Review | By ATTN:Magazine
Philip Sulidae | Appropriated field recordings from temporary data sources
This one takes me back. I can remember my early experiences of navigating “open world” computer games back when they first started to emerge. I remember taking those nervous forays into vast, vibrant landscapes via Super Mario 64 and The Legend Of Zelda, unhooked from the rigid tracks of two-dimensional platform games, liberated from the ruthlessly imposed direction of travel and the requirement to roll monotonously from one objective to the next. Instead, I dithered and ambled. I stopped to examine the details and glitches of my digital scenery, or to analyse the repetitive back-and-forth movements of the game’s civilian furniture. Without the urgency of an objective to complete, open world gameplay offered the opportunity to break away and contemplate the meticulous artistry of computer game architecture. []

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