Twist, 2009 (2010)

Twist furthers Pailthorpe’s interest in video games as a subject matter. The video work explores the aesthetic anomalies in ar-based First-Person Shooter games (FPS) that are activated through glitches and by using cheats. Resisting the narrative drive of these games (where the player is the protagonist) through inaction, Pailthorpe found that the game falls into a state of perpetual regeneration. The graphics engines endlessly repeat their cinematic loops. Through this political act of stasis, resisting the game’s violent narrative pull reveals the subtle beauty of the game’s virtual architecture. Perpetual action is activated by inaction. Whereas the insatiable desire to continue killing leaves a true gamer in a carrot and stick scenario of always wanting more, the true path to satisfaction perhaps lies in resistance. In stopping to smell the proverbial, virtual roses, the performative potential of these virtual spaces emerges.

Full Description

Twist furthers Pailthorpe’s interest in video games as a subject matter. The video work explores the aesthetic anomalies in ar-based First-Person Shooter games (FPS) that are activated through glitches and by using cheats. Resisting the narrative drive of these games (where the player is the protagonist) through inaction, Pailthorpe found that the game falls into a state of perpetual regeneration. The graphics engines endlessly repeat their cinematic loops. Through this political act of stasis, resisting the game’s violent narrative pull reveals the subtle beauty of the game’s virtual architecture. Perpetual action is activated by inaction. Whereas the insatiable desire to continue killing leaves a true gamer in a carrot and stick scenario of always wanting more, the true path to satisfaction perhaps lies in resistance. In stopping to smell the proverbial, virtual roses, the performative potential of these virtual spaces emerges.

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