16-bit dissensus: post-retro aesthetics, hauntology, and the emergency in video games

Authors

DOI:

https://doi.org/10.18778/2391-8551.08.01

Keywords:

Pixel graphics, post-retro, aesthetics, hauntology, dissensus, Dys4ia, Undertale

Abstract

Santiago Zabala reveals a crisis in modern society that perceives a world dominated by oppressive neoliberal ideology as acceptable and unproblematic. He claims that today’s greatest emergency is that we fail to notice other emergencies in society. To break out of this state, we need an aesthetic force to shock individuals into a new awareness. Unfortunately, while many social and global issues have recently come to widespread attention, the emergency still prevails in many forms of media. For example, the emergency in AAA video games appears in their continual push for higher resolution graphics, hyper-detail, verisimilitude, and intricate gameplay, perpetuating a hegemonic ideology. Exploitative labor practices, lack of representation beyond hetero-sexual, cis-gendered and neurotypical, and capitalist ideals are perpetuated in popular games in service of a hyper-real, high-fidelity aesthetic. One force that combats this emergency is pixel graphics and simplified gameplay, or post-retro aesthetics. While tied to the past, these aesthetics are not nostalgic but transgressively hauntological. To explore this claim, I discuss Dys4ia and Undertale as key post-retro games and reach beyond commercial indie gaming to point to hauntological work being done through DIY game making platformers such as Bitsy.

Author Biography

Patrick R. Dolan, York University

Patrick Dolan – is a Ph.D. candidate in Communications and Culture at York University. His current research interests include affect, aesthetics, critical industry studies, video games with pixel graphics and low-polygon counts, and the politics therein. His research background focused on the industry, economics, and collector communities of horror VHS and DVD. He is the Editor-in-Chief of First Person Scholar, a middle-state academic journal.

References

Anthropy, A. (2012). Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art.
Google Scholar

Barnewall, C. (December 1, 2021). Toby Fox Dominated Some Spotify Wrapped Lists Thanks To ‘Undertale’ And ‘Deltarune Chapter 2’. Uproxx. https://uproxx.com/edge/toby-fox-spotify-wrapped-undertale/ (accessed on April 16, 2022).
Google Scholar

Clarke, M.J., & Wang, C. (2020). Indie Games in the Digital Age [Kindle Edition]. Bloomsbury Publishing USA. https://doi.org/10.5040/9781501356421
Google Scholar DOI: https://doi.org/10.5040/9781501356421

Conditt, J. (August 5, 2021). Inside the sexual harassment lawsuit at Activision Bliz- zard. Endgadget. https://www.engadget.com/activision-blizzard-lawsuit-discri-mination-abuse-video-163056567.html (accessed on April 16, 2022).
Google Scholar

Consalvo, M. (2009). There is No Magic Circle. Games and Culture, 4(4), 408–417. https://doi.org/10.1177/1555412009343575
Google Scholar DOI: https://doi.org/10.1177/1555412009343575

D’Anastasio, C. (May 15, 2015). Why Video Games Can’t Teach You Empathy. VICE. https://www.vice.com/en/article/mgbwpv/empathy-games-dont-exist (accessed on April 16, 2022).
Google Scholar

Davis, C. (2005). Hauntology, spectres and phantoms. French Studies, 59(3), 373–379. https://doi.org/10.1093/fs/kni143
Google Scholar DOI: https://doi.org/10.1093/fs/kni143

Entertainment with ActionScript (1st Edition). APress. https://doi.org/10.1007/978-1-4302-2615-4
Google Scholar DOI: https://doi.org/10.1007/978-1-4302-2615-4

Fisher, M. (2009). Capitalist Realism: Is There No Alternative? Zero Books.
Google Scholar

Fisher, M. (2012). What Is Hauntology? Film Quarterly, 66(1), 16–24. https://doi.org/10.1525/fq.2012.66.1.16
Google Scholar DOI: https://doi.org/10.1525/fq.2012.66.1.16

Fisher, M. (2014). Ghosts of My Life: Writings on Depression, Hauntology and Lost Futures. John Hunt Publishing.
Google Scholar

Frank, A. (December 16, 2015). Undertale wins GameFAQs’ Best Game Ever contest. Retrieved December 10, 2018, from Polygon website: https://www.polygon.com/2015/12/16/10323192/undertale-gamefaqs-best-game-ever
Google Scholar

Fulton, J., & Fulton, S. (2010). The Essential Guide to Flash Games: Building Interactive.
Google Scholar DOI: https://doi.org/10.1007/978-1-4302-2615-4

Harvey, A., & Fisher, S. (2013). Making a Name in Games. Information, Communication & Society, 16(3), 362–380. https://doi.org/10.1080/1369118X.2012.756048
Google Scholar DOI: https://doi.org/10.1080/1369118X.2012.756048

Heidegger, M. (2002a). Origin of the Work of Art. In J. Young & K. Haynes (Trans.), Off the Beaten Track (1 edition, pp. 1–56). Cambridge, New York: Cambridge University Press.
Google Scholar

