radius and all this is actioned as a reward system in the game scenario. Not only does the release of giblet effect progression but its very nature may be configured by cheat to gratify in obscene measures, acknowledged in Rise of the Triad with the blurb ‘ludicrous gibs’ to signify merit. This suggests that the gib sits within a base gratification model, as the visceral visual reward for the frag its disproportionate figuring might exalt the measure of success and along with it the pleasures of its manifest.
Looking at the splatter effects of Doom in ‘extreme gore’ mode the impossibilities of the gib are elucidated. The single frame transition from body to giblets is an extreme one as the mass of the body is replaced by inconceivable amounts of blood that gradually coat the landscape. The motion, trajectory and quantities of this spray overwhelm the diegesis producing what Christian McCrea terms ‘dimensional excess’. That is the disruption in the sense of layered dimensional order prompted by the force of the gushing hemal matter that is so vast and strong that damages not only the body but the laws that would act upon it and the dimensions that would confine it. These moments, rather then being divisive, are both explosive and consuming they implode sensible arrangements but expunge meaning that may be pleasurable.
Referring here to a meaning beyond the frag reward signification the meanings produced are the chaotic formations contrary to body logic. The kill that produces gibs or that breaks the body apart revealing ham bones works to disturb the body’s structure and to take it beyond conceivable limits. McCrea notes an appropriate correlation between physical violence and its effects claiming that violence is ‘semiophagous’ that ‘it devours and disrupts signs’. The excess of its force as exhibited in some games, or additioned with mods, produces the awesome effects of deviant signage or what Philip Brophy calls ‘possessed signifiers’ in which meaning is submissive to effect.
Like the exploding body for Brophy, the gib is an arbitrary configuration, ‘in that they are not manifestations of psychological impulses which await our individual identification through their implicity, but rather fictitious possibilities of an unqualified textuality awaiting our individual consumption of their absurdity’ (Brophy). While the immediacy of the absurd impact might twinge the ‘cosmological uncanny’ or creep with abject dissidence at the core the process and effects of explosion or eruption is all together more basic, more base and simply visceral. The effects of splatter physics, as effect and affect, are cathartic.
Explosion is the directing of concerns, fears, frustrations at the image of the body, causing it to splatter under force, impact, intensity and pressure. More so, it is the point of eruption, the instant of dematerialization, that serves as the dead-end-centre for the painful yet pleasurable build-up of everything being directed at the body – both material and symbolic. In bluntest terms, the photographic effect of the exploding body-part is not unlike a cum shot. (Brophy)
The exploding body is a release, a release from the forces of the engine, a release from the pressures of the sign and a release from the anxieties of the enemy presence. It is essentially the compounded pleasures of relief and in its excess awe.
Conclusions
Despite the multifarious modes of their manifestation the violence of the physical renditions of awesome physics remain alike, all in their unlikeness; in their spectacular rendering of physicality that registers in exceptionality. The reproducibility of fantastic actions in games and a players complicity in the performance of awesome physics alludes to a pleasure in chaos that is akin to the delights that the cinephile finds in paracinema. It is a joy found in the bad over the good, in the ridiculous over the sensible.
To briefly conclude I return to the contrary nature of the awesome incident facilitated by a technology formed of virtuous physical relation. Converse is it that the ragdoll and collision physics that imbibed the game body with forceful sense of realism should be the very things that break that relation apart, an opposition that Barbara Wegenstein eloquently observes with respect to mediated butchery, she states:
It is almost as if the medium could hold together the body, so that it can fall to pieces and be dispersed into the environment. (Wegenstein, 2006: 39)
ZOMBIES IN THE ZONE: an unedited paper delivered at SAS
Zombies in the Zone: splatter physics and physical bits in Horrific Play
The fragmented body is notionally at odds with phenomenology, as it is the intention of the physical separation to segregate and deprive the senses but there is residue, the fragment actively seeks to disrupt or disable the body through protest or excavation. The fragmented physical form is what Elaine Scarry deems an unmaking that shatters any verbal communication, this body and its comprehension must therefore exist is some visceral place as the pre communicative phenomena that Merleau-Ponty discusses. This paper will explore how the fragmented body may be unified with the sensation it defers…
For some contextual history, in art criticism the fragmented body has two major affiliations, the first arising from Modernity. Here the Fragment, as representation, is both literal and metaphoric in manifestation. Figuring the broken, disordered body that testifies to a time of civil unrest, its art often manipulating bodies of authority whilst other forms epitomize the Cartesian dualism and fragmented themes of identity that plagued the modern subject. Linda Nichlin’s Marxist analysis of the ‘body-in-pieces’ tracks the cultural correlation of this movement with its fragmented themes running through the social, psychological and metaphysics of the Modern experience.
