June 9, 2021

How to Kill Monsters with a Plasma Cutter

Initially, when I started writing about monstrosity mechanics in computer games, I expected the idea of “reverse horror” to become my guiding notion. The recent release of reverse horror game Carrion plus older games like Plague Inc or Prototype offer a unique opportunity to take a closer look at the phenomenon of inhabiting a monstrous body or non-body. However, I quickly came upon an unexpected and curious contradiction. The contradiction resides in the ways monster studies and video game monster studies view monsters. In brief, monster studies have for a long time been informed and relied heavily upon Kant’s “sublime thesis” (Asma 2012). For Kant, an object that evokes the sublime does so because it appears “to be ill-adapted to our faculty of presentation, and to do violence, as it were, to the imagination” (Kant 2007). Therefore, monsters invoke feelings that are brought about by radical otherness. Another important aspect is called “radical vulnerability.” For Asma, it refers to the danger of being crushed by a monster whose power is beyond ours and is difficult to understand (Asma 2012). The sublime thesis and its implications have been fundamental notions for monstrosity research. However, the definitions that stemmed from this vary due to a great deal of interdisciplinarity in the field.

In particular, Richard Kearny described monsters as the ultimate other whose otherness occupies the frontier zone where “reason falters and fantasies flourish” (Kearny 2002). In his description, monsters are closely tied to humans in that they are “tokens of fracture within the human psyche” (Keany 2002). What Keany attempts to capture in his definition of monsters as the “tokens of fracture” is that they are transgressive, contradictory, mad, obscene. Timothy Beal identifies the main quality property of a monster to be its ability to disrupt one’s sense of at-homeness. By disturbing the at-homeness, he means that monsters threaten “one’s of security, stability, integrity, well-being, meaning” (Beal 2002). They make one feel not at home, meaning monsters bring about “chaos and disorientation within order and orientation” (Beal 2002). Monsters, in essence, reveal insecurities about one’s world, one’s society, one’s faith. On the same note, Asma and Mittman claim that the unsettlement is at the core of monstrosity. Unsettlement is brought about by the otherness so radical that is hard to describe and categorize. With a lack of categories and descriptions, monsters bring the radical blend; they immerse one into the state of cognitive vertigo (Mittman 2013 & Asma 2012). Noël Carroll, in his definition, also brings up the issue of vertigo in connection to the category jamming (Carroll 1990). Monsters translate familiar categories into the unfamiliar through category jamming like werewolf or Frankenstein. Shildrick thinks of the ability of monsters to disrupt, jam, and transgress in relation to the very thing which is to be disrupted, namely normality. For her, monsters can threaten and undermine normality (Shildrick 2002). Above are the most notable definitions of monstrosity encountered in research literature except Kristeva’s “abject.” I will come back to the notion of abject later in my paper. Otherwise, all of the definitions describe monsters as figures of radical vertigo, unsettlement, transgression. Something that does not respect borders, rules, something that can not be classified. Monsters always escape categorization through being contradictory, obscene, mad.

The most exciting thing happens when we change the medium of interacting with monsters. What happens if we immerse monsters in the training grounds for our control societies – videogames? The power of computer games is not to be underestimated here. It is crucial to understand that the control videogames establish over monsters is beyond mere panopticon. It is true that in “video games, like in surveillance systems, the hidden is to be revealed and the dangerous is to be eliminated” (Švelch 2013). But video games go beyond that. First of all, monsters in games are basically a set of data. They have particular abilities and limitations that overdetermine them on an algorithmic level. Algorithms contain exhaustive information about them like the number of health points, mana points, armour, attack volume, move speed, attack speed, agility, strength, intellect, behaviour in fights, and reaction delay, everything. Video games monsters are a priori determined, classified, systematized. Algorithms have complete control over beasts that inhabit them.