Heidegger, M. (2002b). The Age of the World Picture. In J. Young & K. Haynes (Trans.), Off the Beaten Track (1 edition, pp. 56–85). Cambridge, New York: Cambridge University Press.
Google Scholar

Jørgensen, K., & Karlsen, F. (2019). Introduction: Playful Transgressions. In K. Jørgensen & F. Karlsen (Eds.), Transgression in Games and Play. MIT Press. https://doi.org/10.7551/mitpress/11550.003.0002
Google Scholar DOI: https://doi.org/10.7551/mitpress/11550.001.0001

Juliano, L. (2012). Digital: A Love Story; Bully; Grand Theft Auto Iv; Portal; Dys4ia. Theatre Journal; Baltimore, 64(4), 595–598.
Google Scholar

Juul, J. (2019). Handmade Pixels: Independent Video Games and the Quest for Authenticity. Cambridge, MA: The MIT Press.
Google Scholar

Keogh, B. (2015). Between Triple-A, Indie, Casual, and DIY. In K. Oakley & J. O’Connor (Eds.), The Routledge Companion to the Cultural Industries (pp. 152–162). Routledge.
Google Scholar

Lipkin, N. (2012). Examining Indie’s Independence: The Meaning of “Indie” Games, the Politics of Production, and Mainstream Cooptation. Loading..., 7(11). http://journals.sfu.ca/loading/index.php/loading/article/view/122
Google Scholar

Liss-Marino, T. (2014). Sell (It) Yourself: Marketing Pleasure in Digital DIY. Publicly Accessible Penn Dissertations. https://repository.upenn.edu/edissertations/1347
Google Scholar

Lobato, R. (2012). Shadow economies of cinema: Mapping informal film distribution. Palgrave Macmillan on behalf of the British Film Institute.
Google Scholar

Martin, C.B., & Deuze, M. (2009). The Independent Production of Culture: A Digital Games Case Study. Games and Culture, 4(3), 276–295. https://doi.org/10.1177/1555412009339732
Google Scholar DOI: https://doi.org/10.1177/1555412009339732

Meunier, N. (April 5, 2009). Indie Queue: Meat Boy Gets Supersized. The Escapist. https://www.escapistmagazine.com/indie-queue-meat-boy-gets-supersized/
Google Scholar

Nicoll, B., & Keogh, B. (2019). The Unity Game Engine and the Circuits of Cultural Software (1st edition). Palgrave Pivot. https://doi.org/10.1007/978-3-030-25012-6_1
Google Scholar DOI: https://doi.org/10.1007/978-3-030-25012-6_1

Paul, C.A. (2018). The Toxic Meritocracy of Video Games (1st edition). Retrieved from https://www.upress.umn.edu/book-division/books/the-toxic-meritocracy-of--video-games; https://doi.org/10.5749/j.ctt2204rbz
Google Scholar DOI: https://doi.org/10.5749/j.ctt2204rbz

PC Game of the Year 2015. (January 6, 2016). Retrieved December 20, 2019, from IGN website: https://ca.ign.com/wikis/best-of-2015/PC_Game_of_the_Year
Google Scholar

Pötzsch, H. (2019). Forms and Practices of Transgressivity in Videogames: Aesthe- tics, Play, and Politics. In K. Jørgensen & F. Karlsen (Eds.), Transgression in Games and Play. MIT Press.
Google Scholar

Rancière, J. (2011). The Emancipated Spectator (Reprint edition). London: Verso. https://doi.org/10.5040/9781474249966
Google Scholar DOI: https://doi.org/10.5040/9781474249966

Rancière, J. (2015). Dissensus: On Politics and Aesthetics (1 edition; S. Corcoran, Trans.). Bloomsbury Academic.
Google Scholar DOI: https://doi.org/10.5040/9781474249966

Richter, J. (November 23, 2021). Undertale Set Creator Toby Fox Up for Success. Game Rant. https://gamerant.com/undertale-creator-toby-fox-success-deltarune-nintendo-pokemon-smash-bros/ (accessed on April 16, 2022).
Google Scholar

Rodriguez, B. (November 25, 2021). Undertale’s Most Interesting Fan-Made Characters. Screen Rant. https://screenrant.com/undertale-fan-art-characters-best-cute-monsters/ (accessed on April 16, 2022).
Google Scholar

Ruberg, B. (2018). Straightwashing Undertale: Video games and the limits of LGBTQ representation. Journal of Transformative Works and Cultures, 28. Retrieved from https://journal.transformativeworks.org/index.php/twc/article/view/1516/1866; https://doi.org/10.3983/twc.2018.1516
Google Scholar DOI: https://doi.org/10.3983/twc.2018.1516

Salter, A., & Murray, J. (2014). Flash: Building the interactive web. MIT Press. https://doi.org/10.7551/mitpress/9833.001.0001
Google Scholar DOI: https://doi.org/10.7551/mitpress/9833.001.0001

