Interior Spaces In Video Games As Settings And Myth Components

Monday, 22 April 2019

From the moment when the video game technology found the means to create three-dimensional settings for  its environments, the concept of space and its use in gaming moved to a wholly different level. Still, third-person shooters from the early '90ties, like Wolfenstein 3D or Blake Stone and even more evolved games like the very first Tomb Raider, took place almost exclusively in interior areas because back then creating an open-world exterior space was a very difficult and complicated task. Under that light, we could say that the setting played a major role in shaping the essence of the plot. When, in the first Tomb Raider, Lara Croft had to go to Peru, the game's action was limited to a series of caves. Exterior areas, whenever they were present in the game, were in fact interior spaces with a black ceiling indicating the sky. In the gameplay sequences of Gabriel Knight: The Beast Within, the most iconic point-and-click game from that time, we see real environments that were photographed and used as some sort of backdrop, in front of which the action could take place. The evolution of gaming technology however was so fast and so impressive that it soon was able to offer all the means for the creation of video games that were almost like movies. Now game developers can create a vast open world and expand it as much as they want as a huge, seemingly limitless exterior that covers several different areas.


A video game is, simply put, a moving picture that develops on a computer or TV screen. The whole surrounding, exterior environment of a game is built from scratch and, in its turn, happens to be a specified space made of pixels and defined by a programming language which gives it the attributes of a virtual exterior world. Within that virtual exterior world, individual interior spaces are formed, again from combinations of pixels, taking their own place and gaining their special major or minor importance in the world that includes them. As soon as the surrounding space becomes the exterior of an interior setting, the interior space gets a specific level of autonomy. This means that, on the technical level, it still depends on the programming of its exterior space but on the levels of fiction, story and plot, it has its own identity and role in the game. So in terms of programming, it is made of a set total of pixels and commands, but in terms of storyline and gameplay, it is what us, as players see: a mansion, a store, a hut, a museum, an asylum, a lighthouse, a castle - whatever the almost endless list of interior settings in video games can feature.

While there is a multitude of interior areas in games that exist in the environments simply for the sake of realism (houses in a village or a town, apartment buildings in a city, abandoned huts in a countryside) or for aesthetic purposes, or both, they often have a prominent role, being places that the lead characters have to explore so as to make important discoveries. Although now we see games that depend much of their action on the exploration of vast exterior environments, like Miasmata, Kholat or the recent zombie-themed Days Gone, interior spaces never ceased to play a major role in the development of the stories. Ramon Salazar's castle in Resident Evil 4 is a good example of how an interior setting shapes the core of the game's adventure. While outside in the Spanish countryside, Leon Kennedy has a moderate liberty considering which way to choose and what strategy to apply so as to escape from the enemies. Once inside the castle, things become tighter, as the place has traps everywhere and vicious monsters guarding its halls. Salazar didn't deliberately lure Leon in his castle, but the way the story unfolded, such a development was inevitable.


The castle is centuries old, but this is not limited to its architecture and history. Everything inside it seems to be lost in time. The owner himself is dressed like a baroque nobleman, the latter being a tragic irony completely, as he is neither a noble nor a man. What makes his castle even more chilling, is that there are whole rooms that are completely deserted, while there are still signs of life around. You go through a garden maze where zombie dogs roam, only to find yourself moments later in a beautifully decorated bedroom where there is only calm and silence. Next up you move to an empty dining room, and just after this, there is a small trap room where several enemies attack unexpectedly. This is a pattern that repeats itself throughout the whole sequence of the castle's exploration, although from a point and on, you rarely have the chance to enter a room that is safe and empty - with the exception of the safe rooms with the typewriter. Although a big part of the game takes place in exterior areas, the action that happens indoors is the most memorable. 

Having a story unfold in an interior space is many times a necessary option to create a haunting, immersive atmosphere. The Asylum in Outlast, the Brookhaven Hospital in the Silent Hill series, the Church in The Lost Crown, are examples of iconic environments that perfectly set up the mood for a chilling horror adventure. Claire Redfield in Resident Evil: Code Veronica finds herself in the creepy mansion of Alfred Ashford, an old-fashioned villa that is full of zombies, traps, hidden passages and secret rooms, after escaping from her prison cell following a zombie outbreak. While a house is normally a safe and protected zone, in survival horror games there is more danger creeping inside than outside. You can never know what lies behind a closed door or what will jump out of a dark corner. Claire is involuntarily an intruder, and as such is treated with extreme hostility, more so since the owner of the mansion is a deranged man who lives in his own little world. Alfred threatens to shoot her on sight whenever they cross paths, taking advantage of his knowledge of the grounds so as to outsmart her and subsequently defeat her.


