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'Backrooms' and the Rise of the Institutional Gothic

thereader.mitpress.mit.edu

11–20 of 119 posts

Re: 'Backrooms' and the Rise of the Institutional Gothic

#11
Never got around to The Backrooms, but the follow on Oldest View / Rolling Giant series of videos are absolutely fantastic. It captures the tension between curiosity and dread perfectly, which seems to me what all of this fascination with liminal space is all about.

On a technical level, his work is brilliant. With no budget, he puts me in a CGI space that I really can't tell is CGI, and invokes all of the feelings that are familiar to anyone who has snuck around where they really shouldn't be.

https://en.wikipedia.org/wiki/The_Oldest_View

Re: 'Backrooms' and the Rise of the Institutional Gothic

#12
post #8

I don’t really get the nostalgia angle as it seems as many of those who are into this kind of thing are too young to have ever been in such a space, let alone worked in one. I’ve worked in a place like this that was well past its prime and though uncanny, it’s certainly not creepy. The illusion of infinitely twisting, identical corridors simply doesn’t hold up when you’re actually in a space like this, but only works…

> I’ve worked in a place like this that was well past its prime and though uncanny, it’s certainly not creepy.

That's kinda more what the german concept of "unheimlich" is like. Even though it usually gets translated to English as "uncanny", it's more literally "un-homelike", when the familiar (home) turns unfamiliar (un-homelike) in an unexpected way. A common idea in that would be something like the discovery of a hidden room in your house, especially in some weird non-euclidean way ("it's bigger on the inside" for example, like a tardis).

Re: 'Backrooms' and the Rise of the Institutional Gothic

#13
post #8

I don’t really get the nostalgia angle as it seems as many of those who are into this kind of thing are too young to have ever been in such a space, let alone worked in one. I’ve worked in a place like this that was well past its prime and though uncanny, it’s certainly not creepy. The illusion of infinitely twisting, identical corridors simply doesn’t hold up when you’re actually in a space like this, but only works…

I disagree. I too have worked in these environments. As mentioned in the article, and in numerous other references about the Backrooms - the creepiness stems partially from the "liminal" feeling of walking around large, man-made spaces that are totally empty. Think walking around a shopping mall after hours. I had several odd jobs before I was in college where I had to work overnight shifts, sweeping the floors of large department stores. That feeling of "empty watchfullness" was definitely a thing, and it's captured well by a lot of the Backrooms content.

The other aspect of "creepiness" stems from the idea that the Backrooms represent an endless, malevolent labyrinth. One of the scarier aspects of being trapped in the Backrooms (for me) is that you would just wander around until you died for lack of water and food, in a bland corporate office corridor with fluorescent lights buzzing overhead.

Re: 'Backrooms' and the Rise of the Institutional Gothic

#14
post #4

Earlier quoted context omitted.

Are dungeons just medieval backrooms?

Not sure if you're asking honestly or just going for comedy but, no. "Backrooms" are liminal spaces that exist outside the geometry of our world. It comes from video games, where if you enabled developer modes to let you pass through the normal level geometry, sometimes you'd find leftover/unused rooms and hallways that players cannot normally access.

"Backrooms" don't just come from videogames. They are meant to represent liminal spaces like "endless" cubical farms and conference rooms and the back offices of movie studios or any other modern business. (Even the idea that on the backside of the cool theme park structure that seems so otherworldly is just a couple of boring janitor's closets and hallways for staff/crew to navigate between shifts.) The videogames building "unused" rooms like this were in part trying for verisimilitude to these sort of "just around the corner" spaces that exist in so many buildings. Often as a joke. It was a part of the humor of Duke Nukem. It was a key part to the humor of Portal. It was the entire basis of The Stanley Parable.

I think we can argue that real world places that inspired our fantasy Dungeons were similar liminal spaces: the creepy basement hallways that connected staff/crew (servants) access to other parts of the building(s) above. The multi-use spaces below that are most remembered in pop culture for such uses as torture and imprisonment, but were also often staging grounds for much more boring household logistics tasks (storage), and even equivalents to conference rooms, janitor closets, and "offices".

