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After 1 year of development, the original "PainStation" was completed in 2001 by Volker Morawe and Tilman Reiff while studying at the Academy of Media Arts Cologne. |
After 1 year of development, the original "PainStation" was completed in 2001 by Volker Morawe and Tilman Reiff while studying at the Academy of Media Arts [[Cologne]]. |
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Exhibitions on several occasions quickly showed that the concept of inflicting pain in a videogame worked well and the installation became a success not only within the media art world. Press coverage and shows in clubs and on LAN-Parties etc. followed and the demand for a commercial version of the machine rose. |
Exhibitions on several occasions quickly showed that the concept of inflicting pain in a [[videogame]] worked well and the installation became a success not only within the media art world. Press coverage and shows in clubs and on [[LAN]]-Parties etc. followed and the demand for a commercial version of the machine rose. |
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However, copyright infringements, bleeding hands and the risk of infections, legal issues and other questions made the task difficult. Now, more than 2 1/2 years later, the successor is finally nearing completion. With better looks, more features and - of course - more pain, the prophet of a future, not necessarily more peaceful but more efficiency civilization is ready to seperate the men from the mice! |
However, copyright infringements, bleeding hands and the risk of infections, legal issues and other questions made the task difficult. Now, more than 2 1/2 years later, the successor is finally nearing completion. With better looks, more features and - of course - more pain, the prophet of a future, not necessarily more peaceful but more efficiency civilization is ready to seperate the men from the mice! |
Latest revision as of 08:12, 28 February 2005
http://www.painstation.de/new/img/history_ps_old.jpg
After 1 year of development, the original "PainStation" was completed in 2001 by Volker Morawe and Tilman Reiff while studying at the Academy of Media Arts Cologne. Exhibitions on several occasions quickly showed that the concept of inflicting pain in a videogame worked well and the installation became a success not only within the media art world. Press coverage and shows in clubs and on LAN-Parties etc. followed and the demand for a commercial version of the machine rose.
However, copyright infringements, bleeding hands and the risk of infections, legal issues and other questions made the task difficult. Now, more than 2 1/2 years later, the successor is finally nearing completion. With better looks, more features and - of course - more pain, the prophet of a future, not necessarily more peaceful but more efficiency civilization is ready to seperate the men from the mice!