Algorithms present us with the possibility of obtaining a totalizing vision over gaming monsters because they are reducible to discrete information units. It appears to be a perfect realization of the cybernetic drive described by Crogan, where we have “total control over a world reduced to calculable, mechanical operations” (Crogan 2011). Here is where the conflict happens because while the sublime thesis emphasizes the impossibility of the monster to become an object, this is what video game algorithms do. Monsters “are driven by algorithms and statistics,” which “conform to the rules of the game” (Švelch 2018). Video games, however, make the player face the monsters. They become objects of the player’s actions; their rules are clearly defined and ready to be scrutinized (Švelch 2018). What we are witnessing is a major shift in our conceptualization of monstrosity. The logic of informatic control has now colonized even the things we fear: our monsters, previously deemed to be inscrutable and abject” (Švelch 2018). What Švelch says is basically that monsters are getting presented in fully observable embodied form. In games, we can interact, kill, eliminate, and destroy them. Indexicalization of video game monsters objectifies what previously has been slippery, transgressive, abject.

At the beginning of this paper, I claimed that “monsters invoke feelings that are brought about by the radical otherness.” Now, as we know that the radical otherness of gaming monsters is objectified, classified, contained and overdetermined by algorithms, what is left is the referred “feeling.” This feeling is abjection, and it is always embodied. Kristeva offers a different angle to monsters with the help of the notion of abjection. In her Power of Horrors, monsters are defined as something that disturbs identity, system, order. What does not respect borders, positions, rules. The in-between, the ambiguous, the composite (Kristeva 1982). Kristeva describes the “abject” as anything that disturbs conventional identity and the border between subject and object. For her, the monster is the radical unsettlement that involves the collapse of the other and the self. In this scenario, the monstrous other becomes a part of the self. On the same note, Švelch argued that the process of abjection is “vital to constructing the monster as undefinable – or resisting ontological delineation – through Kristeva’s “distinguish[ing] the abject from an object—the former is not ‘definable,’ it is not ‘an ob-ject facing me, which I name or imagine’” (in Švelch 2013). However, again, computer games possess precisely the power to objectify, define, and systematize monsters. The question, then, is there a space for abjection in this scenario? Or are video game monsters stripped of their fundamental characteristics?

To answer this question, I would like to re-introduce the idea of “reverse horror.” It will help me demonstrate the dynamics at play in relation to abjection and algorithmic containment of monsters. First of all, let me shed light on this concept and explain how “reverse horror” works with algorithms. A reverse horror is an approach to diversifying processes of character embodiment. This approach allows players to walk into the shoes of monstrous foes. Rather than being prompted to annihilate, a player is offered a chance to reverse the fundamental antagonism of monsters. Reverse horror in the games like Carrion, Prototype, and Plague Inc represents axiological alignment with otherness (Barbosa 2020). What is most interesting about this approach is what Švelch noticed in his exploration of the Dead Space 2 marketing campaign. It featured middle-aged women who represented gamer’s “mothers.” In this campaign, they were shown the most disturbing and violent moments of the Dead Space 2 game. As Švelch explained, they “hated it” and wondered “why anybody would make something like this” (Švelch 2013). However, such an impression is only possible if one has no actual gameplay experience. The disgust and lack of understanding among “moms” are indeed pronounced, but it is explained by the fact that they meet monsters in a way different from their supposed children. Their supposed children meet these monsters with a plasma cutter in their hands which makes the experience different (Švelch 2013).

I would go as far as to claim that the same applies to the “reverse horror” scenarios. When playing as a monster, a player would usually engage in rampaging human enemies. However, one has no feeling of horror when killing humans, nor reflection, nor emotional involvement, nor after-reflection. On the contrary, these games are described to be fun and enjoyable. Dimorphism appears to be prosthetic, allowing for new ways of moving and killing that players take advantage of. What it signals is that the absence of abjection characterizes the gameplay experience. It happens because algorithms make a player face or inhabit a monstrous body or non-body. When becoming objectified, embodied, scrutinized, defined and acted upon, the new indexicalized monsters are longer inscrutable and abject enough to subvert the logic of informatic control that permeates them through algorithms.

