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.:bootlab:.
bootlab e.v. gerichtstr 65 13347 berlin/germany bootlab at bootlab dot org mission --> events --> projects --> members --> 2008 --> 2007 --> 2006 --> 2005 --> 2004 --> 2003 --> 2002 --> 2001 --> 2000 --> >>43characters >> --> "north avenue club" --> gemeinsam utube gucken (test event) --> nerd-prostitution --> speaking books --> the oil of the 21st century --> screenings --> open source tools in design education --> radio bar --> radiobar --> amerikanische botschaft --> in absentia --> pirate cinema --> reboot.fm --> bar im radio --> attachment --> copy cultures --> bootlab raum 3 --> kino raum 3 --> real --> last tuesday --> This project has been funded with support from the European Commision. |
<-- back Sunday, April 18, 8 pm Cyberpunk 2077, Session 2 https://piratecinema.org/maps/cyberpunk2077 https://pad.ma/KXF/AA https://pad.ma/KXF/BI https://pad.ma/KXF/BW R.S.V.P. A.S.A.P. This is an event for a single person or household. There will be more of these in the future. -------------------------------------------------------------------------------- This Sunday, we invite you(1) once again(2) to take a walk in a parallel universe. Situated more than 50 years in the future, Cyberpunk 2077's decaying Night City was designed as a dystopian vision of commodified urban life. Given our current IRL predicament, however, it is hard to deny that urban life in Night City at least still exists: there is no pandemic, no curfew, bars and nightclubs are open 24/7, and you can bump into strangers without prompting hostile reactions. (The player does suffer from a malfunctioning brain implant, which is unfortunate, but he or she is not contagious, and the effects - mild nausea and slightly blurred vision - are only episodical and rather short.) The games' latest patch even prevents police from appearing out of nowhere and shooting at you(3), which significantly reduces stress and overall discomfort. This time, our session takes place in the Kabuki neighborhood(4), which is one of the few inner-city areas that has direct sunlight, mostly unobscured by skyscrapers, yet offers a lot of improvised verticality in its dense commercial and residential quarters. Our proposition, again, is to not play the game as intended, but to assume the role of a pedestrian: a silent observer, an unarmed location scout, a flaneur with parkour skills, maybe a digital architecture critic, potentially a historian of cyberfuturism, more of a cinematographer than a YouTuber, and an escapist rather than a gamer. As previously, the Pirate School(5) and the Institute for Urbanism at NU Berlin(6) will, upon completion of your journey, award you a rare academic micro-credential of your own choice. (1) one of you, to be precise (2) previously: https://piratecinema.org/screenings/20210110 (3) patch notes: https://cyberpunk.net/en/news/37801/patch-1-2-list-of-changes (4) cyberpunk wiki entry: https://cyberpunk.fandom.com/wiki/Kabuki (5) https://ps.nu-berlin.de (6) https://u.nu-berlin.de -------------------------------------------------------------------------------- () >< pirate cinema berlin www.piratecinema.org <-- back |