Iād played games avidly since I could manipulate keys on a keyboard, with the same ferocity of concentration that Iād read all the books in my parentsā house. I read everything from Agatha Christieās endless novels to āThus Spoke Zarathustraā.
The joy I felt buried in a book or a game was fierce, but it was always manifest as a firmly intellectual joy. Pleasure tickled my cerebral cortex, that great organ of logic and processing that divides us humans (most of the time) from other animals.
It wasnāt until nearly 10 years later that I played a game that stroked the neurons in my limbic brain.
The limbic brain is the part of your brain that nurtures emotion (stay with me here, I promise we will get somewhere) and is most involved in processing reward and producing pleasure. Not coincidentally, it is also involved with smell, that most intimate of senses. The limbic brain is what makes you close your eyes with rapture when you listen to that favorite track. Itās what makes your heart break when your crush doesnāt realize you exist. Itās also what makes you remember your first kiss, or the smell of your motherās cooking lingering in the kitchen.
My limbic brain is what sparkled like sunset on the Fourth of July when I played Tetsuya Mizuguchiās Dreamcast and PlayStation 2 game Rez for the first time. It was so nakedly experiential, and sensual almost to the point of being anti-rational. It invited you to lose yourself in your senses; it seemed to suggest that this was your brain on drugs, and it was beautiful.
There have been other game designs since that have stimulated those emotionally-charged pleasure centers-āRock Band comes to mind-ābut Rez remains unique in its ambition to create synesthesia as a playable experience. It was the first mainstream art game (and it wasnāt that mainstream, as it turned out.) The creators of the game moved on to other things, the studio was merged with other corporate units, and that was that.
Rez seemed to suggest that this was your brain on drugs, and it was beautiful.
Itās strange; the game was by no means a hit when it was released. It was recognized by a small circle of aficionados as something quirky, beautiful, and different. In the years since, Rez has captured more mindshare; partly because more people accept the idea of art games, partly because maybe it just took that long for people to discover it and play it. By 2008 there was enough of a movement to convince Microsoft to release Rez HD as a downloadable game for the Xbox 360. It got rave reviews from game critics, but, seriously, it was the exact same game, redone graphically to look pretty in HD. It was the same game, so you didnāt get to relive that moment of intense anticipation and discovery of playing it for the first time.
By 2009, there were rumors that Mizuguchi was looking to do a āspiritual sequel.ā Naturally I joined all the other fans in speculation, because I had lots of ideas about how it should be done. It couldnāt be āRez IIā, that was clear, because you could only live that once (as Rez HD proved to me.) But how would you capture that sense of wonder and beauty, that feeling of floating through a gorgeous digital world? I began to think that perhaps it wasnāt possible. You canāt recreate something special-āitās locked up in the limbic brain of your memories and maybe thatās where youāre supposed to access it.
I have to admit that I avoided hearing too much about Child of Eden when it was announced. I was afraid of being disappointed. When you hold such a cherished memory of an experience even the chance for a new experience seems-ādangerous, somehow. But when it was finally released I didnāt hesitate-āI knew that this was the game that would make me get a Kinect.
I played it for the first time at a friendās house, after a day of barbecue in the sun, accompanied by several excellent glasses of wine. He insisted I put on the headphones. I lifted my right hand to begin. And then I was suddenly falling upward through a liquid field of stars. I donāt really know how else to describe it. It was exhilarating, because for the first time in a very long time I felt again that excitement of experiencing something utterly new and strange and beautiful. I started dancing subtly to the beat as I played without even really realizing it.
Welcome back.
Jane Pinckard is Associate Director of the Center for Games and Playable Media at UC Santa Cruz. In her spare time she ruminates on love in games in the Digital Romance Lab