The fragment also refers to the objectification of the body through diagramming discussed in Barbara Stafford’s ‘Body Criticism’, much owed to the express of medicine in the enlightenment period, and also appearing as a motif of Baroque and Renaissance art. This fascination stems from the morbidity of anatomical inquiry and the unprecedented capacity to reveal what lies within. This movements creating, for the first time, access to the unknowable interior but simultaneously resolutely mapping it and resigning it to objectification.
Both forms drive away sensation; they are melancholic, the first in its determined remembrance of a depression and the second as a limiting and detached process of definition. There is no sensation to the charts of the body these merely produce disembodied words and metaphors for it. Yet by looking specifically at the splattering physical effects against the reciprocity of play sensation may be applied to the fragments and redeem the fragmented form from its melancholic state.
Ones situation as player is only contextualized by their subsequent position as viewer. In this respect it is a ‘cause and effect’ logic that determines the sensation. The combination keys that determine play are often arbitrarily attributed, in Zombie Zone for instance, the x is equivalent to ‘stab’ and the square equal to ‘kick’. There is nothing intuitive in this control mechanism, it must be learnt and equally ‘felt’. Laura Marks speaking on cinema suggests that experience is embedded in the skin. That touch, as the sense close to the body is the repository of sensual memory, a tactile remembrance awaiting provocation that may be targeted by other sensory experience, like the visual. The play situation is exemplary of this sensory oscillation as roles shift between tactile agency of the player and viewership with each position reinforcing and informing the other.
The average game of Donkey Kong lasts 30 seconds, and its difficultly is routed in dynamics, specifically the rhythmic negotiation between object trajectories. Thus, the motoring of the sprite has more to do with memory than anticipation. To know not only every nook, but strategically how to get there, to understand the rules that govern the opponent and capitalize on their weakness with direct relation to your own programmed capacity. The knowing of these strategies and abilities are fixed within a tutoring system of ‘haptic cues’ that firstly indicate and then imbed strategy.
In the confrontational instance that hails a violent reaction a propreoceptive action occurs, with an inability to equally distribute ones gaze and concentration between locations (screen and remote), one evokes a body memory that feels for the remote pad reactively from prior played experience in order to null the situation. The operational modes for survival in play are not intuitive, they must be acquired and in this practice of acquaintance the ‘gib’ is signifier of distinction. This is the pixel junk that erupts from the slain, its quantities and patterns marking ones precision. The resulting image acts as haptic cue, symbolizing either success or failure and the ability to repeat or amend it. This productive moment of command is also the causal moment. A doing that becomes irrevocably joined to the subsequent action or effect.
The zombie genre physical to its core, the lore of the zombie is embedded in the flesh, from its eating habits to its reproduction and giblets are thusly inherent to its form. The undead infection is not only rooted in the body and its sensuous touch to another but a violent and overt penetration of that skin, while it is an act of equally penetrative violence that serves as the only mode of nullifying the infected. Both bloody instances are the cutaneous signification that determines playability and steers progression.
