READY FOR ACTION [2012]

Video game characters at the mercy of public transportation.









The games used in this series provide the player with the ability to act upon a simulated world in ways that are not possible or practical in our own. The action is always able to move forward, unhindered by delays that are commonplace in everyday reality. The player’s avatar is always armed to the teeth and prepared to act. Constructs like subways and buses often exist in-game, but only as set pieces; players are above the need for such pedestrian services.

In each scene, the surreal inertia of the game’s world is interrupted by a moment of inaction and powerlessness that would be commonplace in our own world, but seems alien when experienced by a gun-toting game avatar. The player has chosen to give up this birthright of control and be manipulated by external forces.