So are these new knowable, unambiguous, non-abject monsters that we encounter in computer games actually monsters even though they no longer possess the characteristics formerly regarded as essential? The answer is yes. The new medium, however, offers a major conceptual shift. Unlike those previously encountered, the new defeatable and targetable monsters are just rule-based. Their mystery is misspelt. The new medium that upholds video games based on logical operations and numerical representation no longer allows monsters to be contradictory or blurred enough to evoke abjection. Monsters can be disgusting and horrific, but their behaviour is still dictated and overdetermined by analyzable and describable algorithms. Nevertheless, algorithms do not make them stop being monsters.

The dynamics at play in the monstrosity identified above are far from unique. We should not be too quick in attempting to come up with an exhaustive interpretation. So, before jumping to a conclusion, I want to make a brief historical overview of the attempts to explain monstrosity to put my argument in perspective. Over the centuries, there were numerous attempts to understand monstrosity or “normalize the marvelous.” In the eighteenth-nineteenth centuries, monsters were brought to laboratories and ended up under the scientist’s scalpel, in a scientist’s jar. Driven by modern scientific thought, researchers believed they could expose the source of monstrosity if they study and analyze physical deformities closely. Teratology was deployed for the studies of monstrosity; thus, special attention was directed to particular organs, the development of which, as said by Etienne Geoffroy Saint-Hilaire, halted at a stage passed by the other organs (in Canguilhem 1962). As a result, the embodied or visual monstrosity was framed as an aberration in organ development. “Let us believe that the most bizarre forms… serve as a passage to neighbouring forms; that they prepare and lead into the combinations that follow them, as they are led into by those which precede them; that, far from disturbing the order of things, they contribute to it” (qtd in Canguilhem 1962). The exceptional nature of monsters and their transgressive potential were cast doubt upon because of revealing their fundamental naturalness. As Geoffroy Saint-Hilaire argues, “there are no exceptions to the laws of nature; there are only exceptions to the laws of naturalists” (qtd in Canguilhem 1962). The monstrosities of form became just surface variations, redefined as simple variants in the interplay of familiar norms.

At the end of the nineteenth century, it became clear that variation of human morphology is relatively limited. Many cases of embodied monstrosity were rendered explainable, understandable, normal. Monstrosities of form were no longer carrying neither threat nor monstrousness. Visual monstrosity and the embodied monstrosity lost their centrality in framing and signifying the monstrous. Facing the increased transparency of the embodied monstrosity, the theory of monsters moved into the behavioural domain. In the mid 20th century, the works of Michel Foucault have had a considerable influence on the studies of monstrosity. Foucault, in his works, does not insist on the necessary correlation between physical aberration and monstrousness. Instead, in his view, the modern monstrosity was a monstrosity of behaviour (Wright 2013). What is important to notice here is when a feature formerly regarded as the primary signal of monstrosity has been gradually substituted with a different one. The behavioural monstrosity came to the forefront.

This historical example demonstrates that when something about monsters gets exposed or rendered transparent, it leads to the assumption that monstrosity vanishes. However, it does not mean that if gaming monsters are fully contained within algorithms, they are devoid of their monstrosity. The loss of such abilities as disorientation, vertigo, transgression, abjection, disruption do not mean that monsters are no longer monstrous. Neither does it mean that gaming monsters are not fully monsters. Not only gaming monsters continue to be monstrous, but the same characteristics that we named as no longer partaking in the formation of gaming monsters are also still capable of returning in the future through a different medium. It has happened to the visual monstrosity that vanished for a few decades but came back again later.