Looking at the moment of infection as haptic example, Zombie Zone features an affective and infective play mechanic that highlights the kinesthetic cause and effect of play and presents with 2 simultaneous sensations. In play the imperative is, as the survival horror genre would suggest – survival. The bikini babe avatars hack and slash their way through the zombie masses turning the landscape into a vista of bodily waste, and at this stage it invokes undead mythology. Though it be the operational impetus to progress through slaughter, the absurdity of the giblets hold their own narrative drive and danger. Should the avatar become drenched in the infectious matter she begins to turn, and is penalized for poor tactics with a rapidly depleting lifeline. This is the embodied instance of fearful touch, a fleshy ‘vehicle for articulating how tactility itself can become monstrous’ and how this may be both repugnant and pleasurable. To arrive at this state as a play against the grain of the game is to indulge in the ‘erotics’ of such touching, to have reveled in the carnage pleasures of chaotic slaughter in a subversive desire to see the bodies splatter again and again. Inversely there is a repellence in the mechanic, as the players sword becomes soaked in blood it suffers possession. This moment is intimate; the screen begins to pulsate, obscuring and overwhelming the vision with blood. This is an affective infection that impedes playability through loss of control. This is the moment of repulsion as the player is forced to recon with the body, indeed our body, in that infected repulsive state.
This engagement is meaningful firstly because the frag instills the moment within memory and secondly because it has the ability to affect the player externally, making it aware by interruption of its tactile memory motoring the action. This constructs not only ones ability in the game but ones ability to relate through the pain image to the fragmented pieces. A relationship of consequence that Eddo Stern’s game modification ‘Tekken torture Tournament’ makes beautifully material. In this the players of beat ‘m up game Tekken are subject to electrical shock when their player character is wounded or fragged. This is the kinesthetic process through which balances of positive and negative reinforcement embed the learning, all based on that haptic cue that is physical detriment be it in the game or out.
However embedded the fragmented body be in the kinesthetic motors of play this is a specific sensual memory and does not address the ability to relate and sense body to body across mediation and diegesis. Beyond the reciprocity of active play there is the algorithms of the game body that have no material prospect for relation. These forms are but a series of surfaces rendered into representation and the gore of their fracturing presenting only a representational relationship to the internal matter that it denotes. In the most basic terms of reception the viability and extensionally the acceptability of the game body exists on its own terms, as occupant of an independent plane. The correspondence that occurs is contingent on continuities and what Stephen Prince terms ‘perceptual cues’ that indicate elements of the real and construct a viable fictional space that need not aspire to ‘hyperrealism’ but sensibly justify its own diegesis. Prince discusses the perceptual regimes of cinema in a post-photographic climate in his Screen published essay True Lies and Perceptual Realism, positing that within a medium that increasingly utilizes the illusions of Computer Generated Imagery it is the textures and physics of the image that determine its realism. And further, that this perception as reliant on indicators facilitates the production of plausible fictions objects and beings without real referent. He states:
“Spectatorship builds correspondences between selected features of the cinematic display and viewers real world visual and social experience. These include iconic and noniconic visual and social cues which are structured into cinematic images in ways that facilitate comprehension and invite interpretation and evaluation by the viewers based on the salience of represented cues or patterned deviation from them”. (Prince:32)
It is in this same way that sensational reception may occur in the violent fragments of the gibs. The medical practices of mapping the body segregated it from its materiality and deprived it of its flesh, yet familiarize us, through the visual, with an objective knowing of our own inaccessible interior. This disembodied acquaintance fragments the subject of its inquiry but supplies resonant palpability to the intangibility of the interior. These medical proofs then serve as the pro-textual referent for the sensational experience that the broken body yields.
As indicative this modus be of an ability to connote material resonance to unknown there are more basic physics at work in play that assert this perceptual mode in a phantom of lived experience.
Historically the animation of death has been determined by economics and technologies. Sprites falling prey to their technologies with sequences of 4 frames to obliteration or simply blinking out of existence. While later generations that incorporate such fangled technologies as ragdoll physics are resigned to their engines economies, bestowed with a few if not one death animation that offers nothing but a parallaxical perspective of alteration.