Such interior settings rely a lot on the element of the unexpected; they are unknown grounds and the lead characters have to explore them in detail, most of the times coming across all kinds of nasty surprises. In the original Resident Evil, Chris Redfield, Jill Valentine and their teammates are trapped in the Spencer mansion, a rather unfriendly estate where the inhabitants are zombies and monsters. The biggest part of the game takes place inside the mansion and follows the heroes in their quest of keys and other important items with which they are able to open one by one all the doors of the vintage house. An impressive library, art gallery rooms, a tea room with a grand piano, could, in other conditions make any visitor feel at home. Not in this case, though. The interior space here offers a very brief and temporary relief from danger, but it's not long before we realize that there is much less safety inside that it was outside.


The Raccoon Police Department in Resident Evil 2 Remake acts in a similar way. The huge building offers a shelter to Leon Kennedy and Claire Redfield as soon as they get inside while the city is crawling with zombies, but soon they find out that the situation is pretty much the same, if not worse, in the station. Surrounded by an imposing aura, mostly due to the fact that it used to be a museum, with several vintage key items lying around and works of art decorating its halls, the RPD is an archetypical environment, given its importance in the progression of the plot. Once inside, Leon and Claire have to reveal a secret passage that leads to the basement and, subsequently, to an alternative setting. Said passage is just a few steps away from the entrance, hidden below a huge statue in the main hall. Opening it, however, is neither easy nor straightforward. There are certain items in specific rooms that need to be found before the secret door is revealed. But even when this is done, there is still work to do before the exit becomes available. In that sense, the story in the first half of the game is centered around the RPD; all the attention and the focus of the characters shifts to it, as their main task is to explore every nook and cranny in the building to find the items in question.


Ethan Winters in Resident Evil 7 finds himself in a similar situation when he gets trapped inside the Baker house, and his quest is the agonizing search for a series of key items that will allow him to leave. Unlike with the pathetic, brainless zombies, Ethan has to face a human enemy, a morbid and bloodthirsty stalker who is far more dangerous because he still retains a level of intelligence. Just like Alfred Ashford, Jack Baker, the patriarch of the house, knows the layout of his grounds, which gives him a great advantage over the unwilling intruder. Regardless the environment becomes an unexpected ally for Ethan, as he can use it to hide from Jack who is frantically turning the place over while looking for him. The Baker house is a fortress of lethal traps where everything that would have a normal, everyday use, has been turned into a weapon against anyone attempting to escape. Once you get inside, you cannot leave. Doors lock behind you and other doors lead to more dangers. You have to go through painful puzzles so as to find a way out. Maybe the most frightening aspect of Ethan's unexpected impisonment in the Baker home is the fact that the farm stands in the middle of a broad, swampy countryside with no other houses in any close distance while Ethan has no way to communicate with the outside world, and his only means of escaping, his car, lies in pieces in the garage.


The eery, dream-like depiction of Salem in Murdered: Soul Suspect offers the ideal exterior environment for its gloomy horror story. There are several interior settings in the game,  however the most memorable and crucial one is the Judgement House where lies the key to the final revelation of the mystery story. From the moment that the gameplay allows Ronan O' Connor to wander around Salem, he can see the exit to the region where the Judgement House is; however he cannot go there until certain things have been done first. This alone intensifies the significance of that house and creates a feeling of uneasiness concerning it. The Judgement House is an old, crumbling, mazey mansion haunted with ghosts of the past, with demons hiding in the walls, and a particularly chilling room that the antagonist of the story, a mysterious serial killer, has transformed into a lair. Ronan can get in the house freely and explore it, but once he discovers that room, the demons are unleashed and roam the corridors and halls and a shocking revelation becomes accessible in the basement.


