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INFECTED GAZE: THE AFTERLIFE OF THE WITNESS

I’VE BEEN WANTING to write about The Witness for several months now, but kept getting hung up on how to address the elephant in the room (or in this case, on the island): namely, how difficult the game is, both in the classic hard-to-solve sense and in how much it asks of players conceptually. There’s no question the game’s hundreds of puzzles are exceedingly difficult, and require an iron stoicism to complete without rage-Googling. But the second layer of difficulty runs deeper, and is more open to debate: assuming one plays the game “right”, i.e. avoids any and all online discussions of the game (and only requires assistance from one’s spouse or partner on—I don’t know, let’s say 10-20% of the puzzles), and somehow, through perseverance, luck, page after page of maniacal scribbling, and the aforementioned pre-internet Genuine Human Interaction factor, manages to complete the game—is it worth it? 

John Peck
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PHANTOM ARCHITECTURE: THE GHOST THEATERS OF TURMSTRAßE

Phantom Architecture is a series focusing on vanished buildings, both in Berlin and further afield.

Like so many Berlin locations, the corner of Turmstraße and Stromstraße in Moabit saw multiple buildings rise and fall over not centuries, but decades. The first, the Ufa-Palast, was built in 1925 by the state-sponsored Universum Films AG. Designed by the architect Fritz Wilms (who specialized in theaters), it was a massive, 1700-seat cinema, complete with a classical, columned facade, a lavish foyer with its own phone booth, and a restaurant (the somewhat alarmingly named Café Vaterland) in a separate building just east of the theater.

John Peck
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PHANTOM ARCHITECTURE: THE ORANGE MONSTER OF HANSAVIERTEL

Among the many buildings currently or formerly owned by Berlin’s Technische Universität (TU) are several colorful curiosities, including the Schiffbau, which rises above the Landwehrkanal at the Tiergarten’s western edge (and had a brief cameo in the cult film The Appleand the 60s-era megaliths surrounding Ernst-Reuter-Platz, spanning blocks apiece and often covered in monochrome metal siding. For decades, a lesser-known (but equally colorful) structure sat somewhat north of the campus’ gravitational center, at the far northern end of Englische Strasse on the banks of the Spree.

TU sold the eponymously-named 20 Englische Strasse to the Irish investment group Cannon Kirk, who announced its demolition to make way for a housing development called Englische Gärten. After the sale, though, it sat empty for several years, and was eventually occupied by activists in late 2015, who demanded it be used to house the increasing numbers of homeless refugees in Berlin (article here, in German). On September 10th, police evicted all protesters, and soon after, demolition of the building began in earnest. 

John Peck
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TYPE IN TRANSIT: BERLIN’S WESTHAFEN STATION

Lying at the northern border of Berlin’s Moabit district, just south of the Westhafenkanal on the U9 line, is U-Bahnhof Westhafen. In a city with so many strikingly varied train stations, Westhafen nonetheless stands as one of the most beautiful and unique: since 2000, the entire station has been home to a massive text-based art installation by artists Francoise Schein and Barbara Reiter, under the auspices of the multi-country Inscrire project.

Westhafen is one of 27 stops on the Ringbahn, which means it’s both a U-Bahn and S-Bahn station—but with the latter being a standard, ground-level outdoor station, the texts are limited just to the U-Bahn (i.e. underground) part of the complex and its connecting passages.

John Peck
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POCKET KINGDOMS: REIMAGINING MOBILE GAMES

FOR SUCH A new medium, mobile games have already gathered quite the set of negative connotations. At best, they’re regarded as the EPs of the gaming world, tiding players over until the LP comes out, or released simultaneously as bonus material (Fallout Shelter is an example of the former, the GTAV app of the latter). At worst, the commentariat derides new mobile ventures as a cynical cash-grab, particularly when they’re tied to a pre-existing series. Between the two extremes, they tend to be viewed as a necessary industry-wide evil to which even revered giants like Nintendo must pay tribute if they hope to survive.

John Peck
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