To conclude, we should be careful to celebrate the new definition of monstrosity because by their nature, “monsters are slippery enough to make the Encyclopaedists nervous” (qtd. in Thorsen & Skadegård 2019). What is crucial to understand here is that the critical element of monstrosity being its ability to “keep emerging on the discursive scene” and to haunt “not only our imagination but also our scientific knowledge-claims” stay intact (qtd. in Thorsen & Skadegård 2019). Previously deemed inscrutable and abject, the new monsters have been subjected to the logic of informatic control. The fact that the algorithms have colonized monsters confirms their ability to haunt our scientific knowledge claims.

_____

Bibliography:

Asma, S. T. (2012). On monsters: an unnatural history of our worst fears. Oxford: Oxford University Press.
Barbosa, A, (2020). ‘Gory Reverse-Horror Game Carrion Is Coming To Nintendo Switch’, GameSpot, June 17 (latest access: 12/05/2021).
Beal, T. K. (2002). Religion and its monsters. New York: Routledge.
Braidotti, Rosi. (2017). Signs of Wonder and Traces of Doubt: On Teratology and Embodied Differences: A Reader. 10.4324/9781315094106-34.
Canguilhem, G. (1962). Monstrosity and the Monstrous. Diogenes.
Carrion [digital game] [Nintendo Switch] (2020). des. S. Kro?kiewicz, K. Chomicki; dev. Phobia Game Studio, distr. Devolver Digital; Warsaw, Poland and Austin, Texas USA.
Carroll, N. (1990). The Philosophy of Horror, or, Paradoxes of the Heart. New York: Routledge.
Crogan, P. (2011). Gameplay mode: war, simulation, and technoculture. Electronic mediations 36. Minneapolis, Minn.: Univ. of Minnesota Press.
Hellstrand, I. (2017). From Metaphor to Metamorph? On Science Fiction and the Ethics of Transformative Encounters. NORA – Nordic Journal of Feminist and Gender Research, vol. 25, no 1. 19–31.
Kant, I. (2007). Critique of judgement. Oxford world’s classics. Walker, N. (ed.). Oxford ; New York: Oxford University Press.
Kearney, R. (2002). Strangers, Gods, and Monsters: Interpreting Otherness. London; New York: Routledge.
Koistinen, A. (2016). The (Care) Robot in Science Fiction – Monster or a Tool for the Future?. Confero, vol. 4, no 2. 97–109.
Kristeva, J. (1982). Powers of Horror: An Essay On Abjection. New York: Columbia University Press.
Mittman, A. S. (2013). Introduction: The Impact of Monsters and Monster Studies. In: Mittman, A. S. & P. Dendle (eds.). The Ashgate research companion to monsters and the monstrous. Ashgate research companions. Farnham, Surrey: Ashgate, 1–14.
Shildrick, M. (2002). Embodying the Monster: Encounters With the Vulnerable Self.
Švelch, J. (2013). Monsters by the numbers: Controlling monstrosity in video games (pre-press).
Thorsen, T., & Skadegård, M. (2019). Monstrous (M)others: From Paranoid to Reparative Readings of Othering Through Ascriptions of Monstrosity. Nordlit, 42: 207-230.
Wright, Alexa. (2013). The Human Monster in Visual Culture. London: I.B.Tauris.

More Articles from &&&

The Stirner Affair

Against Normative Morality  If amoralists are gathered in the history of philosophy, the initial catalog features two figures: Stirner and Nietzsche. The former appeared first, which has led to speculative claims of plagiarism by the latter. However, it is more appropriate to place Stirner among the individualists and hedonists, both before and during his time,… Read More »

The Problem of the Nature of Thought

Paulin Hountondji, the Beninese author who died in February and taught philosophy at the National University of Benin, was clearly aware of the magnitude and impact of politician Kwame Nkrumah, since, as he recalls in his autobiography The Struggle for Meaning, his presentation in Paris on the Ghanaian leader’s 1964 book Consciencism caused headlines for… Read More »

