Get Lost

For the last two years, Print Screen Festival has been promoting videogames as a major digital art form. After the success 2013's "Right Arrow" exhibition, we are proud to present a brand new international exhibition. "Get Lost" explores the theme of disorientation - as in losing sense of space, of time, of self. The games on display present space and time laws that defy our usual notions play with our senses and our memory. The selection consists of many styles and genres, made by independent contemporary designers from around the world.

 

Curated by Shalev Moran.

 

A Cosmic Forest

Created by Titouan Millet

France 2014

Millet's game takes three-dimensional space as we know it - and then takes away from it some of the features that make it understandable to us as something that is indeed three-dimensional. There is a gap between the space mapped by the computer and the space as visually perceived by the player. That gap can be bridged, though, by interpreting our own movement.

Ego Monsters

Created by Spong Team

Israel 2014

Whether in games or in almost any other program, we usually have an on-screen avatar to represent us in virtual space. This avatar gives shape and proportion to our engagement with the system, be it a character, a car, or merely a cursor. This avatar is usually stable and known, serving as an anchor to explore the unknown around it - the game system. Ego Monsters flips that convention on it's head and offers a game where the only unknown & unstable is our avatar itself.

Headblaster

Created by Loud Noises

Brazil 2013

Disorientation can be easily associated with a slow attempt to find one's bearings, in a situation where we prefer hesitation over twitch reaction. But a tense situation can be a source of disorientation in itself, such as the one presented in Headblaster: when you have to move fast and move now, you may not have the time to catch your breath and develop orientation on even the simplest grid.

Lacci

Created by Tatiana Vilela

France 2013

Tatiana Villela takes a simple maze game and throws in -or rather throws out- a few interesting elements. Shapes appear out of thin air to create an effect of reverse-fog; Walls may not be walls; And goals may not be goals. Lacci is more about exploring it's inner logic than it is about exploring it's actual space, but one cannot happen without the other.

Project Lucid

Created by Shaul Hamawi, Masha Baitman and Alon Tzarafi

Israel 2011

The history of art is no stranger to the theme of disorientation - something that the surrealists excelled in, when exploring through art the realms of dreams and the subconcious. Project Lucid is an ambitious student graduation project from the Bezalel Academy of Arts and Design that builds upon a similar fascination with the unconscious, through a game that revolves around lucid dreaming. It has won the award for best students' game in GameIS 2011.

SoundSelf

Created by Robin Arnott

USA 2014

Arnott disorients his players in the most straightforward way possible: Soundself is essentially a device for reaching a deep meditative trance. It utilises hypnosis techniques and loopholes in the way the brain works to temporarily supress the player’s short-term memory and sense of self, leading to a pleasant break from our everyday literal state-of-mind.

And The Rhino Says

Created by One Life Remains

France 2011

In their tiny game, French collective One Life Remains created a tension between mechanical simplicity and visual complexity. On a static and fully exposed game-space, we must help a little fly catch its’ shadow. But the visual manifestation of this simple game keeps distorting, breaking up, shifting. Our time is not limited, but our moves are. This suggests that we should hesitate: stop, and try to make sense of the system; not the game system, but rather the visual system that represents it.

Niveus

Created by Otus Game Studio

Brazil 2013

While the rest of the games in “Get Lost” are disorienting in presentation and mechanics, Niveus does so in its’ narrative. In this short, lynchian adventure we are put in the shoes of a police officer investigating a missing person case in a snowy mountain. While our choices have no systemic effect, do they have a narrative one? multiple playthroughs may answer this question, but may also prove it absurd.

Moon Rabbit

Created by Mario von Rickenbach and Aaron Keeth

Switzerland/USA 2014

The moon rabbit and his infinite number of friends are very hungry. Almost an installation, the only thing that makes Moon Rabbit a game is it’s system and rules. As simple as they are, the game may still be infinitely explorable: for if one thing is true, it’s that the moon rabbit has an infinite number of friends.

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