| Press |
| TIMEOUT CHICAGO BY ALICIA ELER In 1851, the founders of Ripon, Wisconsin, decided that six years of living in a utopian socialist commune were enough. Though the living experiment that Charles Fourier inspired came to an end, the French philosopher’s progressive ideals have not been forgotten. This provocative multimedia installation by Knut Hybinette and Troy Richards imagines the dystopian world that Ripon might have become had it lasted. Its centerpiece is Ripon, an interactive video game that took the Cleveland-based artists more than two years to complete. Players sit inside a shantylike structure and use a keyboard and mouse to navigate a drab, yet perilous world filled with burning houses, propaganda-covered billboards and murderous people. The player has only one life; it’s difficult to get past the six-foot-tall marijuana plants or avoid dying in an icy lake, and scoring enough ammunition to kill anyone is even harder. But it’s also nearly impossible to give up on this intriguing experiment, which argues that even societies with the best intentions end in the grim reality of survival of the fittest. Drawings, sculpture and other works complement the game. The most striking is Ripon Industry, a digital print of an obese couple lying in each other’s arms on the floor of a destroyed meth lab, surrounded by garbage bags filled with boxes of Sudafed. Hybinette and Richards’s show is technically and visually engaging, but their work’s historical underpinnings—especially its suggestion that idealistic Ripon’s failure hints at our own inevitable self-destruction—are what make it impossible to forget. — Alicia Eler |
| CHICAGO JOURNAL BY KRISTIN GEHRING This explains a lot If, and only if, you manage to acquit yourself with sufficient èlan on Valentine's Day, you get a treat. It's at Thomas Robertello Gallery, 939 W. Randolph St., where a multimedia installation called Nowheresville, by collaborative Cleveland-based artists Knut Hybinette and Troy Richards, is up through March 8 (thomasrobertello.com). We'll just let the gallery tell you about it and you'll see what we mean: "Taken from the literal definition of the word Utopia, Nowheresville focuses on the ideas and literary work of the French writer and Utopian socialist Charles Fourier: specifically on the experimental community, Ripon, Wis., which was formed to put his ideas into practice. Ripon was a short-lived experiment but would later become the birthplace of the Republican Party. Presenting a historic trajectory that leads toward the near future, Ripon is portrayed as a Midwestern dystopia, infested by chaotic suburban drug addicts, killers, and societal decay." Obviously, this experience will help balance out your chi after spending time in the land of flowers, hearts and chocolate. "The centerpiece of the exhibition is an innovative game created by Hybinette and Richards incorporating video, drawing, sculpture, printmaking, and cutting-edge technology. The gallery installation consists of a shanty housing the game, a decaying billboard depicting a video of Fourier espousing utopian dogma, as well as drawings and prints used in the making of the video game." Excellent. Armed with multiple Snickers in your pocket, you have permission to while away myriad hours at this exhibit. And for those of you whose contemplation of love affairs tends toward murderous revenge rather than gentle cooing, you'll notice the handy gift idea illustrated in this piece from the exhibit: rainbow-hued glass shards, created especially for your ex-significant other, with easy instructions for inserting into his or her eyes. -Kristin Gehring |
| Nowheresville is a multimedia interpretation of utopian ideals, based
on the writings of early 19th-century philosopher Charles Fourier. Collaborative
duo Knut Hybinette and Troy Richards have created an unusual video game
incorporating videos, drawings, and prints exploring Fourier's ideas and
the US fringe communities that he inspired, such as the utopian testing
ground of Ripon, Wisconsin. The print Family Jams details the current decay
and neglect in Ripon, and Study for Town's Edge portrays the derelict homes
and lawns of a once ideal living experiment. With a strong political broadcast,
Hybinette and Richards probe the fantasies and failures of idealism.
