Papa Sangre and the Construction of Immersion in Audio Games
Editor’s Note: Welcome to Sounding Out!‘s fall forum titled “Sound and Play,” where we ask how sound studies, as a discipline, can help us to think through several canonical perspectives on play. While Johan Huizinga had once argued that play is the primeval foundation from which all culture has sprung, it is important to ask where sound fits into this construction of culture; does it too have the potential to liberate or re-entrench our social worlds? SO!’s new regular contributor Enongo Lumumba-Kasongo notes how audio games, like Papa Sangre, often use sound as a gimmick to engage players, and considers the politics of this feint. For whom are audio games immersive, and how does the experience serve to further marginalize certain people or disadvantaged groups?–AT
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Immersion is a problem at the heart of sound studies. As Frances Dyson (2009) suggests in Sounding New Media, “Sound is the immersive medium par excellence. Three dimensional, interactive and synesthetic, perceived in the here and now of an embodied space, sound returns to the listener the very same qualities that media mediates…Sound surrounds” (4). Alternately, in the context of games studies (a field that is increasingly engaged with sound studies), issues of sound and immersion have most recently been addressed in terms of instrumental potentialities, historical developments, and technical constraints. Some notable examples include Sander Huiberts’ (2010) M.A. thesis entitled “Captivating Sound: The Role of Audio Immersion for Computer Games,” in which he details technical and philosophical frames of immersion as they relate to the audio of a variety of computer games, and an article by Aaron Oldenburg (2013) entitled “Sonic Mechanics: Audio as Gameplay,” in which he situates the immersive aspects of audio-gameplay within contemporaneous experimental art movements. This research provokes the question: How do those who develop these games construct the idea of immersion through game design and what does this mean for users who challenge this construct? Specifically I would like to challenge Dyson’s claim that sound really is “the immersive medium par excellence” by considering how the concept of immersion in audio-based gameplay can be tied to privileged notions of character and game development.
In order to investigate this problem, I decided to play an audio game and document my daily experiences on a WordPress blog. Based on its simulation of 3D audio Papa Sangre was the first game that came to mind. I also selected the game because of its accessibility; unlike the audio game Deep Sea, which is celebrated for its immersive capacities but is only playable by request at The Museum of Art and Digital Entertainment, Papa Sangre is purchasable as an app for $2.99 and can be played on an iPhone, iPad or iPod. Papa Sangre helps us to consider new possibilities for what is meant by virtual space and it serves as a useful tool for pushing back against essentialisms of “immersion” when talking sound and virtual space.
Papa Sangre is comprised of 25 levels, the completion of which leads player incrementally closer towards the palace of Papa Sangre, a man who has kidnapped a close friend of the protagonist. The game boasts real time binaural audio, meaning that the game’s diegetic sounds (sounds that the character in the game world can “hear”) pan across the player’s headphones in relation to the movement of the game’s protagonist. The objective of each level is to locate and collect musical notes that are scattered through the game’s many topographies while avoiding any number of enemies and obstacles, of course.
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A commercial success, Papa Sangre has been named “Game of the Week” by Apple, received a 9/10 rating from IGN, a top review from 148apps, and many positive reviews from fans. Gamezebo concludes an extremely positive review of Papa Sangre by calling it “a completely unique experience. It’s tense and horrifying and never lets you relax. By focusing on one aspect of the game so thoroughly, the developers have managed to create something that does one thing really, really well…Just make sure to play with the lights on.” This commercial attention has yielded academic feedback as well. In a paper entitled “Towards an analysis of Papa Sangre, an audio-only game for the iPhone/iPad,” Andrew Hugill (2012) celebrates games like Papa Sangre for providing “an excellent opportunity for the development of a new framework for electroacoustic music analysis.” Despite such attention–and perhaps because of it–I argue that Papa Sangre deserves a critical second listen.
