HWM (Singapore)

FROM “GAMES” TO “EXPERIE NCES”

01. Rezonance, Enhance and Rhizomatik­s, 2021

-

Exhibit 01. Rezonance, Enhance and Rhizomatik­s, 2021

ArtScience Museum. It's scheduled to open its doors to the public from 12 June 2021 till 9 January 2022.

At its core, Virtual Realms features six different exhibits, each of which is based on a theme that explores a different facet of the potential future of video gaming experience­s. Naturally, experience­s are best described first-hand, and we were lucky enough to attend a short tour of the exhibition. Accordingl­y, now it's our turn to walk you through it, albeit briefly!

It's certainly fun, and it can be quite a "trippy" experience too - it's hard not to be mesmerised by the movement of the bird-like constructs as they flit about beneath you.

The first exhibit is called Rezonance and it's an interactiv­e minigame of sorts based on the theme of SYNESTHESI­A.

The collaborat­ive brainchild between Enhance and Rhizomatic­s, this activity has four participan­ts—each holding onto a sphere—interact with the shapes and colours that appear on the floor beneath them within the arena. As the different spheres clash with the digital constructs, they produce certain sounds and beats, and these can be combined to produce a unique symphony of sorts as the players move around the arena. It's certainly fun, and it can be quite a "trippy" experience too - it's hard not to be mesmerised by the movement of the bird-like constructs as they flit about beneath you. Just be careful not to bump into the other players!

The second exhibit, which was created by thatgameco­mpany and FIELD.IO. is called Together: the distance between (us) and is modelled after the theme of UNITY. It appears rather simplistic at first; a bunch of concentric, circular sensors are laid out across the ceiling, and as the players walk around within the space, moving into and out of the different "tiers", these sensors light up and produce different sounds, all of which are taken from the game Sky: Children of the Light. Individual­ly, this is certainly a little dull, but when everyone is gathered within the innermost circle, that's when the true beauty of this exhibit reveals itself, and we think it's best for you to discover what it is for yourself. Suffice to say that this was one of the exhibits that really struck a chord with us during the tour, on both a conceptual and to some extent, emotional level.

Suffice to say that this was one of the exhibits that really struck a chord with us during the tour, on both a conceptual and to some extent, emotional level.

This one is simply called WALL, and is created by KOJIMA PRODUCTION­S (yes, the one behind Death Stranding) in tandem with The Mill.

Moving on to the third exhibit, which embodies the theme of CONNECTION. This one is simply called WALL, and is created by KOJIMA PRODUCTION­S (yes, the one behind Death Stranding) in tandem with The Mill. Participan­ts stand on two different and individual­ly themed side so fan opaque wall, which are designated as the "Molecular" and the "Galactic" aspects respective­ly. Apart from being able to interact with the digital constructs on the screen, players are also able to see silhouette­s of the people standing on the other side, and are able to make "connection­s" by holding their hands over these silhouette­s. It's honestly quite beautiful, and my buddy particular­ly liked this latter aspect of it.

The fourth exhibit is titled Dream Shaping and is based on the theme of PLAY, which is pretty much the most foolproof theme out of the six. Designed by Media Molecule in tandem with Marshmallo­w Laser Feast, this activity has players putting on helmets with sensors and basically toying with several blocks within the room. These actions are then reflected onto digital constructs representi­ng each of the blocks, and as you move through the different stages, which include a vibrantly-coloured ball pit and even a recreation of the universe, you can basically have fun and well, for lack of a better word, play. Don't do anything too goofy, however, as passers-by are able to look into the room via small windows at the side!

Designed by Media Molecule in tandem with Marshmallo­w Laser Feast, this activity has players putting on helmets with sensors and basically toying with several blocks within the room.

To interact with the different parts of each level, players will step into and out of the spotlights that appear within this particular­ly dark room, and if they can find the correct sequence, they'll progress to the next level.

The fifth exhibit is titled Book of Sand and is centred around the theme of NARRATIVE. It was developed by Tequila Works and The Wonders, and presents a short story-cum-puzzle game that players can enjoy. To interact with the different parts of each level, players will step into and out of the spotlights that appear within this particular­ly dark room, and if they can find the correct sequence, they'll progress to the next level. This is arguably the most immersive of the six exhibits, as the screen covers pretty much your entire field of view, though the real beauty of this is that the interpreta­tion of the narrative might differ from person to person.

Finally, the sixth exhibit is titled Eye, and it's based on the theme of EVERYTHING. Created by game developer David

OReilly and onedotzero, it's a pretty simple activity where three players take control of different "rotors" around the room. Accompanie­d by a medley of classical music from the likes of Chopin, Beethoven and many other celebrated musicians, you'll be taken through an endless voyage through space, and the rotors control the perspectiv­e, direction and zoom. Other players and spectators are welcome to relax on the benches and enjoy this surprising­ly mesmerisin­g trip, although we did certainly have fun spinning the rotors just for the sake of it too!

Needless to say, the whole tour was honestly pretty fun, even if we were spinning rotors for about five minutes straight. On a more serious note, we also couldn't help but realise an overarchin­g idea of all six exhibits, and that was the fact that we "felt" these games more than we actually "played" them. All things considered, this is probably the one bit of the experience that words simply can't capture, so feel free to hop down and have a look for yourself - the little ones will probably have a ball too!

Created by game developer David OReilly and onedotzero, it's a pretty simple activity where three players take control of different "rotors" around the room.

 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??
 ??  ??

Newspapers in English

Newspapers from Singapore