– Patricia Courson |
NEW CITY CHICAGO BY JASON FOUMBERG As a teenager, most of my heroes were insane. Whether it was the influence of the grungy drug-addled kids I hung with or my own personal search for something, anything beyond rote middle-class existence, centerfolds sporting Syd Barrett’s Pink Floyd and "A Clockwork Orange"’s Alex hung like proud banners in my suburban bedroom. As role models, their take on reality represented a privileged view. Like a small window cut high in a wall, this view was totally inaccessible to me, and so all the more desirable. Cosmic quandaries, mind expansion, over-stimulation and a taste for violent nonsense seemed productive and fulfilling. Later, when I came to realize that there’s nothing really glamorous about psychosis, that we should not aspire to depravity, I, like most everyone facing independent existence outside of the coddled life, refined my search for the crazies into acceptable neurosis. "Everything great in the world comes from neurotics," wrote Proust, my newfound hero. For the artist, insanity can mean giving form to limitless imagination. Once lived, though, insanity is chaos. Artist Troy Richards, wishing to adequately represent the madness that rages in war-torn cities far away to an all-too-often complacent and carefree America, situated chaos in his own backyard, in Ripon, Wisconsin. The result is a large drawing of a suburban yard filled with puddles of overweight and underdressed slobs fucking, eating and laying about. The clusters of flesh and debased activity call to mind paintings by Brueghel, the Flemish Renaissance master of the carnival. "The Neighborhood" also came to look a lot like a free-love commune, much like the one founded in the mid-nineteenth century in Ripon, Wisconsin based on the tenets of Charles Fourier’s utopian manifestoes. It seems that the type of chaos Troy wished to impose as a lesson on the Ripon citizens was already part of their heritage. Fourier, a French philosopher active in the early nineteenth-century, had a total vision of human history. He saw a future where humans could grow tails. It is purported that he coined the term "feminism," but he also promoted sodomy. Perhaps it was ultimately his theory of a work ethic infused with excessive leisure that prompted followers to form communes in many American cities, including one in Ripon, and one in New England frequented by Nathaniel Hawthorne. Fourier’s popularity waned as industriousness became the norm in America, but as late as the mid-1940s, one century after Fourier’s writings came and went, André Breton, the father of surrealism, wrote a long-form poem in honor of him. "Let them say you cherished fond illusions," writes Breton, seeing in Fourier a fellow seeker of the wide-open mind. Like a conspiracy theory, the associations between the Ripon commune and Fourier’s visionary-bordering-on-insane social treatises grew fast and deep. Troy teemed up with artist Knut Hybinette to explore the underbelly of Fourier’s ideals, which soon ballooned to represent the current state of affairs. Troy and Knut refer to sex, drugs and rock ‘n’ roll as today’s overstuffed ideal. They see Fourier as a symbol of a cyclical movement in a society where we strive for perfection and yet are constantly misled by illusion—where entertainment is often mistaken for depth of personality. And yet, escapism is still so attractive. One of the major pieces of output from their research is a multi-player immersive video game. Characters are dropped into a desolate world overrun with marijuana plants and vacant buildings. As in any video game where you wield a gun, there are others out to kill you and the goal is to survive. Knut and Troy explain, though, that the player is not the hero of the game, but merely an extra. Chances are you will die rather quickly once disaster strikes. Sorry, you don’t have any super-powers. |
| NEWMEDIAFIX.NET BY NATASHA CHUK Review of Game Art Installation “Ripon” by Natasha Chuk It’s difficult to imagine a world in which people work harmoniously toward utopian socialism, an almost laughable concept in the face of our present state of dystopian capitalism. Yet communities were once formed, in America, no less, to create such a flawless way of life based on the notion of cooperation. Sharing and working together – two very “Sesame Street” sounding concepts – are explored in ‘Ripon”, a video game art installation presented by Lower Manhattan Cultural Council that was on view from June 8 - June 30 in New York City. Through hand-drawn depictions of a dystopic society set within an original video game, artists Troy Richards and Knut Hybinette of Cleveland Institute of Art in Ohio, have created an imaginary life in one of said utopian socialist communities. Viewers/players of “Ripon” are surrounded by oversized digital prints of icons from the game for heightened, experiential play and observation. The cleverness of the game is in a player’s inability to win, that is, to survive, creating a situation of equality in which game novices like me and seasoned gamers like Knut “die” within minutes of game play. The capability of outsmarting the game through repetition is omitted, eliminating the notion of player immortality, one of video game’s core and most celebrated features. Unlike most video games, “Ripon” is designed to de-center its player or players, making them slower and less powerful than their counterparts in the game, and better suited for background activity. But it goes further than this: the game provides commentary on the general breakdown of a utopian society. “Ripon”, pronounced RIP-in, is also the name of a small town in Wisconsin that was modeled after the influence and writings of French philosopher and advocate of utopian life, Charles Fourier. In 1844, a group of followers started this small town observing Fourier’s fundamental guideline of having a complete set of personalities among its members to provide a balanced community and fulfill their mission of cooperating effectively. Theirs was an experiment in Socialism gone awry, which was quickly replaced with a new political vision. Ripon now ironically boasts the claim “Birthplace of the Republican Party!” However, this video game installation is not a critique of Fourier’s philosophies or the failure of the Ripon community’s initial efforts to realize them. It is an experiment developed to promote critical thinking among players, and illustrate the quick dissolution of communal interactions with fellow players. Even the group at the exhibition who took this game for a spin, declaring it a cynical outlook on life, fell as victims to the tendency humans have to hold up the old adage “every man for himself”. These players abandoned the idea of sharing, working together, and surviving based on team effort for the more individual, Darwinian approach that resulted in leaving another player for dead if necessary. Yet, “Ripon” does more than lead players down a predetermined path of demise. It combines technology and art, coming to life in a game with an embedded history lesson. Troy’s drawings give Knut’s games – available in a 2-D and 3-D version - an organic feel, setting “Ripon” apart from the cookie-cutter hyper-reality of most contemporary video games. The oversized drawings that surround players in the installation magnify the decaying society depicted in the game, and allow viewers to understand and appreciate the level of detail that went into composing them. The feel of the game and the environment in which it is presented are also indicative of an emerging type of video game art world practice that isn’t charged by a win/lose dichotomy, and seeks to provide a more thought-provoking experience. “Ripon” is in line with the inventive social issues games that are cropping up with more and more aplomb these days, and the art installations that play host to them. “Ripon” has taken various forms since it was initially conceived two years ago, constantly being tweaked by both artists as their ideas shift slightly in one direction or another. And Troy and Knut will continue to make changes, even throughout the course of a single exhibition, allowing “Ripon” to evolve based on feedback from viewers and players, or simply at their whim. |