Kairo and Abstract Art
After playing through Kairo (Richard Perrin, October 2012) I
found that while it lacked a lot in gameplay (it was extremely confusing at
some points and way too simple in others) some of the shapes I actually found
quite pleasing. The sheer variety of abstract shapes that the creator managed
to achieve with simple cubes was very surprising.
However, in terms of abstraction I honestly believe Kairo
represents abstract art quite successfully. All of the levels use minimalistic
shapes to convey an idea or image of something recognisable to the player. One
such example is the level in which the player finds themselves in a garden type
area with trees made of intermittently placed cubes.
Image retrieved from: http://www.electrondance.com/wp-content/uploads/2013/04/kairo-garden-crazy-theory.jpg
This level alone shows what can be created purely just by
using cubes and while some of the objects of the objects can be hard to read or
interpret, the skill of which they have been constructed comes across as very
deliberate and calculated.
It seems that the creator of Kairo (Richard Perrin) was very
interested in Cubism as the majority of his levels and art are created from
some form of cube and are extremely simple. However, in saying that there are
some more complex creations that a reminiscent of realism that have snuck their
way into the game; such as the skeleton the player encounters later in the
game,
The staircase in the generator room,
And the balconies and columns in the water channel room,
Image retrieved from: http://www.electrondance.com/wp-content/uploads/2013/04/kairo-water-channel.jpg
It almost seems that Perrin has tried to use some
constructivism here, art with a purpose which makes sense, however,
Constructivism requires a social aspect for the art created and in Kairo, the
player is alone, there is no interaction available with anything other than the
puzzles. There are also a couple of other scenes after the player completes the
game that are super realistic in their representation:
Image retrieved from: http://www.electrondance.com/wp-content/uploads/2013/04/kairo-second-chance.jpg
Image retrieved from: http://www.electrondance.com/wp-content/uploads/2013/04/kairo-shuttle.jpg
I do feel that if Perrin was going for a true abstract art
style, these images and those models that crept their way in that seem very
realistic break the theme. They don’t fit into the game as near the entirety of
what we have seen has been very abstract and if there is a story to the art, it
is not obvious through the gameplay. Kairo comes off as simply a puzzle quest
game that is very ambiguous at times while being very easy at other times. What
the game is about is very hard to grasp, I had no idea what I was doing or why.
All I knew was that there was a lot of abstract art within that was sometimes
at odds with some other artistic representations within and that I needed to
complete puzzles. Once I completed the game, the following scenes confused me
greatly: Why are they there and how do they contribute to the story of the
world and why are they so realistic when the rest of the game is so abstract? I
was unable to answer these questions and found myself quite frustrated with the
game at this point. Kairo offers no concrete information as to the purpose of
the players’ existence and why they are playing the game.
I get the strong feeling that there is a strong message
behind the art style, but the ambiguity is so strong that I was completely at a
loss as to what it is.
Despite my confusion, I did enjoy a lot of the abstract art
within the game: many of the shapes are simple yet convey a recognisable shape
most of the time and the rest of the time they are at the least, interesting.
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