The Art of Flesh – Exploring Posthuman Aesthetics in "Doom Eternal"

Authors

  • Mikołaj Marks Centre of Doctoral Studies at the Philological Department of The University of Gdańsk

Keywords:

Doom, Posthuman Aesthetics, Body, Video Games, Art, Baudrillard, Beauty

Abstract

This article examines the aesthetics of the inside of the human body as represented in the video game, Doom Eternal (2020), in the context of other prominent works of art that have the power to establish beauty standards. Through ages artists and spectators of their work have defined certain aesthetics. People agreed upon distinct beauty standards. Settled assumptions usually pointed to renaissance sculptures as a perfect example. Human fascination with beauty revolved around what is outside, visible and pleasant for the eye, neglecting a whole microworld – the inside of the body. It is understandable to perceive the insides as vile, as we are not used to looking directly at them. Nevertheless, the human is a gruesome flesh covered by what is superficial, the skin. Today technology adds another layer to conceal our bodies and, thus appears the need to explore it in detail. The mainstream game from 2020, Doom Eternal, uses the flesh as an artist’s material combined with the New Aesthetics. This text, using the intermedial approach, discusses how the unique experience of posthuman aesthetics appeals to a larger audience, and how it reinvents aesthetic standards.

Downloads

Download data is not yet available.

References

Agard, W. R., (1954), What is Classical Sculpture?, in: The Classical Journal, 49 (8), pp. 127-143.

Doom Wiki (2020). Arachnotron/Doom Eternal, https: // doom.fandon.com / wiki / Arachtnotron / Doom Eternal, viewed 6 May 2021.

Ballard, J. G., (1973), Crash, Jonathan Cape Ltd., London.

Baudrillard, J., Evans, A. B., (1991), Ballard’s Crash, in: Science Fiction Studies, 18 (3), pp. 313-320.

Besley, T., Peters, M. A., (2007), The Body and the Aesthetics of Existence, in: Counterpoints, 303, pp. 45-70.

Bourgeois, S., (1935), Italian Renaissance Sculpture, in: Parnassus 7, 3, pp. 7-8.

Bridle, J., (2020), #shaesthetic Booktwo.Org, https: // booktwo.org / notebook / sxaesthetic, viewed 6 May 2021.

Czachesz. I., (2014), The Grotesque Body in Early Christian Discourse : Hell, Scatology and Metamorphosis, Routledge, Hoboken.

Doom Wiki, (2020), Cyberdemon/Doom Eternal, https: // doom.fandom.com / wiki / Cyberdemon / Doom_Eternal, viewed 6 May, 2021.

Doom Wiki, (2020), Cyber-Mancubus/Doom Eternal, https: // doom.fandom.com / wiki / Cyber-Mancubus / Doom_Eternal, viewed, 6 May, 2021.

Doom Wiki, (2020), Khan Maykr, https: // doom.fandom.com / wiki / Khan_Maykr, viewed 6 May 2021.

Doom Wiki, (2020), Super Gore Nest, https: // doom.fandom.com / wiki / Super_Gore_Nest, viewed 6 May 2021.

Ferngren, G., (2017) Vivisection Ancient and Modern, in: History of Medicine, 4 (3), pp. 211-221.

Gilyard, A., (2017), A Dissection of Video Games as a Medium of Art: The Utilization of Aesthetics and the Effectiveness of Video Games as a Tool in Curriculum, in: Lucerna, 11, pp. 110-120.

Hayles, N. K., (1999), How We Became Posthuman: Virtual Bodies in Cybernetics: Virtual Bodies in Cybernetics, Literature, and Informatics, University of Chicago Press, Chicago.

Hurt, S., (2019), Urbanization & Mental Health: A Look at the Developing World, in: Harvard International Review, 40 (1), pp. 24-29.

Jacobs, L. F., (2000), The Triptychs of Hieronymus Bosch, in: Sixteenth Century Journal, 31 (4), pp. 1009-1041.

Jaritz, G., (2011), Angels, Devils : The Supernatural and Its Visual Representation, Central European University Press, Budapest.

Lee, C., (2010), Observing the Body, in: Irish Arts Review, 27 (3), pp. 102-105.

Moser, D., (2013), Understanding the Impact of the New Aesthetics and New Media Works On Future Curatorial Resource Responsibilities for research Collections, in: Art Documentation: Bulletin of the Art Libraries Society of North America, 32 (2), pp. 186-201.

Nelson, E., (2021) Doom Eternal Reports Over $450 Million In Profits Since Launch, https:// screenrant.com / doom-eternal-over-450-million-profit-since-launch, viewed 6 May 2021.

Pater, W., (2011), The Renaissance, Andrews UK, Luton.

Pinchbeck, D., (2013), The Legacy of DOOM, University of Michigan Press, Ann Harbor.

Portera, M., (2016), Why Do Human Perceptions of Beauty Change? The Construction of the Aesthetic Niche, in: RCC Perspectives, 5, pp. 41-48.

Ruddick, N., (1992) Ballard/Crash/Baudrillard, in: Science Fiction Studies, 19 (3), pp. 354-360.

Russell, J. B., (1986), Lucifer: The Devil in the Middle Ages, Cornell University Press, Ithaca.

Sarasso, P., Ronga, I., Kobau, P., Bosso, T., Artusio, R., Neppi-Modona, M., (2020), Beaty in Mind: Aesthetic Appreciation Correlates with Perpetual Facilitation and Attentional Amplification, in: Neuropsychologia, 136, pp. 107-282.

Schmeink, L., The Anthropocene, the Posthuman and the Animal, in: Biopunk Dystopias: Genetic Engineering, Society and Science Fiction, pp. 71-118, Liverpool University Press, Liverpool.

Skull Busters. Doom Eternal – Arachnotron Mini Boss All Glory Kill Animation, (2020), https:// www.youtube.com / watch?v=2IrIMmVLxzQ, viewed 6 May 2021.

Spivey, N., (2013), Greek Sculpture, Cambridge University Press, Cambridge.

Sterling, B., (2012), An Essay on the New Aesthetics, https: // www.wired.com / 2012 / 04/an-essay-on-the-new-aesthetic /, viewed 6 May 2021.

Downloads

Published

2021-06-16

How to Cite

Marks, M. (2021). The Art of Flesh – Exploring Posthuman Aesthetics in "Doom Eternal". European Journal of Transformation Studies, 9(2), 109–123. Retrieved from https://czasopisma.bg.ug.edu.pl/index.php/journal-transformation/article/view/7091

Issue

Section

Artykuły