{"id":183404,"date":"2017-03-17T07:04:43","date_gmt":"2017-03-17T11:04:43","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/doomguy-knows-how-you-feel-lareviewofbooks\/"},"modified":"2017-03-17T07:04:43","modified_gmt":"2017-03-17T11:04:43","slug":"doomguy-knows-how-you-feel-lareviewofbooks","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/modern-satanism\/doomguy-knows-how-you-feel-lareviewofbooks\/","title":{"rendered":"DOOMguy Knows How You Feel &#8211; lareviewofbooks"},"content":{"rendered":"<p><p>    MARCH 16, 2017  <\/p>\n<p>    THEY ARE RAGE: brutal, without mercy. But you. You will be    worse. Rip and tear, until it is done.  <\/p>\n<p>     Doom (2016)  <\/p>\n<\/p>\n<p>    The original Doom (1993) was a first-person shooter    noted, even notorious, for its comically intense graphic    violence and early, immersive pseudo-three-dimensional world.    What it lacked for in plot (and it lacked intensely in plot),    it made up for by bringing the speed and fluidity of arcade    style gameplay to the nascent FPS genre at home. This past    year, while much of the world was transfixed by the    increasingly bizarre American presidential election, a niche    but still mass market of gamers saw id Software release the    long-delayed DOOM (2016), a reboot of the 1990s game.    What in May looked like a bizarre retread, an uninvited blast    from the past, looks considerably different in cold winter    light. Everything old is new again, and DOOM knows how    you feel.  <\/p>\n<p>    It is often assumed that a fundamental question in games is one    of agency  particularly the players ability to make    meaningful choices within a game world. However,    DOOM is built with a different, and, I would hazard,    more accurate assumption in mind: games work primarily on an    affective plane. The question they ask is not what will you    do? but rather how do you feel? And DOOM doesnt    think youre feeling particularly good at the moment.  <\/p>\n<p>    At first glance, DOOM is unremarkable. The mining of    recent cultural memory and nostalgia for cheap commercial    cash-ins has reached near parodic proportions, with no    intellectual property deemed too insignificant to be    recreated ad nauseum. But one does not need to spend long with    DOOM to know that the game is in on the scam. In    DOOM, you play as a nameless, faceless space marine    so bereft of characterization or quality that across the many    iterations of Doom, internet commentators have come to    call the protagonist, simply, doomguy. Doomguy was a useful    skeleton to hang the 1993 game on  a game far more focused on    introducing then-new game mechanics and game coding practices.    Now DOOM plays doomguys emptiness back at the    game-playing public.  <\/p>\n<p>    Doomguy sells. DOOM (2016) sold approximately one    million copies by the end of summer 2016, and likely many more    since then. This is probably around $50$60 million in sales at    least (not counting fall of 2016). For a game with its unusual    design  and one that isnotpart of a    dominant franchise (Call of Duty, Pokmon,    FIFA, et cetera)  it did quite well. The global market for    video games is estimated at somewhere between $91 billion and    an optimistic $99.6 billion mark. Some projections put a 2017    market peg at approximately $106 billion. In just the first    three days after its debut in 2015, Call of Duty: Black Ops    III was responsible for 550 million of those dollars, with    Call of Duty being probably the largest first-person    shooter franchise, and also the most generic. So DOOM    is neither a tiny, independent game nor a powerhouse    juggernaut. Its a revival of a dormant one, which came on    strong to mostly positive critical    reception.DOOM sits in an interesting    interstitial space economically and culturally: mass market but    niche, known but not ubiquitous.  <\/p>\n<p>    Doomguy begins the game strapped to a table in a room covered    with a confusing mish-mash of sci-fi-looking gadgetry and    dime-store Satanism. DOOMs art direction is the    Slayer catalog spliced into an Apple Store. In other words, it    is brilliant, horrifying, and silly. A quick action sequence    later, and the player is taken out of this strange assortment    of signs and symbols and treated to a hologram of several    white-collar corporate employees literally worshipping a    sarcophagus, which previously held doomguy. Other games invest    hours  sometimes entire games or other media  into molding    their doomguy knock-off empty suit space marines into    believable characters. DOOM embraces a much more    straightforward commodity logic: doomguy is worshipped not for    any diegetic reason but rather because of the existence of    Doom itself as a two-decade old gaming franchise; the    ever-increasing absurdity of the reverence toward its    protagonist mirrors only the relevance of Doom as a    product.  <\/p>\n<p>    Following these opening moments, we quickly learn the setting    of DOOM through a series of voice-over conversations,    holographic corporate PR messages, and, for the truly curious,    endless reams of hilarious flavor text exposition. The Union    Aerospace Corporation [UAC] appeared as a futuristic defense    contractor in the original game. In some not-too-distant,    post-apocalyptic future, it has decided that the only path to a    sustainable future for humanity is to literally mine energy    from Hell. Shockingly, this path to prosperity goes horribly    awry. It is up to the newest incarnation of doomguy to sort it    out, mostly through destroying key objects, ignoring proffered    advice, and murdering a dizzying assortment first of zombified    ex- (post-?) UAC employees and then, well, the demonic legions    of Hell itself.  <\/p>\n<p>    The UAC is played as one long, ghoulish gag reel of    neoliberalisms greatest hits. The entire game  with a nudge    and a wink  reminds you that the contemporary ruling class    would rather tap a rich vein in Hell than release the reins one    inch to non-doomguys and gals everywhere. It also presents the    player with constant reminders of the self-help-inflected,    corporate newspeak of our era. Action set pieces are cued by an    even-toned HR voice announcing over the intercom that demonic    presence has reached unsafe levels. This is so spot on, you    can picture the Vox card that should accompany it:    While you might think that the demonic is unsafe at    any level, recent studies show that a 75\/25    balance of demonic and non-demonic elements helps businesses    and government alike take advantage of innovative multi-realm    hybrids, underlining flexible workplaces and employee    initiative! Another HR hologram reminds you that the UACs    is [w]eaponizing demons for a brighter tomorrow. In case of a    level 3 demon contamination event one should, simply kneel    down, close your eyes, and wait. Remember: You can be as useful    in death as you are in life. This is not an empty corporate    promise, considering the frequency with which one encounters    (and kills) post-employed, post-mortal UAC technicians in the    game. Every (hyper)employed member of the new economy playing    this game can recognize herself trapped between the UACs    proposition that unlike everything else in your life, the work    you do here matters, and their goal of instituting a seven-day    work week to outdo God. Its hard not to see some aspects of    DOOMs world as a commentary on 21st-century work in    general and the do what you love industries in particular     like, say, making computer games.  <\/p>\n<p>    In fact, it would be tempting to leave it at that,    DOOM as the ultimate product of a late,    late-capitalist (its never late enough) culture industry,    regulating our leisure time through that most mindless and most    regimented entertainment of them all: the videogame. You can    really get your Adorno into high-gear thinking about games as    the apotheosis of the studio-system Hollywood of his day. This    is only amplified by the Jane McGonigal cottage industry of    gamification proposing augmented, 21st-century Taylorist    nightmares of enforced fun at work and enforced work in fun.    And, in aggregate, this is almost certainly true.  <\/p>\n<p>    But games are confusing commodities and confusing art in just    this context: in a society demanding ever more time    from the underemployed and the hyperemployed alike, games    stubbornly insist on, if nothing else, a schedule out-of-whack    with those priorities. This can be maddening for the games    industry and the cultural critic alike. Yet a purely cynical    culture industry, or more Bourdieuan cultural capital    argument, misses the most interesting aspects of what is    happening in a game like DOOM. Games are so often    touted as a marvel of agency that even many critics miss that    the joy in games  they are, after all, play  is    found in the visceral pleasures of feeling and sensation.  <\/p>\n<p>    In this way, to begin with, DOOM doesnt feel much    like a first-person shooter at all. It has all the visual    trappings of one, although the implausibly large arsenal the    player carries feels like an enormous fuck you to the gritty    realist modern-day shooter. But mostly it feels  in    its tactile qualities, the way you grip the controller, the    sway of the player with the diegetic universe, the closed    circuit of single-player feedback  much closer to    character-action games like Bayonetta or Devil    May Cry. It plays far more like an ultraviolent ballet or    circus than a shooting gallery with check points. Instead of    the constant waves of enemies or twitch action of    contemporary shooters, DOOM presents elaborate,    kinetic puzzle set pieces that ebb and flow    three-dimensionally. The player must combine the absurd    arsenal, current demonic challengers, and strategic decision    making. The quickest route from point A to point B might    involve expedient demon killing, self-preservation through    hiding and high-caliber offense, or  in one of DOOMs    most brilliant innovations  pausing and slowing down the    entire scenario for an extra boost of health and supplies by    tearing weakened demons limb-from-limb. This rev up to the    combo-driven chaos and the rubato marked by the moments of    weapon switching and demon glory kills transform what    otherwise would be an endless grind into a palpably pleasurable    punctuated expression of free-flowing rage.  <\/p>\n<p>    Games are machines for producing affect, and the affect the    public most fears in games is rage. The moral panic that    surrounds games always turns on the fear that games  steeped    in an aesthetic and a comportment of aggression  will somehow    seep into the real world. Although research into this    question has proved consistently inconclusive (and replete with    serious methodological issues) the fear is understandable in a    year in which it seemed that the most ridiculous controversy of    2014 (the bizarre, nearly impenetrably hateful, stupid, and    labyrinthine Gamergate) might become part of the body politic    itself. But that idea  as slippery as the new obsession with    fake news  generated through a thousand tweets but less    convincing numbers on the ground, also misses what a game like    DOOM can do. Unlike in, for example, Valves    Counter-Strike (almost the Platonic ideal of a    contemporary first-person shooter), the thickness and absurdity    of the world  complete with its resonances with our own  is    intimately interwoven with the gameplay itself. The demons and    the UAC are driven with pitch-perfect intensity by Michael    Gordons beyond-on-the-nose Nine Inch Nails for the    21st-century soundtrack. Instead of the world receding into    abstractions of geometry and hit-boxes, as is often the case in    especially competitive multiplayer shooters, DOOMs    rhythmic dynamic range keeps the plodding idiocy of a world    working to build a brighter tomorrow through the endless    squeezing of a (literally) hellish today in sharp focus.  <\/p>\n<p>    DOOMs rage is telegraphed from the very first moment    of the game, but it is only when you are somewhere in the    middle of one of its fully fleshed out scenarios, dancing from    one platform to another, whirling through your array of    weapons, prying the jaws of some Hell beast apart while cursing    the utter inane idiocy of DOOMs world  which is to    say our world  that DOOM begins its rage    education in earnest. Games are machines for producing affect,    but they are also pedagogical ones: DOOM is    instructing us. Pankaj Mishra recently argued that ours is an    age of anger. Doomguy occupies the subject position of the    21st-century rage agent par excellence: put-upon, yet powerful;    crumpling like a fragile heap from just a few demonic    projectiles but with a rage potential unmatched;    disenfranchised but with so many tools of power at hand. Mishra    wisely encourages his readers to turn to the social theorists    of the 19th century who took irrationality seriously; to the    Darwins, the Freuds, the Webers, and Nietzsches who saw in    modern humanity sexual impulses, old Gods, churning natures,    and ressentiment instead of simple, orderly,    maximizing rationality. But DOOM already knows that.    DOOM takes us as we are.  <\/p>\n<p>    DOOM knows that anger is too amorphous; rage has a    vector. DOOM wants you to remember rage or learn it    for the first time. The truly frightening thing is that    DOOM is, in fact, playing a dangerous game: it wants    you to learn rage and to reconnect that rage to the    joy of its expression. Some of the new prophets of affect argue    that its pure, unmitigated expression is liberation    beyond or above reason. Not even as a prime    mover of action or rationality as Freud or even Hume would have    it, but as an anarchic springboard to freedom. This can cause    an intense recursion. Brian Massumi: A concept is a brick. It    can be used to build the courthouse of reason. Or it can be    thrown through the window. But these descriptive claims which    become proscriptive claims (states, no; smash, yes) eschew    politics (or for that matter morality) as rage adrift in a sea    of nothing. #AllCourthouses? Is the window shattered in a    revolution or a pogrom? Is DOOM playing this    game too?  <\/p>\n<p>    One of the few political theorists to really get the    Trump phenomenon when it was still a popular summertime joke    for Slate columnists and Washington Post    hacks was Lauren Berlant. People would like to feel free []    Donald Trump foments hope in the exercise of his emotional    freedom. But while the Trump Emotion Machine takes in some    valid inputs (inequality, inequity, deterioration), it spits    out both nonsense and obscene outputs. It is not wrong because    it is rageful; it is rageful at the wrong things. The    DOOM Emotion Machine pushes you to move beyond mere    expression of rage, not just inchoate, unfathomable rage, not    just rage at any old thing or the nearest narratively    acceptable target, but to feel free to rage at the    people who brought you here, rage at their apologists, rage at    the idiocy of HR, rage at the plodding stupidity of looking for    one more source of dead labor  human, demon, or other    carbon-based lifeforms  that, vampire-like, only lives by    sucking living labor, and lives the more, the more labor it    sucks. Rage at Hell but rage at who brought you to Hell and    why any of this is necessary at all.  <\/p>\n<p>    [Doomguy] sees nothing permanent. But for this very reason he    sees ways everywhere. Where others encounter walls or    mountains, there, too, he sees a way. But because he sees a way    everywhere, he has to clear things from it everywhere. Not    always by brute force; sometimes by the most refined. Because    he sees ways everywhere, he always positions himself at    crossroads. No moment can know what the next will bring. What    exists he reduces to rubble, not for the sake of the rubble,    but for that of the way leading through it.  <\/p>\n<p>    Irving Wohlfarth once noted that Benjamins destructive    character is the faceless model of a positively conceived    characterlessness. You can be doomguy, you can be the    destructive character. DOOM trusts you. And perhaps    more than it should; the cocktail of violence, sadism, and a    near unfathomable pit of anger that it wants you to experience    as life-affirming joy has a bad track record as art, let alone    as politics.  <\/p>\n<p>    And yet DOOM wants to roll the dice on you.    DOOM thinks you will learn to love rage again, to    experience its visceral pleasure. DOOM wants you to    unlearn all those lessons in civility, in comportment, in tone,    in the benefit of the doubt. DOOM wants you to    consider that when they go low, you will scrape the pits of    Inferno to go ever lower. DOOM wants you to    feel more. But  and perhaps this is sheer,    irrational hope on my part, a shard of redemption in a game of    bleak glee  DOOM wants you to remember that it is all    so stupid. That all of this is instrumental, that the    only way out is through, but that this is brutalizing to the    world and to yourself. In my most hopeful moment, I think    DOOM has old Spinoza on the mind: learn to feel joy in    the world again and yes, learn to feel joy in the pain of    enemies but remember that it is just  in a measure of mere    magnitude  a lesser joy than in the flourishing of friends.  <\/p>\n<p>    DOOM ends with the last remaining representative of    the UAC, taking some kind of poorly explained key to Hell    away from you, to preserve the positive aspects of the energy    project while doomguy is relegated back to storied legend. You    are inert in this; there is no gameplay. Fifteen hours of the    carefully conducted and orchestrated flow of rage is suddenly    bottled up as you realize what every human being on Earth    should have realized when Bush pushed through the first    bailout, when Obama appointed Geithner, when Schuble wouldnt    give one inch to Greece, with the half-baked Paris accords,    with Nigel Farage and his stupid grin, with the orchestrated    failure of the Arab Spring, with the rapid acceleration of    climate change, with the gig economy, with unfettered policing,    with prisons and migrant camps, and with Donald Trump perched    in his gold-plated playroom atop his cold black tower: they are    just going to keep doing this, come Hell or high water.    DOOM is going to teach you to love rage. This machine    kills demons.  <\/p>\n<\/p>\n<p>    Ajay Singh    Chaudhary is the executive director of the Brooklyn Institute    for Social Research.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the rest here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/lareviewofbooks.org\/article\/doomguy-knows-how-you-feel\/\" title=\"DOOMguy Knows How You Feel - lareviewofbooks\">DOOMguy Knows How You Feel - lareviewofbooks<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> MARCH 16, 2017 THEY ARE RAGE: brutal, without mercy. But you. You will be worse <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/modern-satanism\/doomguy-knows-how-you-feel-lareviewofbooks\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":9,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187717],"tags":[],"class_list":["post-183404","post","type-post","status-publish","format-standard","hentry","category-modern-satanism"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/183404"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/9"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=183404"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/183404\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=183404"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=183404"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=183404"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}