Between February and April of 2012, I played Papa Sangre several times a day and detailed the auditory environments of the game in my blog posts. However, by the time I reached the final level, I still wasn’t sure how to answer my initial question. Had Papa Sangre really engendered a novel experience or it could simply be thought of as a video game with no video? I noted in my final post:
I am realizing that what makes the audio gaming experience seem so different from the experience of playing video games is the perception that the virtual space, the game itself, only exists through me. The “space” filled by the levels and characters within the game only exists between my ears after it is projected through the headphones and then I extend this world through my limbs to my extremities, which feeds back into the game through the touch screen interface, moving in a loop like an electric current…Headphones are truly a necessity in order to beat the game, and in putting them on, the user becomes the engine through which the game comes to life…When I play video games, even the ones that utilize a first-person perspective, I feel like the game space exists outside of me, or rather ahead of me, and it is through the controller that I am able to project my limbs forward into the game world, which in turn structures how I orient my body. Video game spaces of course, do not exist outside of me, as I need my eyes and ears to interpret the light waves and sound waves that travel back from the screen, but I suppose what matters here is not what is actually happening, but how what is happening is perceived by the user. Audio games have the potential to engender completely different gaming experiences because they make the user feel like he or she is the platform through which the game-space is actualized.
Upon further reflection, however, I recognize that Papa Sangre creates an environment designed to be immersive only to certain kinds of users. A close reading of Papa Sangre reveals bias against both female and disabled players.
Take Papa Sangre’s problematic relationship with blindness. The protagonist is not a visually impaired individual operating in a horrifying new world, but rather a sighted individual who is thrust into a world that is horrifying by virtue of its darkness. The first level of the game is simply entitled “In the Dark.” When the female guide first appears to the protagonist in that same level, she states:
Here you are in the land of the dead, the realm ruled by Papa Sangre…In this underworld it is pitch dark. You cannot see a thing; you can’t even see me, a fluttery watery thing here to help you. But you can listen and move…You must learn how to see with your ears. You will need these powers to save the soul in peril and make your way to the light.
Note the conversation between 3:19 and 3:56.
The game envisions an audience who find blindness to be necessarily terrifying. By equating an inability to see with death and fear, developers are intensifying popular horror genre tropes that diminish the lived experiences of those with visual impairments and unquestioningly present blindness as a problem to overcome. Rather than challenging the relationship between blindness and vulnerability that horror-game developers fetishize, Papa Sangre misses the opportunity to present a visually impaired protagonist who is not crippled by his or her disability.

Disconcertingly, audio games have been tied to game accessibility efforts by developers and players alike for many years. In a 2008 interview Kenji Eno, founder of WARP (a company that specialized in audio games in the late 90s), claimed his interactions with visually impaired gamers yielded a desire to produce audio games. Similarly forums like audiogames.net showcase users and developers interested in games that cater to gamers with impaired vision.
In terms of its actual game-play, PapaSangre is navigable without visual cues. After playing the game for just two weeks I was able to explore each level with my eyes closed. Still, the ease with which gamers can play the game without looking at the screen does not negate the tension caused by recycled depictions of disability that are in many ways built into storyline’s foundation.
The game also fails to engage gender in any complexity. Although the main character’s appearance is never shown, the protagonist is aurally gendered male. Most notable are the deep grunting noises made when he falls to the ground. For me, this acted as a barrier to imagining a fully embodied virtual experience. Those deep grunts revealed many assumptions the designers must have considered about the imagined and perhaps intended audience of the game. While lack of diversity is certainly an issue at the heart of all entertainment media, Papa Sangre‘s oversight directly contradicts the message of the game, wherein the putative goal is to experience an environment that enhances one’s sense of self within the virtual space.
On October 31st, 2013, Somethin’ Else will release Papa Sangre II. A quick look at the trailer suggests that the developers’ have not changed the formula. The 46-second clip warns that the game is “powered by your fear” after noting, “This Halloween, you are dead.”
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It appears that an inability to see is still deeply connected with notions of fear and death in the game’s sequel. This does not have to be the case. Why not design a game where impairment is not framed as a hindrance or source of fear? Why not build a game with the option to choose between different sounding voice actors and actresses? Despite its popularity, however, Papa Sangre is by no means representative of general trends across the spectrum of audio-based game design. Oldenburg (2013) points out that over the past decade many independent game developers have been designing experimental “blind games” that eschew themes and representations found in popular video games in favor of the abstract relationships between diegetic sound and in-game movement.
Whether or not they eventually consider the social politics of gaming, Papa Sangre’s developers already send a clear message to all gamers by hardwiring disability and gender into both versions of the game while promoting a limited image of “immersion.” Hopefully as game designers Somethin’ Else grow in popularity and prestige, future developers that use the “Papa Engine” will be more cognizant of the privilege and discrimination embedded in the sonic cues of its framework. Until then, if you are not a sighted male gamer, you must prepare yourself to be immersed in constant aural cues that this experience, like so many others, was not designed with you in mind.