Set in a vast exterior environment, Resident Evil: Revelations 2 is noted for its intense claustrophobic feel which is evident right from the start but becomes even stronger as soon as we find out, through Claire Redfield's eyes, that we are in fact on an isolated island in the middle of nowhere. Claire Redfield and Moira Burton explore several interior areas in their struggle to survive and eventually escape, but it is not until they reach the Monument Tower that they start to acknowledge the nature of the evil force that brought them there. The Monument Tower is a very tall, steep, intimidating construction that can be seen from a distance long before we are able to reach it. Essentially the lair of the game's arch-villain, Alex Wesker, who affectionately calls it "the scaffold of the Gods", it is a disturbing fusion of high-tech devices and flimsy architecture, and looks like a server lost in a spaceship. Just like in Resident Evil 4, here too the hostile countryside is nothing compared to the nightmarish interior that is the tower. Anxiety and fear build up progressively as Claire and Moira ascend the twisted construction up to the point when they meet with Alex who, not surprisingly, is hiding behind a wall of glass. Just then, Alex commits suicide after revealing her plans, albeit her words are full of riddles. As soon as this happens, a self-destruct sequence begins and the two girls have to run to the emergency exit, a narrow path over a chasm that leads back inside the tower where, in one version of the story, Moira is crushed to death.


Mark Jefferson's Dark Room in Life Is Strange is yet one more unforgettable interior environment which also happens to represent the root of the evil in the story. Located in a well-hidden underground area of an isolated barn, Mr Jefferson's private space is a seemingly clean and all-shiny place with top-notch technological equipment where the professor is supposed to take and work on his artistic and inspired photographs. In reality, it is the lair of a psychopath who is obsessed with capturing the loss of innocence with his camera. Max Caulfield finds herself trapped in Mr Jefferson's Dark Room, in a sequence where the whole essence of the game is being summarized. Max has the ability to rewind time, just like photographs take us back to the past. In her attempt to change the present, she has to use her own photographs, as well as the stuff and equipment in the room around her. Max being trapped in the Dark Room symbolizes the way she is actually trapped in time, in a doubtful reality of consecutive rewinds that fix one thing but mess with everything else.


In The Evil Within, the notion of interior space moves to a completely different level. As the whole adventure develops inside a madman's head, through his shattered memories, there is no actual exterior world anywhere to be found. In this specific universe, however, there are still countryside and city streets which eventually contrast with the most important interior setting, the Victoriano manor. Sebastian Castellanos is literally dragged inside the mansion in Ruben Victoriano's vicious attempt to force him into acknowledging how much he had suffered as a child and how unjust life had been to him. The manor here is a tangible element off Ruben's memories but is also a major symbol, tightly connected to him. When Sebastian gets inside the house, he essentially dives into Ruben's innermost thoughts. Ruben's house is not simply an interior space; it is the field of the story's most important revelation which had to occur in a protected place: it was a secret that had to be shared only with a specific someone. The dimly lit rooms of the manor are chilling; their air is filled with sins of the past and from time to time, Ruben himself appears in his ghoulish form, chasing Sebastian and threatening to kill him.


In the same atmosphere, the interior spaces of The Evil Within 2 are all part of a virtual world, where exterior areas only typically belong to the outside. Although technically houses are still houses, stores are still stores, gas stations are still gas stations, there are several interior environments that are directly connected to the protagonist, Sebastian Castellanos and the game's villains. Sebastian's Safe Room is a safe haven that is abruptly formed by his memories once he is sedated and enters the virtual world STEM, in a desperate search for his little daughter who had been abducted so as to participate in a nightmarish experiment. Sebastian's Room is a reminiscent of his office at the police station and it is the place where he can return through teleporting mirrors. There was a space with a similar role in The Evil Within, but that one was much less familiar and friendly to Sebastian. The Room of The Evil Within 2 is a place that no one can invade (except for one instance); in there, he has the chance to contemplate, remember and come to terms with his conscience by watching slides from his past.


Notably, there are certain interior settings that are particularly popular in video games and quite often are closely connected to their respective stories and their progression. Lighthouses (Alan Wake, Bioshock Infinite), churches (Resident Evil 4, Devil May Cry 4, The Evil Within, Resident Evil 6), laboratories (Gray Matter, Resident Evil 2, The Evil Within 2), asylums (Murdered: Soul Suspect, Thief 2014, Sanitarium, The Evil Within), museums (Tomb Raider: The Angel of Darkness, Gabriel Knight: The Beast Within, The Lost Crown, Murdered: Soul Suspect), universities (Life is Strange, Resident Evil 6) underground train stations (Resident Evil 6, Tomb Raider 3, The Evil Within), are environments that we get to see a lot more than others, not only because they are advantageous by default but also because usually they gain a high symbolic value in the stories where they are featured.


