The Path capitalizes on the horror of imagined terrors in a no-win journey; contemporary art like Jeremy Blake’s Winchester Trilogy and Hein’s Invisible Labyrinth have similarly terrifying and labyrinthine aspects.
We have come to expect everything from gimmicky machinations to pure innovation in videogames. But are they part of a broader historical tradition? Diana Poulsen delves into the Baroque to shed light on gaming’s modern tricks.
Our art history columnist wonders if videogames will deliver on the promise of the socially-conscious Rosewood and the cyberpunk scenario of Total Recall—where the memories of others can be experienced vicariously, for the better. Her case? A lost boy in Heavy Rain.
How does FFIV, and all of its subsequent remakes, find their roots in 17th-century art? Diana Poulsen explains how FFIV (and other franchises) fit squarely into the context of Baroque seriality, how globalization and capitalism slowly brought about this repetitious trend—and how Poulsen herself cele