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Enongo Lumumba-Kasongo is a PhD student in the Department of Science and Technology Studies at Cornell University. Since completing a senior thesis on digital music software, tacit knowledge, and gender under the guidance of Trevor Pinch, she has become interested in pursuing research in the emergent field of sound studies. She hopes to combine her passion for music with her academic interests in technological systems, bodies, politics and practices that construct and are constructed by sound. More specifically she would like to examine the politics surrounding low-income community studios, as well as the uses of sound in (or as) electronic games. In her free time she produces hip hop beats and raps under the moniker Sammus (based on the video game character, Samus Aran, from the popular Metroid franchise).
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Fade to Black, Old Sport: How Hip Hop Amplifies Baz Luhrmann’s The Great Gatsby
When I heard of people flocking to recreate “Gatsby Dress” costumes for Halloween 2013, I couldn’t help but ponder the seemingly-perpetual cultural allure of F. Scott Fitzgerald’s The Great Gatsby, particularly its latest cinematic incarnation in spectacular Baz Luhrmann-style. More than a little of the momentum of the recent revival, however, had everything to do with the film’s soundtrack–executive produced by Jay-Z (who also executive produced the film)–that drew heavily on hip-hop. This sonic move was not without controversy, however, sparking intense debate when the film was released in May 2013. Take this line from Vice Magazine’s UK music blog Noisey (from a post snarkily entitled “Who Let The Great Gatsby Soundtrack Happen?”) that describes Kanye West and Jay-Z’s Watch the Throne album, from which many of the film’s songs are taken, as “a record that couldn’t be further removed from West Egg than a pauper trying to gain access to a Gatsby soiree.” This statement reveals more about this particular listener than it does about either the record or the film, which are intimately connected through the labor of Jay-Z and what I theorize here as a “sonic hip hop cosmopolitanism.”
I’ll admit that when I was first hip to The Great Gatsby my junior year of high school, I thought it was boring and couldn’t stand Tom or Daisy Buchanan or their rich white folk problems. I rooted for Jay Gatsby but couldn’t for the life of me understand why he was so sprung over Daisy, who wanted her daughter to be a “beautiful little fool” (17). But as I got older, I found myself returning to the novel time and time again, coming back to Gatsby like a forlorn lover and reconsidering what Jay Gatsby’s character represents: unrequited love, American idealism, (capitalistic) hustle, and (white) masculine performance. However, I’ve always been part of the camp that secretly hoped Gatsby was a black man passing for white, yearning for a life – and a woman – out of his grasp no matter how much “new money” he acquired.
It was not until Baz Luhrmann’s film adaptation of Gatsby that I realized how hip (hop) Gatsby really could be.
Luhrmann’s modernization of classic literary texts is not new; Romeo + Juliet (1996) got me through high school readings of Shakespeare’s play in ways Sparknotes could not. While Shakespeare’s words remained intact, the scenery and aura of the play burst to life on the big screen. Luhrmann uses in that film sonic cues of contemporary (youth) popular culture to make Shakespeare’s characters relatable. Verona is a hip, urban hub of violence that vibrates to grunge and pop artists such as Garbage, Everclear, and Quindon Tarver instead of mandolins and harps. The grittiness of grunge rock signifies the grittiness of Verona street life while Quindon Tarver’s angelic voice signifies the innocence and vulnerability of (first) love.
But Luhrmann’s Gatsby takes it up a notch, looking to hip hop culture as a bridge between the roar of the 1920s and the noise of the present. Aside from the literal presence of hip hop sound – mostly snippets from Jay-Z and West’s Watch the Throne – the materiality of hip hop sound also serves to update the Gatsby narrative. Consider how Gatsby’s parties are loud and bass-filled with a live jazz band. The loudness of the party and “surround sound” stereo sound of the film amplifies the vibrancy of the Jazz era while drawing in the audience with a contemporary interpretation of live parties seen and heard in contemporary hip hop culture. “The question for me in approaching Gatsby was how to elicit from our audience the same level of excitement and pop cultural immediacy toward the world that Fitzgerald did for his audience?” Luhrmann told Rolling Stone. “And in our age, the energy of jazz is caught in the energy of hip-hop.”