As video game characters become more and more realistic, it is not random that their surrounding world also resembles the real one. Heroes who have jobs, families, backgrounds, who have suffered losses or lived days of happiness, are expected to be active in a world where familiar things exist. Since they are not space soldiers fighting against aliens, but instead are writers, detectives, scientists, professors or artists, their world naturally consists of places where they can live like real people. Even in dream-like realities, like those of The Evil Within series, the virtual world of the stories is comprised of elements borrowed from the real world where the characters live. And this is something that practically has no limits. Since contemporary games are like interactive movies, with their metaphysical, supernatural or fantasy elements going hand-in-hand with their strong realistic aspect, they also place their lead characters in situations where they get to visit and explore real-life settings, the virtual depiction of which is impressive, to say the least.

Art in Video Games: Classic and Modern Art In The Evil Within

Monday, 25 March 2019

Among its many other qualities, The Evil Within has a very interesting aesthetic aspect, with a gloomy, nauseous atmosphere dominating in the exterior settings and old-fashioned decoration and design in most of the interior areas. Sebastian himself, the protagonist, seems to be coming from a different era, and what to say about Ruvik, his arch-enemy, who, in his human version, looks like a Victorian remnant.

The world is unsettled in The Evil Within; things are twisted, both metaphorically and literally. In the places that we go with Sebastian, everything is messed up; there is a mix of space and time that is quite creepy and ominous, maybe even creepier than the monsters that roam the countryside and the city. There is one particular dialogue between Sebastian and his partner Joseph in Chapter 6, which pretty much sums this up. As they arrive at what looks like an abandoned market place, Sebastian asks Joseph whether he has any idea about where they are, but Joseph wisely corrects him commenting "more like when!" adding that the architecture in the place looks like it comes straight out of the middle ages. Sebastian then replies that still there is electricity and elevators, and Joseph comments that it's like "jumbled up memories". Which is in fact exactly what the whole scenery is, as everything plays out inside Ruvik's mind.

The city itself does not look particularly friendly at the beginning of the story, but this is only a prelude. As soon as Sebastian steps into the nightmare, the space around him becomes a twisted reflection in a looking glass. But even such a space needs works of art, no matter if we have to do with humble village houses, imposing mansions or modern hotels.

The first painting that Sebastian encounters is in an isolated house, in the first part of the village in Chapter 2. The house is at the end of a path, it has several Haunted patrolling in and about it, and in a back room it also has a big painting depicting a group of people, possibly judges of the very old times, gathered together. It is hard to tell if this painting is a replica of or inspired by a real one, since it looks shabby and smudged.


In the main village location in Chapter 3, where there is also the Sadist's barn, there is a tall house near the exit gate, where Sebastian finds the Crossbow and the Shotgun. In a lower floor room, there is the painting of a woman, hanging above a bloodcurdling message written on the wall. It is the Portrait of Eva Geelvinck by Joachim von Sandrart (1639).


In the house where Dr Jimenez goes hiding, we can spot another portrait, which is that of Geertje Hagen by Adriaen de Lelie (1791).


There is also the painting of a lake with two people in a boat, which can actually be seen in several other places at the village.


In Chapter 4, Sebastian visits the clinic of Valerio Jimenez, where we can see again the portrait of Eva Geelvinck. Interestingly enough, it once more appears in a crooked position.


In the same building, there is also The Anatomy Lesson of Dr. Frederick Ruysch by Jan van Neck (1683). Very appropriate in this setting.


Below it, on the left, we can see the portrait of a woman who is playing the piano or a pipe organ. It could be a depiction of Saint Cecilia, seeing how she is very often portrayed carrying out a similar activity in a similar pose and outfit as the lady in the painting.

In Chapter 5, Sebastian is already back at the Beacon Mental Hospital - or, at least, a distorted version of it. At the end of a long corridor, there is a huge portrait of a man, standing against a wall. It is the Portrait of Carel Joseph Fodor by Jan Willem Pieneman (1848).


