The image above is a little bit of Deus Ex 3 concept art from Eidos Montreal, the crack design team who broadened our sexual horizons with Fear Effect and taught us that controlling sociopathic murders is boring as sin with Kane & Lynch. I can imagine the dialogue between the artists and producers when this image was submitted for approval:
"What do you got for us today, concept artists?"
"Check dis!"
"This isn't Deus Ex! This is just a screencap from Blade Runner with the guy from Deus Ex 1 smoking in front of it!"
"I'm fired aren't I?"
"No! It's perfect! That’s all these nerds want anyway."
I kid. There is no Deus Ex without Blade Runner, after all. While its influence isn’t quite on the level of Aliens, Blade Runner’s vision of a nightmare cityscape in the far-flung-but-familiar future is a close second. Its towering super-skyscrapers and dank alleyways are the aesthetic meat of beloved games like Shadowrun and Snatcher, but you can also see them in mid-period Contra, Flashback, Abe’s Odyssey/Exodus, and even recent blockbusters like Mass Effect. Then again, it’s not just games. Syd Mead’s Los Angeles has been the template for depicting the urban landscape of the future in all media for close to twenty-five years.
I’ve been curious for awhile now as to what the next popular conception of the cityscape is going to be. The Blade Runner type came on the heels of the ultra-slick Logan’s Run-style, cities of spires all white and sterile that typified science fiction from its 1950s heyday through the 1970s. This may not be the most academic logic in the world, but since sci-fi literature gave us our Future City model post-WWII, and sci-fi film bore its successor, I’m looking to videogames to create the next archetype.
If you’ve been reading 61FPS regularly, you probably won’t be surprised to hear me say that I think Mirror’s Edge features the most likely model for tomorrow’s City of Tomorrow. Edge’s nameless city has the same whitewashed sterility that was the hallmark of the 60s/70s future city but twists the model by coating it in streaks of primary color and keeping the architecture familiar. The buildings, subway stations, and shopping centers recall today’s Montreal but with a consistent modernist bent. Edge’s dystopia is also a recent institution. The story constantly reminds the player that the totalitarian government responsible for the city’s current shape hasn’t been in power long, and so the omnipresence of architecture-as-construction-site provides a fine narrative metaphor: you play behind the future city’s façade of perfection. Whether or not this model fully captures the zeitgeist of 2008 and beyond remains to be seen, but I certainly wouldn’t be surprised if we start seeing Edge’s city more often then Blade Runner’s, especially in games, going forward.
Note: Forgive my hate against Eidos Montreal. Yeah, Fear Effect and Kane & Lynch suck, but they made Soul Bubbles. They’re alright.
(Link: Gamereactor via Kotaku)
Related links:
The Three Stigmata of The Halcyon Company: Philip K. Dick Comes to Games
Mirror’s Edge: Everything You’ve Heard Is True
Trailer Review: Mirror’s Edge
The Eternal Question: Why Is Super Mario Bros. Fun?
Ceci N'Est Pas Une 1-Up: The Surrealist Future of Postpunk Gaming