Monday, August 24, 2009

Kent's final post: Cameras


Fatal Frame II and Bioshock both require the player to use a photographic camera within the game to take pictures of enemies. In Fatal Frame II, your camera is your only weapon. When ghosts attack you, you have to raise the camera to your eyes and snap some pictures of them or else they will kill you. Since your camera has “exorcismal powers,” you can “kill” the ghosts with your camera. In Bioshock, your camera is equipped like any other weapon, but it does not harm your enemies. It is a “research camera,” and if you take enough pictures you are given upgrades. Taking enough pictures of spider splicers, for example, will allow you to use their organs as medkits.


The use of cameras in these two games is interesting on several levels. The view through the camera in the game makes you especially aware that you are looking through a machine. The camera is, of course, related to cinema. When the character and player observe the world through the camera before and after taking a picture, it’s like the filming of a movie. Both Bioshock and Fatal Frame II have a very cinematic feel even without the use of the camera. FFII is clearly reminiscent of Japanese horror films, complete with creepy dead girls, a traditional village and screeching flashes of gore. Bioshock uses tons of interesting scripted events that play out behind panes of glass that you can’t get through, almost like cut-scenes. The screen of glass becomes like the movie screen. You can only watch things happen; you can’t effect them. The use of the camera reminds me that I am not only observing a movie-like scene. I am in effect also filming one. The character in the game serves as a both figure within the film, a spectator, and the cameraman.


In a game, the machine vision of the camera is combined with the subjective vision of the person holding the camera. When you move quickly with the camera equipped in Bioshock, the screen goes out of focus for a second and then refocuses. Ironically, this convincing depiction of machine vision makes me feel like I’m in the head of a person. I’ve seen real life through that lens. I’ve pointed my camera in a new direction only to have to refocus it. When my in-game eye has to make the same adjustment, it makes the game seem closer to reality.


Unlike in video games, in real life I have peripheral vision. When I raise a camera to my eyes, though, my peripheral vision is cut off. While playing games, the player’s vision is limited to the scope of the screen. When I am using a camera within a game, this lack of peripheral vision makes more sense. In Bioshock the player’s visual range is not truncated any more than usual, but the necessary restriction of vision required by a television screen seems more natural. Fatal Frame II chooses to even cut off the sides of the image that the player can usually see. Using a camera in FFII makes me feel visually claustrophobic. I know that there is something attacking me somewhere, but I often can’t find it quickly. The game makes me choose between the ability to damage my enemy and the ability to easily find my enemy. When the camera isn’t raised, the character can move faster, pivot her vision more easily and see a wider range of things, but she is totally helpless if the ghosts catch her. Ultimately, I must restrict her (and my own) vision and movement in order to defeat my enemies. Fatal Frame II uses a familiar situation—restricted range of vision caused by looking through a camera—in order to create a believable fear. In Dead Space, necromorphs can often creep up on you due to your lack of peripheral vision and the sluggish movement of the game camera. This is scary, but it isn’t scary in a realistic way. If I was actually an engineer on a space station who was being attacked by mutant reanimated corpses I would be scared, but it wouldn’t be because I was unable to see them standing right next to me! The fear created by limited vision in Fatal Frame II makes more sense than it does in Dead Space.


Looking through a real-life camera imposes a sort of heads up display over your vision. You are almost always given some sort of circle or light grid in order to help you position your shot. In some cameras, you are even shown how many photos you have left, or the current setting of the aperture and shutter speed. This is similar to the H.U.D. that almost all shooter-style video games provide (Dead Space being a notable exception). The camera-view in Bioshock and Fatal Frame II has a H.U.D. that is a cross between what you would see if you looked through an actual camera and the normal heads up display that exists even without the camera raised or equipped. Bioshock tells you how many pictures you have left and provides you with a centering grid, but it also tells you how much eve and health you have left. Fatal Frame II provides a very antique looking camera frame, the number of pictures you have left, and your health bar. It also has a light at the top of the screen that illuminates when the camera is pointed at a ghost. When a ghost is in an optimal position, the circular centering lines illuminate and the camera hums. This is explained diegetically by the camera’s supernatural properties. What are we to make of the relationship between the camera H.U.D. and the game H.U.D.? Since I am more involved with games than with photography, I tend to see the view through a camera as a “game vision.” The camera is older than the digital game, though, so perhaps game vision is in fact a form of photographic vision. In either case, the camera allows us to accept the H.U.D. as an understandable visual element within a limited perspective.


The camera lens and the television screen are both parts of machines. When I use a camera within a game, I am looking through two types of lenses. I’m seeing a mediated image of an imaginary space. I look into the screen, in which the character who I am controlling looks through a camera lens. What I see on the screen when I play a game—the heads up display and the limited vision—is familiar because of other digital and mechanical devices like cameras. It is machine vision. By rendering the game perspective through the lens of a camera, Fatal Frame II and Bioshock are able to more closely mimic and more explicitly explain our already digitally mediated visual experience of our surroundings.

3 comments:

  1. I would definitely agree that the use of a research camera in BioShock leads to a cinematic feel. You aren't really affecting the object in your focusing circle,although you are engaging with it by actively avoiding the oncoming splicer or helicopter drone. Moreover, after each picture you take, the game pauses and shows you your research progress and the quality of the picture you took. This does have a decidedly less scare feel to the camera in FF2. There is no pause to the action in FF and if you fail to take a picture during a shutter chance you will most likely be taken out of the camera perspective either by being attacked by the ghost or your own need to evade the attack. Another thing about FF is that you DO effect your surroundings (at least in the instance of a successful image). Using your special powers such as the "blast" function packs a punch and the ghost will fly back a couple of feet and recover.
    Another game that uses cameras is Condemned 2. Using the camera in this game is much different than these other ones. The camera is digital and is held in front of your first-person perspective (there is a screen on the back of camera that shows what is in its viewfinder). This also adds an interesting spin to in-game embodiment. You look at a screen where another character is looking at a screen which is looking at the in-game surroundings. Weird.

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  2. That's a really interesting point about how the camera in FF2 can have an effect on the game world (like with "blast"), which makes that camera less cinematic. I also agree that the camera had very different effects in FF2 and Bioshock. That's originally where I wanted to go with this post, but then I got really interested in the idea of "machine vision."

    And yeah, there are cameras in Condemned 2 too, and it's interesting that those cameras don't fill the entire screen. In fact, that game has lots of screens--Anna talks about it in her final post. I wanted to focus on FF2 and Bioshock because in those two games the game vision BECOMES the machine vision of the camera. In Condemned it's just like your character is holding a digital camera away from the screen so you can see around it as well.

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