It could be random, but Sebastian comes across the portrait of this man who is called Joseph just a few rooms before finding his partner and friend, who happens to have the same name.

At the beginning of Chapter 9, Ruvik occupies Sebastian's safe room for a while, transforming it into his own private space. During that time, several paintings appear on the walls of the safe room, all of which belong to his family's collection and can be seen in his mansion.


We will examine these paintings shortly, as we take a tour in the spooky Victoriano mansion.

Sebastian attempts to leave through the mirror at the end of the corridor but instead is transferred to a black and white forest, walking down a path at the end of which stands an impressive sunflower. As Sebastian approaches, a figure appears behind the sunflower, then blends with it and seconds later it becomes clear that the figure is actually Ruvik, who leads Sebastian to a colored version of the same forest, and now the path leads to the Victoriano estate.

The big house is beautiful but extremely unnerving; the fading lights, creepy sounds and murderous residents not creating an exactly welcoming place. But it is impossible to not marvel at the several paintings that decorate its walls.

In the gallery room, we can see the portrait of Banker Adriaan van der Hoop by Jan Adam Kruseman (mid 19th century).


In the same room, there is the portrait of Mr. S.A. Vening Meinesz by Jan Veth (1902).


Next to it, we find the portrait of Hiob de Wildt by Dirck van Santvoort (1640).


Near that portrait, there is the one of Gretel Pietersdr Codde, Wife of Jacob Bass by Adriaen Thomasz Key (1586).


On another wall in the same room, we can see the portrait of Jan Corneliszoon Geelvinck by Cornelis Janssens van Ceulen (1646).


In the dining room, there is an ominous original painting depicting a skull and a sunflower, which seems to be inspired by paintings like Adriaen van Utrecht's Vanitas, Still Life with Bouquet and Skull (1642),only in this case the bouquet has been replaced with a sunflower to match Ruvik's symbol.


In the room just above the locked exit gate there is the huge painting of the Victoriano family.


The style in which they are all dressed illustrates perfectly the mix of eras that is a strong element of the story. Next to the family portrait, there is a painting with an urban theme. It is The Keizersgracht Between Molenpad and Runstraat With the House of Thomas Hope by Hendrik Keun (1765 - 1785).


On the other side of the family portrait, there is a painting with a rural theme, the Farmhouse by Johannes Warnardus Bilders (c. 1826).


On another wall of the same room, we can see The Haarlemmerdijk With a Pig on a Stepladder by Michiel van Musscher (1668) and An Ox Won by the Militia in Parrot Shooting, attributed to Jacob Cornelisz van Oostsanen (1564).


Next to them, there is another original painting, made in classic art style, that is connected to the story. It shows a vase of sunflowers and a pear standing near a safe with strands of barbed wire before them.


On the right side of this painting, there is The Courtyard of the Old Stock Exchange in Amsterdam by Kaspar Karsen (1836) and another copy of The Haarlemmerdijk with a Pig on a Stepladder.


Still in this room, there is an original painting which is missing its top part. Its bottom part depicts a man just about to be beheaded by the guillotine.


Notably there is an actual guillotine at some point in the game, in Chapter 6. Joseph is trapped by a couple of Haunted who drag him over to a guillotine and are about to cut his head when Sebastian shoots them down just in time.

The top part of the painting can be found in the Library, which is next to this room. The painting is on the bookshelves on the upper balcony. It shows men with their heads covered with sacks, watching the execution, which may or may not happen. These men could be either moribunds or executioners, as both sides may have their faces hidden.


Both these paintings are parts of a puzzle, as they accompany dials that are needed to open the door to one of Ruvik's secret labs, in the piano room. There we can see the painting completed once we have both dials.


In the same room, there is a copy of Carel Joseph Fodor's portrait, this time hanging majestically on the wall in plain sight.


Behind the grand piano, where Sebastian envisions a dialogue between Ruvik and Dr Martinez, there is the Portrait of  Harmen Hendrik van de Poll, Burgomaster of Amsterdam by Hendrik Pothoven (1749).


When Sebastian solves the puzzle in this room, the secret corridor opens. It may not be obvious as everything is splashed with blood, but the panel with the dials puzzle as well as the rest of the panels in the corridor leading to the secret lab, are actually copies of several paintings we have already seen in the mansion.