Re: 'Backrooms' and the Rise of the Institutional Gothic

#15
post #8

I don’t really get the nostalgia angle as it seems as many of those who are into this kind of thing are too young to have ever been in such a space, let alone worked in one. I’ve worked in a place like this that was well past its prime and though uncanny, it’s certainly not creepy. The illusion of infinitely twisting, identical corridors simply doesn’t hold up when you’re actually in a space like this, but only works…

Most people haven't been in an abandoned mansion, abandoned mental asylum or abandoned mall either, but they've seen enough from people who have to get the idea. Never mind the urbexers bringing them footage of hidden infrastructure.

Re: 'Backrooms' and the Rise of the Institutional Gothic

#16
post #8

I don’t really get the nostalgia angle as it seems as many of those who are into this kind of thing are too young to have ever been in such a space, let alone worked in one. I’ve worked in a place like this that was well past its prime and though uncanny, it’s certainly not creepy. The illusion of infinitely twisting, identical corridors simply doesn’t hold up when you’re actually in a space like this, but only works…

> I don’t really get the nostalgia angle as it seems as many of those who are into this kind of thing are too young to have ever been in such a space, let alone worked in one.

I developed a fondness for 1970s interior decor/styling even though I was born in 1988 because most of the places in my town, such as the library, were last renovated during that time.

Also, many people in my life, such as uncles & aunts, were still living in the homes they purchased in the 1970s and some design choices just can't be easily/cheaply changed.

I grew up within and around a ghost of 1970s architecture and design. As an adult I wound up moving into a suburb built in 1968 for this reason.

It's less nostalgia and more like a vague sense of familiarity that you can only scratch the surface of in your mind.

Re: 'Backrooms' and the Rise of the Institutional Gothic

#17
The article has a screenshot of the Stanley Parable, but misses an opportunity to reference Control (2019) which is much more directly influenced by the "liminal space" concept, and imagines a non-euclidian space called The Oldest House at 34 Thomas Street (a reference to the brutalist, windowless AT&T Long Lines skyscraper at 33 Thomas Street, New York City).

https://www.youtube.com/watch?v=F74LLDhAhhI

It also very much ties in with the shared SCP universe, which itself has a number of Backrooms-like anomalies, such as SCP-3008 (https://scp-wiki.wikidot.com/scp-3008), which is like a typical IKEA, except its maze of twisty passages run to infinity.

Re: 'Backrooms' and the Rise of the Institutional Gothic

#18

Earlier quoted context omitted.

Not sure if you're asking honestly or just going for comedy but, no. "Backrooms" are liminal spaces that exist outside the geometry of our world. It comes from video games, where if you enabled developer modes to let you pass through the normal level geometry, sometimes you'd find leftover/unused rooms and hallways that players cannot normally access.

"Backrooms" don't just come from videogames. They are meant to represent liminal spaces like "endless" cubical farms and conference rooms and the back offices of movie studios or any other modern business. (Even the idea that on the backside of the cool theme park structure that seems so otherworldly is just a couple of boring janitor's closets and hallways for staff/crew to navigate between shifts.) The videogames b…

>"Backrooms" don't just come from videogames

It's where the concept originated.

Re: 'Backrooms' and the Rise of the Institutional Gothic

#19

Earlier quoted context omitted.

"Backrooms" don't just come from videogames. They are meant to represent liminal spaces like "endless" cubical farms and conference rooms and the back offices of movie studios or any other modern business. (Even the idea that on the backside of the cool theme park structure that seems so otherworldly is just a couple of boring janitor's closets and hallways for staff/crew to navigate between shifts.) The videogames b…

>"Backrooms" don't just come from videogames It's where the concept originated.

The concept did not originate in videogames. The whole thing started from a 4chan post where someone posted a photo of a yellow interior. Then, in 2022, Kane Parsons created a viral YouTube video based on that post. You can see it here: https://youtube.com/watch?v=H4dGpz6cnHo . The video game adaptations all came later.

Wikipedia has a good writeup here: https://en.wikipedia.org/wiki/The_Backrooms

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