The procedural animation software ‘Euphoria’ utilized in up-and-coming zombie game Possession purports an animated strategy that offers nuance at every angle, and a precision of physics that ensure an individual response to impact with regard to location, acceleration and trajectory. Thusly rendering a scenario specific animation to every strike imbuing the body with physics and physical splatter that responds and adheres to that physics resulting in a closer body logic. This is Prince’s perceptual realism and in the newfound alterability of the ‘Euphoric’ body the sensations provoked by worldy correspondences may flourish in their exactitudes. Returning again to causality with specifics to violence, pain and its produce, there is a highly visceral process underpinning the experience and sensation at play. Here the relationship between the ability to act on other bodies in play and the result of that action are refined through variables. For instance the varying effects produced in Possessions pummeling scenario performs that worldly expectation of effect carried from common experience of falling, and its potential for variation in execution deploys a sensible sense of physics in line with not only real physics but is constructive of a viable fictional space situated in trauma. For the first time in gameplay the causal moment connects to the violent one with an assertive shared world logic that the particulars of initiation will determine the conclusion. This evolved alignment with body logic creates a representationally real physics and physical sensation, grounded in the memories of the body, sitimulating those tactile repositories evoking a felt sense of both effect, and as player, affect.
In closer relation to the sensual relation to the distressed body, Aaron Smut discusses the visceral techniques of horror employed by Dario Argento to encourage assimilation in physical devastation. Claiming that depictions of bodily violence adhere to a translatable sensibility appealing to common sensual denominators that will require limited imaginative interpretation. That is to say that when the sword attack is executed in Zombie Zone and the body falls apart or bursts into giblets the experiential sensation of the moment is anchored in a memory, however exaggerated, of laceration. Pondering this pain relation he posits:
‘if we think of a wound, we can scarcely forbear reflecting on the pain which follows it… most people have at one point or another cut themselves on a small piece of glass, perhaps stepping on a shard from a broken bottle. Argento asks us to imagine how much more we could get hurt by one of the giant pieces of glass that line our homes and offices, especially if out tender throats (and not our tough feet) were the sliced flesh.’ (Smuts)
The assimilation of the body is in this respect indicative of a dialogue in which the body may respond physically to the imagined flesh of an image through both taughtological experience of the frag and more primitive visceral impulse. So the fragmented body and its bits are intelligible as effect through cause and a felt form of association. The perceptual schema of play relies on sensory and body memory, a phenomenal history that as Vivian Sobchack reminds us accompanies us to the screen experience making it meaningful directly because of the body. Sobchack’s ‘Carnal Thoughts’ delve into ‘cinesthesia’, and it is her analysis of The Piano in terms of sensory exchange focused on sensory disability that is the foundations for the incorporation of the fragmented body into sensation. Discussing the suturing processes that enables the visual to assume the position of touch she purports a portrayal of blindness that need not deprive with sensory incapacity but motivate that visual in another direction playing on sensory interconnection. Such fracturing of the phenomenological paves the way for a sensual comprehension of a fragmented body that lay in bits. In terms of play it is the sensual casality that firstly lays claim to the sense of affect on a fragged and fragmented body then the compounded sensually informed memory of the observational body that assimilates and even sympathize its form through collective sensory trauma and the more abject ponderings of the impossible interior displayed. Thusly the process of sensually experiencing the fragmented body is not Gestalted, it is not filling in the gaps, it is feeling them.
Like the phantom limb that is felt long after its detachment, the broken physical image resonates with the flesh and imagined relations to its possibilities resulting in an experience of ‘phantom tactility’. In the moment of the frag the game body performs a spectral performance of arbitrary, yet concrete relation to the remote command of the playing body. The violent result of which lies in the hand of the player body irrespective of diegesis – This is what my fingers did! This umbilical to effect that is the player agency conduces the fragmented body not just as consequence but a tangible entity waiting to be acted upon. This is how one is able to attach material qualities in reminiscent terms to the game bodies that are essentially nothing more than husk, data made fleshy. For Philip Brophy phenomenology extends beyond the fleshy material. His discourse motions to a body that can respond to ‘non-physical’ experiences. Conceiving of “how we might use our bodies to understand, how we might identify body shapes, surfaces, forms presences as indicators of physicality’… and this in terms of mediation is our ‘‘phantom-tactile’ relation to the world” (Brophy). And it is in cooperative oscillation between bodily memory of world and play agency that the phantom fragmented bodies of game are able to provoke such tactility, elevating them from haptic cue to palpable image.
xoxo Final Girl