I Am A Philosopher

Last year—two years ago?—Cássia Siqueira tweeted: “Better Call Saul S06E07.” I was mystified, but didn’t ask her what it was about. I’d never watched the TV show. But anything Cássia wrote, wherever she wrote it, however cryptic, deserved investigation. So I watched the whole show, knowing I was looking for the meaning of her tweet.… Read More »

Good Times

This piece, initiated and commissioned by Marten Spangberg, is part of a larger project called “When The Museum is Closed” at the Musée d’Art et d’Histoire in Geneva.   All ideas are bad ideas. They are bad not insofar as they are impractical, useless, or lacking in any such respect. They are bad in that… Read More »

The Human Centipede: A View From the Art World*

In time for the opening of Art Basel on June 13 and the release of Eduarda Neves’s Minor Bestiary next month as a more recent critique of contemporary art, we are publishing Reza Negarestani’s “The Human Centipede: A View From The Artworld.” Only delivered once in lecture format at e-flux, New York, in November 2013,… Read More »

Other Endings

Found in the Hyperstition archives, “Other Endings” is the never-published preface to Reza Negarestani’s Cyclonopedia by Nick land, the controversial former Instructor of philosophy at The New Centre which in light of the author’s recent public declaration of his faith in Allah and Islam becomes more than just a premonition but an essential part of… Read More »

Also Reality and the Weight of Conjunctions

Determinant meaning within the English language exists by virtue of the glue that is conjunctions. Sticky little words like “but” and “also” join together, compartmentalize, and disjoint our speech, thoughts, social structure, and reality, in the mathematics of meaning. Even the American legal system depends upon conjunctions like “either/or” and the contrasts they create. Both… Read More »

Letter to the Washed Away

Dear Lee, I texted you earlier today about how Ava went missing during the fires. I’m going up the coast to look for her in a yacht I’ve stolen that belongs to friends of my parents who are away in the Austrian Alps until Christmas. Did you know that the term “yacht” comes from the… Read More »

Interpretation Contra Structural Reading

This article is an extension of “The Narcissist-Image,” departing from Fares Chalabi’s presentation in “Deleuzian Aesthetics.”  Much of Chalabi’s Deleuzian Aesthetics is based on a critique of interpretation, which for Chalabi, is a procedure for reading art where “this means that, and that means this,” that something like the color black points to a feeling… Read More »

Kunstwollen* Minus the Human (Painting in the Age of Machinic Will to Art)

1 Imagine describing the series of Jeff Perrott’s paintings New Construction (Pharmakon, Subject, Natural, Denatural, Door, Sublime, Red Interior, and Cosmic) to an AI or a blind person. How would you start? By listing which elements come first, and how the layers of lines in each painting are ordered? Describing an artwork is deconstructing or… Read More »

Ruangrupa: Contemporary Art or Friendship Industry?*

In the past two decades, more than in the past hundred years, authoritarian regimes have risen to power globally. Today, fascist parties are occupying seats in many countries’ governments, such as in the Israeli Knesset, the Dutch Tweede Kamer, the American Congress, and the German Bundestag. Meanwhile, the collective memory of European fascism and its… Read More »

Call the Bronze Age… they forgot their pictograms!

“In the preceding chapter we discussed the development of technoeconomic organization and the establishment of social machinery closely connected with the evolution of techniques. Here I propose to consider the evolution of a fact that emerged together with Homo sapiens in the development of anthropoids: the capacity to express thought in material symbols. (…) As… Read More »

Interferential Axiology: Excess & Disruption

What is tragic about choice is no longer fundamental if choice is no longer what establishes communication between an independent city and an independent individual as substances. —Gilbert Simondon1   Excess and disruption are different modes of systemic interferences, providing differing sets of axiological implications. This essay seeks to explore their tragic interface in the… Read More »

Here & Elsewhere, at War, & Into the Future

The Middle East continues to painfully be a primary site for the blood-drenched transformations of our planetary geopolitical system. However, about ten years ago and during another Israeli operation in Gaza, an uncanny timeliness opened an unexpected connection between global contemporary art and geopolitics in August 2014 when, following the escalation of Israel’s Gaza operations,… Read More »

