Catalogue:
Re*Action Hero
Catalogue Text: Re*Action
Hero by DX Raiden
Catalogue:
Re*Action Hero
Published by Galerie Séquence,
Chicoutimi, Canada, 1997
Re*Action Hero
by DX Raiden
From Re*Action Hero catalogue
Published by Galerie Séquence, Chicoutimi, Canada,
1997
ROUND 1
The punch bag references and explicates two
bodies,- the body it is replacing and the body which is interacting
with it. The bag therefore speaks of a multiple somatic presence
yet hangs without having committed itself to either. Residing
within the punchbag scenario lies the preparation for the
'real thing'. This is the time when bodies attempt to out
maneouvre each other. The technicalities involved in this
process shadow a number of tenets often attributed to the
championing of progress - that is speed, durability and performance.
The passage to realizing the dream of becoming champion and
thus at the height of technology's pinnacle requires a perverse
temporal obseletion; a cyclical motion which theoretically
locates and prepares a challenger before the champion/product
has had time to belt up. Thus the function of the challenger
comes to represent transience, a velocity which usurps the
limelight from the static position of champion. This discourse
effectively displaces the dominant role of champion/ product
as it situates the critical axis of the dialogue within the
role of becoming. Cultural euphoria inhales the smelling salts
of what could be ( the possibility of being even greater than
before) and relieves itself with endless comparisons of previous
statistics.
ROUND 2
It is at this same juncture, although along
an alternative trajectory that we can locate the 'promise'
which was never realized. A promise that opens a space to
interject alternative histories , comparisons or outcomes
and begins the encounter with ' I could have been a contender'.
After the bell, when ' if only things had been different'
highlights the championing of narratives constructed around
events of becoming. Hence the temporal and spatial dimensions
of this mythical movement can be extended limitlessly by the
massaging of fictive trainers (the audience). It is because
these spaces to interject personal commentary's are opened
up by becoming that the position of champion is rendered inactive
(obsolete?) as it unifies all stories and trajectories to
a singular position, a title/point which resolves its inherent
contradictions within the locus of perspective which is number
one. This closure of possibilities is precisely why the axiom
of ' build them up to knock them down' rings clearly when
the rounds of storytelling are exhausted, and the desire for
a new product is manufactured by the relevant media. But in
the world of Re*Action Hero there are no hopeful’s or
would be's and what defines the body's presence here is its
non presence and thus its ability to escape definition. Thus
the body of information, the vital statistics which allow
us to measure and hang narratives upon its frame are formatted
by objectifying the unidentified. This body exists as a cultural
phenomenon through its fictive creation, hence we fabricate
the history, characteristics and future of it. With the storytelling
mechanisms of reality becoming ever more abstract and the
socialization of them ever more cabalistic, the fictive body
increasingly needs fictive landscapes to reside in. This symbiotic
fabrication provides some explanation as to why game playing
has become an increasingly dominant system of fictive manufacturing.
Not so much escapism ( as this honors a certain reality with
being natural) as intrusion into the construction site of
cultural storytelling.
ROUND 3
Within the territory of the video game exists
a 'non-place urban realm'. A location which is always ready
to mutate according to your presence within it. Accordingly
one can fall, jump etc through worlds/locations and it is
in fact a testament to your skill as to how fast you can navigate
through multiple spaces which echoes Virilio’s assertion
that " the strategic value of the non - place of speed
has supplanted that of place". In the players world the
velocity maintained through re-location is testament to their
reaction speed in the face of changing and unstable circumstances.
(Here becoming is progress and being between stages affords
the only time to reflect on your performance). In the supposed
neutral space non - place of the gallery, time of reflection
is given credence over time of reaction. A vision which underscores
an anachronistic structure which itself attempts to decontextualize
its existence from the specifics of locality. Thus traditionally
the gallery has placed audiences not in a reactive context
but in a context where they passively receive. Video game
vision echoes the position of neutrality but re - locates
it through a Cartesian dynamic of spatiality. That is outside,
looking into a space and moving forward whilst objectively
judging the ensuing landscape. As the landscapes on the punch
bags are cleared of any signifiers of game playing such as
players , scores, lives etc, they become markers of your position
in the room and suggest you are within a physical incarnation
of geographic game playing. Non place and non presence thus
come to suggest a space where literally anything could happen,
a space akin to Deleuze and Guattari's nomad "who's primary
determination is to occupy a smooth space". As stasis
equals death within the videogame scenario ( if you can't
move beyond level 1 then you're game is over ) so to does
it within the projection of the body to distant lands via
communication systems. Geographical referent points which
necessitate presence minus the chaos of the somatic.
ROUND 4
As these systems provide and insist upon
constant movement, the place which you exist in become analogous
to the punch bags emptied of their contents. Gutless, they
become hollow signifiers of space and place ; equivalent dynamics
to those exerted upon the body by communication systems when
demands are made of its signature but not its occupation,
within the spatial realm. This necessarily affords the body
a certain transience of identity or character anomalous to
the choosing of your character within video games. Within
the scenario of Re*Action Hero the audience physically become
the players as they are surrounded by worlds which suggest
physical interaction all be it a hollow interaction which
satirizes both the galleries and the arcades models of interactive
behavior.
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