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In March 2020, Pascal Greco was supposed to depart for Iceland. Lockdown determined in any other case. Stuck at residence in Geneva, the filmmaker-photographer purchased a PS4, found Death Stranding, and acknowledged in its volcanic expanses the very landscapes he had deliberate to stroll. The end result was Place(s), a e-book of screenshots in Polaroid format that bought out in a flash.
But Iceland was solely the start. Over 4 years, Greco ventured additional afield: the Caribbean of Far Cry 6, the Greece of Assassin’s Creed Odyssey, the Norway of Assassin’s Creed Valhalla, the Japan of Assassin’s Creed Shadow, the California of Cyberpunk 2077, the Pennsylvania of Silent Hill 2, the Bolivia of Tom Clancy’s Ghost Recon Wildlands, the Mexico and Australia of Death Stranding 2. A dozen video games and as many imagined geographies, distilled into seventy-six images and gathered in Photography, Video Game, Landscape.
The endeavor is extra severe than it sounds. Pascal Greco doesn’t simply fireplace away at his display screen. A gamer for over thirty-five years—he grew up with the Master System—he is aware of the medium from the within. He doesn’t stumble into these worlds as a vacationer; he inhabits them as a photographer. With an aesthete’s eye, he scrutinizes, composes, and frames with the identical rigor he would convey to an precise rock outcrop, at all times at 50 mm, at all times at eye stage, refusing the overhead angles that might flatten all the things. “What I photograph are not game sets. It’s a way of seeing,” he tells artwork historian Nadine Franci. “An attempt to capture that moment when, in an entirely artificial world, a real emotion surfaces.”
This imaginative and prescient belongs to a lineage longer than one may assume. In his essay In-Between Landscapes, online game scholar Matteo Bittanti reminds us that panorama images has by no means been a impartial recording of actuality. In the nineteenth century, Carleton Watkins and Timothy O’Sullivan turned the American West right into a pop icon; within the twentieth, Ansel Adams’s solemn views codified Yosemite because the imaginative and prescient of a pristine, monumental nature. Photography has at all times turned panorama into spectacle, commodity, ideological instrument. Pascal Greco extends this manufacturing of panorama by different means. Except that this time, the referent—the mountain, the glacier—exists solely in a processor’s RAM.
Rock, because it occurs, is his obsession. Roughly sixty % of his compositions depict mineral formations. Bittanti detects a paradox: silicon, the first part of rocks, can also be the substrate of the pc chips that render these expanses seen. To {photograph} digital rocks is, in a way, to ponder the very matter of the phantasm.
For Nadine Franci, head of the graphic arts assortment on the Kunstmuseum Bern, Greco’s images summon the Kleinmeister, these “little Swiss masters” of the 18th and nineteenth centuries who painted idealized Alpine views within the studio, working from reminiscence. “We are at the crossroads of the travel document, the postcard, and the dream,” she explains. Greco concurs: “As with the Kleinmeister, you start from a real foundation and move toward a dreamed image, a kind of poetic lucidity. You don’t photograph what exists, but what you feel within the space.”
But the place the Bernese painters smoothed the floor, Greco chooses to let the accidents present. Photography, Video Game, Landscape intentionally embraces glitches—these misfires of code that make the picture stutter: a mountain that splits in two, a swatch of sky folding in on itself like a crumpled sheet of paper, a rock texture that refuses to load and provides strategy to a spectral white void. “These are not flaws, but traces of the process, like pentimenti in a sketch,” says the artist. “There is a form of life in that incompleteness.” The hyperrealist facade cracks, the set piece reveals its synthetic nature. And it’s exactly in these fractures that the picture stops mendacity—and begins to maneuver us.
There is one thing deeply playful in Greco’s method. “When you enter a virtual world, you are guided by visual expectations, desires for atmosphere, for light. You don’t know what you’re going to capture, but you observe, you wait, you frame. It’s a photographic gesture without a camera. You let the moment come, and when it arrives, you ‘shoot.’ It’s almost a form of active meditation.”
As for institutional recognition, it’s gaining floor. “Five of the last six exhibitions I’ve been part of on in-game photography were curated by women. Young, curious, open to emerging forms,” he notes.
One leafs by way of the e-book as by way of a science-fiction movie, rapt, contemplative, forgetting at occasions that none of those locations exist. A basalt monolith bathed in raking mild. Joshua timber minimize in opposition to a cobalt sky. Norwegian cliffs in abyssal blue. Australian dunes the colour of Mars. On each web page, the identical query: does this place exist?
“Whether in the imaginary Alps of the Kleinmeister or the virtual landscapes of video games, separated by over two centuries, it is always the same impulse: to create an image in order to believe in it, a visual territory to project oneself into,” sums up Nadine Franci. What is at stake right here is that motion from one world to a different. “To imagine what one believes one saw. And, through this detour of fiction, to return to reality with a different gaze.”
Photography, Video Game, Landscape by Pascal Greco is printed by Editions IDPURE and obtainable for €35.
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