Zionism Reconsidered

The seminal essay below by Hannah Arendt, spanning 15,000 words was first published in the Menorah Journal in October 1944. This work was inspired by the meeting of the World Zionist Organization’s American section in Atlantic City. This congress was notable for its assertive call for a Jewish state covering the entire territory of Palestine,… Read More »

Modern Art: A True Conspiracy

*Originally delivered as a response to Gertrude Stein’s “The Making of Americans” on Day 27 of Superconversations, a collaboration between e-flux and The New Centre for Research & Practice in 2015. The most recent wartime Christmas in New York was as cold and bright as any other holiday season had ever been in the city. As usual, a… Read More »

The Dead God, A short story in two parts

Things had been getting strange at the firm, since the boss had come back from holidays. The black cape and the pile of Crowley books strewn about the office were the first clue. What was Hardeep, the Singaporean tech bro CEO, doing with all this, mused Pierre, a level 7 sales executive, en route to… Read More »

The Purist

Filipe Felizardo is a philosophy student, artist and musician from Lisbon, with an informal education in film, comics, and musical pedagogy. Currently a Researcher on Critical Philosophy at the New Centre for Research & Practice, Felizardo focuses on systematic reconceptions of learning and alienation, as understood from the workspaces of inferentialism, Marxist activity-approach, and anti-vitalism.

Retinol: A Mode of Action

“Condensed in a formula, the Technological Civilization can be characterized as the transition from ratio to generativity, from matter to process, from nature to the hybrid.” –Davor Löffler If we follow the self-avowed German Accelerationism and deep futurology of Davor Löffler (Löffler 2021), we can posit that everything is co-evolutionary and that there are no… Read More »

The Narcissist Image

In his course Deleuzian Aesthetics Fares Chalabi presents an extended typology of mutually exclusive, rigorously defined image-types, or what I like to call aesthetic structures or aesthetic logics. An image-type or aesthetic logic is a form that structures the entirety of a work of art – take, for example, the ‘series’. The logic of series,… Read More »

Sorry You Can’t Pass a Turing Test But I’m Different 

Five hundred million individuals tried to monetize their social media last year, according to a recent Linktree survey. As a lucky member of this esteemed group, I recently found myself surfing through the entrepreneurial side of TikTok, captivated by a video titled “How to make money with Chat GPT”. The clip tells you to go… Read More »

Unthought Apparitions

In this video essay, Brent Cox works through the poetry of Barbadian poet Kamau Brathwaite and his Sycorax Video Style, which he developed in the early 1980s using a Mac SE/30 and which offers myriad compelling extra-linguistic or extra-conceptual ideas in relation to citationality, literary convention, the constative/performative distinction, the temporality of neologisms, and the… Read More »

The Work of Art in the Age of Cybernetic Criticism

Walter Benjamin’s seminal 1935 essay “The Work of Art in the Age of Mechanical Reproduction” wrestled with the effects of powerful technologies upon culture, and presaged much subsequent writing, e.g. Martin Heidegger and Italo Calvino. Here I want to consider not the artwork-qua-object as in Benjamin, but rather the work of art as an active force, in… Read More »

Cosmotechnics & the Multicultural Trap

1. Although still a young writer and researcher, it is probably not an exaggeration to say that Yuk Hui is already one of the most influential contemporary thinkers of technology working today. This position is certainly warranted by the strength and scope of his work, the expansive drive and breadth of which is inspiring, especially… Read More »

Pandemic, Time for a Transversal Political Imagination*

I: Symptoms With the omnipresence of the term “symptom” these days, it seems that a plausible escape from the deep horror of this pandemic would be to conduct a symptomatic reading of it. Attributed to Louis Althusser, this method of reading literary and historical texts focuses not on what a text evidently expresses, but on… Read More »