Seraphine, F. (2017). The Rhetoric of Undertale: Ludonarrative Dissonance and Symbolism. Proceedings of the Digital Game Research Association Japan Annual Conference. Presented at the 8th DiGRA conference, Japan. Retrieved from https://www.researchgate.net/profile/Frederic_Seraphine/publication/323545890_The_Rhetoric_of_Undertale-Ludonarrative_Dissonance_and_Symbolism/links/5a9bdb8545851586a2acea7d/The-Rhetoric-of-Undertale-Ludonarrative-Dissonance-and-Symbolism.pdf
Google Scholar

Souppouris, A. (May 6, 2012). Play this: ‘Dys4ia’. The Verge. https://www.theverge.com/2012/5/6/3003067/dys4ia (accessed on April 16, 2022).
Google Scholar

Süngü, E. (2020). Gender Representation and Diversity in Contemporary Video Games. In B. Bostan (Ed.), Game User Experience and Player-Centered Design (pp. 379–393). Springer International Publishing AG. https://doi.org/10.1007/978-3-030-37643-7_17
Google Scholar DOI: https://doi.org/10.1007/978-3-030-37643-7_17

Vanderhoef, J. (2016). An Industry of Indies: The New Cultural Economy of Digital Game Production [Dissertation, University of California]. https://www.alexandria.ucsb.edu/lib/ark:/48907/f3t43t7t
Google Scholar

Vattimo, G. (2010). Art’s Claim to Truth (S. Zabala, Ed.; L. D’Isanto, Trans.). New York: Columbia University Press.
Google Scholar

Young, C.J. (2018). Game Changers: Everyday Gamemakers and the Development of the Video Game Industry [Thesis]. https://tspace.library.utoronto.ca/handle/1807/89734
Google Scholar

Zabala, S. (2017). Why Only Art Can Save Us: Aesthetics and the Absence of Emergency. Columbia University Press. https://doi.org/10.7312/zaba18348
Google Scholar DOI: https://doi.org/10.7312/zaba18348

Anthropy, A. (2012). Dys4ia [Adobe Flash]. Newgrounds.
Google Scholar

AshG (2019). My Face [browser-based]. Itch.io.
Google Scholar

Askiisoft (2019). Katana Zero [multi-platform]. Devolver Digital.
Google Scholar

Atari, Inc. (1976). Breakout [multi-platform]. Atari, Inc.
Google Scholar

Atari, Inc. (1980). Adventure [Atari]. Atari, Inc.
Google Scholar

Bizarre Creations (2003). Geometry Wars [Xbox]. Microsoft Game Studios.
Google Scholar

Choice Provisions Inc., formerly Gaijin Games (2009). Bit.Trip Beat [multi-platform]. Various publishers.
Google Scholar

Chunsoft (1986). Dragon Quest [Nintendo Entertainment System]. Enix.
Google Scholar

Cwcdarling (2021). Starlight Motel [browser-based]. Itch.io.
Google Scholar

EA Tiburon (2020). Madden NFL 21 [multi-platform]. EA Sports.
Google Scholar

EXOK, formerly Maddy Makes Games (2018). Celeste [multi-platform]. EXOK.
Google Scholar

Fox, T. (2015). Undertale [Microsoft Windows, OS X]. Toby Fox.
Google Scholar

Happy Ray Games (2020). Ikenfell [multi-platform]. Humble Games.
Google Scholar

Infinity Ward (2019). Call of Duty: Modern Warfare [multi-platform]. Activision.
Google Scholar

Love Conquers All Games (2021). Get in the Car, Loser! [Microsoft Windows, macOS]. Love Conquers All Games.
Google Scholar

Nintendo EPD (2015). Animal Crossing: New Horizons [Nintendo Switch]. Nintendo.
Google Scholar

Nintendo, Intelligent Systems (2003–). Wario Ware series [multi-platform]. Nintendo.
Google Scholar

Number None (2009). Braid [multi-platform]. Number None, Microsoft Game Studios.
Google Scholar

Pajitnov, A. (1984). Tetris [Electronika 60].
Google Scholar

Polytron Corporation (2013). Fez [Xbox 360]. Trapdoor.
Google Scholar

Richard, C. (2020). Under a Star Called Sun [browser-based]. Itch.io.
Google Scholar

Skeleton Crew Studio (2021). Olija [multi-platform]. Devolver Digital.
Google Scholar

Square (1987). Final Fantasy [Nintendo Entertainment System]. Square.
Google Scholar

Studio Zevere (to be released). She Dreams Elsewhere [multi-platform]. Studio Zevere.
Google Scholar

Sundae Month (2016). Diaries of a Spaceport Janitor [Microsoft Windows]. Tiny-Build.
Google Scholar

Team Meat (2010). Super Meat Boy [Xbox 360]. Team Meat.
Google Scholar

Treyarch, Raven Software (2020). Call of Duty: Black Ops Cold War [multi-platform]. Activision.
Google Scholar

Ubisoft Montreal (2020). Assassin’s Creed: Valhalla [multi-platform]. Ubisoft.
Google Scholar

Downloads

Published

2022-07-12

How to Cite

Dolan, P. R. . (2022). 16-bit dissensus: post-retro aesthetics, hauntology, and the emergency in video games. Replay. The Polish Journal of Game Studies, 8(1), 17–36. https://doi.org/10.18778/2391-8551.08.01

Issue

Section

Articles