There’s a story I heard from an excerpt of Béla Balázs’ Theory of the Film. The story goes that a Moscovian’s cousin was visiting from Siberia. It was the early days of cinema, and she had never seen a film before. They had taken her to the cinema to watch a burlesque movie.

“The Siberian cousin came home pale and grim. ‘Well, how did you like the film?’ the cousins asked her. She could scarcely be induced to answer, so overwhelmed was she by the sights she had seen. ‘Oh, it was horrible, horrible!! I can’t understand why they allow such dreadful things to be shown here in Moscow!’

‘What what was so horrible then?’

‘Human beings were torn to pieces and the heads thrown one way and the bodies the other and the hands somewhere else again.’”

She had never seen a montage before. The hand, the head, the bosom, disjointed by time in the image, the Siberian girl had seen them as disembodied. The ability to mentally situate the montage and its subjects in time and space is not an innate skill. To understand a montage, you have to learn to reassemble a body.

We are privy to something similar in Immortality. We reassemble a body of work, that of Marissa Marcel. We must do it through an understanding of the movements of cinema. The central movement in the game is the match cut, and it’s story is unveiled through the process of navigating a complex web of them. A cup, a stool, a cross, a kiss, a rose, wings, water, windows. Move through them. In a sense, the player becomes the editor, but without real control over it. These images are broadened, too. A cup may also be a bathtub, smoke may also be static. A similar thing is done in Sam Barlow’s other recent games. The Her Story system does something a lot like this, but with language. Enter a word into the search bar, it shows you five videos with that word, no matter the context. In a sense, these games are about understanding relationship between context and sign. In Immortality, however, we navigate through the image. This is why the game is made of match cuts.

When a film makes a match cut, there is typically something meant. Something is always meant with a cut, but the match cut often has its own specific meaning. With this magic trick, we signify a relation between the object and it’s corollary. In Immortality, these cuts are dense and the correlation is often superficial. A cup may be a bathtub because they both hold water, but not because “cup” means the same thing as “bathtub”. It is direct, and that is felt. You can line up every single picture of a rose, every single picture of a microphone, every single crucifix. Unmoored from context, grafted into the network of images. Metaphor melts away; through the network of cuts emerges a symbolic différance, crude and indistinct denotation. Meaning is transfigured and debased. Rose is a rose is a rose is a rose.

A more defensive approach would view this as decay in the visual language of cinema, but it is a strength of Immortality. A character in the game briefly speaks of cubism, saying that he finds it a shame to reduce a beautiful woman's body to a bunch of squares. Immortality is sort of a cubism of the cinema, splaying out its forms. The absence of the typical cinematographic structure, both in editing and in image, challenges the immediate response we have to the image. I’m not so sure the game is fully up to embrace that project, but maybe that’s more appropriate, since I don’t know how many people will take up that challenge. The narrative and the image of these games are dismembered like the burlesque show. There is a story here about many things. There are lots of things I could have written about instead of this: masks, religion, the frequent primacy of sex in cinema, lost media fascinations, the archetype of the Wandering Jew, the purpose of storytelling. Other stuff, I’m sure. That in and of itself will be a challenge, and now, anchored to the network of match cuts, we are challenged in the same way. You cannot avoid being a structuralist. Both in image and in text, Immortality asks you to engage meaningfully and directly with the act of making meaning. The Siberian girl must learn how to watch a montage, and then she must learn how to make one.

Reviewed on Sep 22, 2022


2 Comments


1 year ago

great stuff, this part in particular made me realise a lot about the game: “the absence of the typical cinematographic structure, both in editing and in image, challenges the immediate response we have to the image.”.

It made me realise the hidden mechanism of Immortality. How images usually flow unpreoccupied in the time of a movie, successive deaths that do not appear as such, but enact a fluency that becomes coincidental with time itself. To suddenly make you aware of montage is to denaturalize that process, suddenly you’re aware of image as time, splicing up figures and voices takes on a surreal form, perhaps re-creating that inicial horror/fascination of the anecdote you begin your text with. To relearn the insanity of montage means to unlearn the ways we’ve become accustomed to it. For the displacement of time and space in cinema to appear as a radical novelty once again.

Once writing a piece on montage and repetition I came accross this great bit by Agamben, in a lecture about Debord’s films:

On the contrary, the image worked by repetition and stoppage is a means, a medium, that does not disappear in what it makes visible. It is what I would call a "pure means," one that shows itself as such. The image gives itself to be seen instead of disappearing in what it makes visible

To bring the word to a stop is to pull it out of the flux of meaning, to exhibit it as such. The same could be said of the stoppage practiced by Debord, stoppage as constitutive of a transcendental condition of montage.

Image gains an existence as itself, instead of losing itself in the content that it makes appear. The frame as frame, the contour itself comes forward, instead of its usual blurring. Your idea of removing context and being "grafted into the network of images", like we're able to see more by abstracting from the usual connection. The reason it works is because stoppage removes context, as you mechanically bounce from cut to cut. To extract meaning from the act of montage itself, you make the images about much more than themselves.

1 year ago

Very interesting addition! Don't have much to add, but thanks for the comment!