Anatomy is one of those cultural fetish objects that is written about by critics as a sort of Voight-Kampff test or Rubicon to cross. It falls within a style of art that appeals to interpretation and self expression through criticism: as in poetry we have analyses of Dickinson’s poorly scrawled letters or Sapho’s endlessly retranslated fragments; as in music we have this overturning and mirroring newly appearing in the music of Julius Eastman right now; as in film there are endless essays on the short and long works of Jonas Mekas or on the varying iterations of parlour tricks in Marienbad. In games, this type of fetish criticism tends to be more rare - cyclically there are discussions on IPs reverentially (the Dark Souls of whatever or the timeline of Zelda) but rarely does there crop up a game that pours out writing equally revealing of the game and the player/writer. Of course, nearly anybody who has chosen to do some writing on games has gone at too much length over a specific game niche to their own interests, but less often is there a game with an audience seemingly populated only by those who wish to espouse at length both the merits of the software and the experiences of play surrounding that .exe.

I won’t give into that impulse here, in any way moreso than is typical of my longwinded frothing, but I will try to at least see from where the bridge has been constructed in Anatomy and to where it ports traffic in its players. Something beyond its place and time (beyond the narcissistic indie prestige that comes with its makeup and distribution) resonates at a unique frequency for people, and just as much as it is worth investigating the game’s explicit texts and its audience, it is worth investigating Anatomy’s cultural presence presence. Just as in Dickinson, Eastman, and Mekas, the tension between alienation and opacity is not secluded in the face value of Anatomy: there is a read that dignifies the idea of the house as something which is present and obscured, enshrining the psychological force demanding the critical/diaristic writing that populates Anatomy’s cultural profile. That divide and union typifies this style of intensely isolated and cozied art: Eastman’s hammering minimalism unseats yet forcefully teaches his melodies violently; Dickinson’s ironclad form is belied by contrasting and incomplete metaphors built of the familiar; Mekas’ capture of comforting everyday life is reduced to truncated memory stylised outside the initial experience of it and further made partial in each recall; Anatomy sections its rooms with the inset knowledge of North American floorplan familiarity, and then betrays the player with endless trespassing transgressions across boundary. All of these are contrasting and codependent ideas which must be bridged by an emotional reaction to the art - founding an expanse which can only be commuted across by firmly planting descriptions of the experience which set off the audience member, which then demand a thorough extolling of that journey for the coordinated expectation of the journey’s destination to complete the thematic resonance. In Anatomy, the idea of the home is the horror but it is also the stakes. The player must identify with a primordial, and subconscious, ordination of sleep, sustenance, and security while equivocating to antagonistic ideals which are invading the subconscious via text denying any particularity towards a universal feeling of those fulfilled urges. I think this is why Anatomy impresses itself so much on its players: it strongly makes a case for its themes in as outspoken a manner as it can and directly counters them to the unspoken understanding most players have in costumed iconography making up the world. It’s this wonderful push and pull of where the site of resonance sits - it moves from the player inhabiting the home to the home consuming the player.

Outside of the text itself, Anatomy is also one of those prestige art objects which, as I said above, can be fetishised for its value of incompleteness. This is often the outside article which denotes the opposing ideals of insider and outsider art, but more importantly, differentiates insider and outsider audiences. The everything for everyone style of creation is the dominant form in all popular mediums - blockbusters like Avatar or Star Wars, thrillers from Stephen King or adventures from Brandon Sanderson, games like Assassin’s Creed or Halo: these are experiences which demand completion of their themes not from the place in the interfacer where those themes mine their iconographic substance, but from the collective consciousness informed by a heavily authored culture. Whether that is manichean ethics, broad antediluvian eco-populism, by numbers approaches of rudimentary logics initialising fictional systems and those fictions operating within them, or even mundanity of hyper familiar context sensitivities across an engine - all of these popular media require not an excitement of new and strange, often painful, mortal fuels within any individual’s capacity to care for what is being communicated, but instead scrap scaffolded by audience populism. Not that there is anything wrong with that on its face, especially when utilised for wrestling popular narratives away from dominant and harmful cultural forces (such as with Star Wars’ parodying 20th century American imperialism), but it typically leads to less acute extolling across any singular piece’s audience, such as is seen in Anatomy and its cultural cohorts. So why does Anatomy cause pens to burst from the palms of its players? Because suburban houses are scarier than the tombs in Tomb Raider, obviously.

Reviewed on Nov 01, 2022


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