In the small hall just outside the Library, there is an abstract painting which seems to be in total contrast and disharmony with the rest of the works of art and portraits in the mansion.


It could be one big hint about the confusion in which Ruvik always perceived the world around him.

There is a change of style in Ruvik's bedroom as well: the paintings that decorate his room are surreal and somewhat foreboding. One is depicting what looks like the mansion, in front of a red curtain which is hanging from the sky with a huge eye above it - a direct indication that Ruvik is watching everyone. Next to it, there is another painting showing a creepy figure covered with a dark sheet. This is in fact a familiar image - we had seen such figures at the Hospice in the village.


Above Ruvik's bed hangs a most creepy painting depicting long black hair hanging from the sky. As the long black hair is the trademark of Laura, Ruvik's sister, that painting obviously symbolizes her presence, as she is always protecting Ruvik one way or the other. It also looks like it is inspired by The False Mirror By René Magritte.


In Laura's bedroom, we can see a painting of flowers in a vase, which looks like a variation of Flowers in a Glass Vase on a Marble Table by Rachel Ruysch (1704).


The ominous painting with the skull and the sunflower can be found again in the bedroom of Ruvik's parents.


In the same bedroom, there is also a copy of the Farmhouse by Johannes Warnardus Bilders.


In the corridor just outside the bedroom, there is a painting showing a stormy sea with a city in the background. It actually resembles Krimson City, with the obelisk of Beacon in the middle.


At the end of this corridor, we find another copy of Hiob de Wildt's portrait.


The same portait is seen again in the sequence during which young Ruvik leads Sebastian further into his world, forming a path of platelets. The painting is turned the other way around, serving as a guide for Sebastian.


When Sebastian is transported back at the mansion after completing the sunflower field trial, he finds himself in a new room, a small lounge, where there is a copy of The Courtyard of the Old Stock Exchange in Amsterdam.


On another wall, there is the portrait of Margaretha Trip, Wife of Hendrik van de Poll by Jan Maurits Quinkhard (1754).


When Sebastian finds himself back in the collapsing city in Chapter 11, he passes through a building where pieces of art are of a different style. The main scenery being now the modern city rather than the retro countryside, the works of art gain a surreal, futuristic character and instead of old-time portraits and classic-style landscapes, we see ominous allegorical compositions that are directly related to Ruvik and the nightmarish world of his memories.

First Sebastian sees a painting that, on first look, depicts something like a loudspeaker, but it is in fact a minimalistic version of the Keeper's safe.


He then comes across a psychedelic painting picturing the Keeper's hammer surrounded by the slim phrenology nails.


There is also a painting that looks like it is a negative, and depicts a lone figure resembling the Keeper, standing on a path or a bridge in a forest.


The next place of interest concerning the instances of art pieces is the hotel in Chapter 13, where the paintings are again of the modern style.

First we get to see the creepy painting with the house, the curtain and the eye, that we had seen previously in Ruvik's bedroom at the mansion.


Then there is the painting with the black hair that hang from the sky, that we again saw in Ruvik's room.


Also reappears the painting of the figure that is covered with a dark sheet.


A new addition is a painting that depicts a figure in a long black robe holding an open umbrella while standing in front of the sea, with the huge eye watching from the sky.


The painting of the Keeper's hammer is also present.


As is the painting depicting the safe box.


Same goes for the painting that pictures the Keeper in the forest.


There is another painting that shows an eye among two long nails. The way the elements of this composition are posed, reminds of the Heresy, the monster that shows up in Chapter 12. The nails resemble a lot its long, sharps legs.


All these paintings in the hotel can be seen in numerous places in Chapter 13 and their purpose is not decorative at all. Since Ruvik's role is much clearer in that chapter, the environment becomes more specific as Ruvik exploits it to send his messages to his victims and establish his power over them.

It is also worth noting that the two paintings that depict rural scenes with the eye in the sky (the mansion with the red curtain above it and the figure with the umbrella at the seashore) as well as they one with the big eye and the long nails on each side, seem to be foreshadowing Stefano Valentini's appearance in The Evil Wihin 2: the eye in the sky resembles the Aperture with which the twisted photographer was watching Union, the red curtain was one of his favorite props, and the umbrella looks like those that photographers use in the studio, and that Stefano was seen using or having around on quite a few occasions in his scenes.