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The film itself is stunning: vividly colored with panoramas and ground shots of New York City, Luhrmann’s film draws in an audience possibly unfamiliar with Fitzgerald’s novel. The film utilizes the more traditional jazz aesthetic that captures the novel’s initial element, but invokes hip hop to span a generational divide and update the (black) cool factor of the film. Indeed, both jazz and hip hop best signify black cool and its commodification into mainstream white America. For example, Norman Mailer’s discussion of the white hipster and Jazz aficionado as a “white Negro” is also tantalizingly useful in thinking of Gatsby as a black man passing for white. His affinity for Jazz and throwing jazzy parties incites the probability of Gatsby’s racial and social background. The film uses sound to create a hybrid of timeless black cool, while highlighting the presence of African Americans’ contributions to American culture. Hip hop’s birthplace and the portal for many immigrants into America, New York is arguably America’s most mythological city, grounded in both white and African American culture memory as such. Jay-Z’s own mythic rise to fame, wealth, and power in New York City–exemplified in some lines from 2009’s “Empire State of Mind,” “Yeah I’m out that Brooklyn, now I’m down in TriBeCa/ Right next to De Niro, but I’ll be hood forever/ I’m the new Sinatra, and since I made it here/I can make it anywhere, yeah, they love me everywhere”– grounds the film’s rags-to-riches mystique.
In addition to such extradiegetic associations, the film’s soundscape itself enthralls, with brassy, lively instrumented notes of jazz – which carried the sonic narrative of the 1920s – sounds of the hustle and bustle of urban spaces, particularly New York City, and hip hop. The film’s soundscape presents a hybrid of sonic black identities – jazz and hip hop – and uses their blended aesthetics to speak to the continued framework of black popular culture as a gauge of Americanism. In other words, the marginalized perspective is used to decide whether or not something is authentically American or not.

Jay-Z performs at Obama Pre-Election Rally 2012 in
Columbus, Ohio, w/ Bruce Springsteen, Image by Flickr User Becker1999
Hip hop aesthetics bridge old New York with the current New York as a foundation of Americanness. Gatsby bridges the old adage of New York as a space of opportunity with the familiar New York adage that Harlem-born and Mt.-Vernon-raised P. Diddy drops in Jermaine Dupri’s “Welcome to Atlanta,” “if you can make it here, you can make it anywhere,”a call back to Sinatra’s “New York, New York” that is also echoed by Jay-Z that forms a foundational trope of the film and the novel. A particular striking example of the merging of these adages is a scene in the novel where Nick and Gatsby are on their way to the city. They pass a car with black passengers and a white chauffeur:
As we crossed Blackwell’s Island a limousine passed us, driven by a white chauffeur in which sat three modish negroes, two bucks and a girl. I laughed aloud as the yolks of their eyeballs rolled toward us in haughty rivalry.
“Anything can happen now that we’ve slid over this bridge,” I thought; “Anything at all” (69).
While the novel does not describe a sonic accompaniment to Carraway’s observation of the black folks in the limousine, there is an inherent understanding of the “modish” fashion of the black folks as jazzy, as cool. In the film, there is an audible sound associated with the black folks. They are sipping champagne and listening to Watch the Throne. Although visibly symbolic of the 1920s – dressed in zoot suits and flapper dresses – the aural blackness associated with the scene suggests a merger of jazz and hip hop cool and cosmopolitanism.

Still from The Great Gatsby (2013)
In order to understand how hip hop updates the struggle for realness, entitlement, and respectability in the Gatsby film, it is important to return to the major sonic influence of the literal hip hop sound in the film: Jay-Z and Watch the Throne. Jay-Z’s work on the album raises questions of how hip hop culture impacts not only the American dream but the aspirations of mogul-dom seen and heard in the film and novel. Christopher Holmes Smith’s discussion of hip hop moguls in Social Text (Winter 2003) is particularly useful in teasing out the implications behind the hip hop mogul and such figures’ social-cultural responsibility to their respective communities. Holmes Smith argues:
The hip-hop mogul bears the stamp of American tradition, since the figure is typically male, entrepreneurial, and prestigious both in cultural influence and wealth. The hip-hop mogul is an icon, therefore, of mainstream power and consequently occupies a position of inclusion within many of the nation’s elite social networks and cosmopolitan cultural formations (69).
Jay-Z’s status as a hip hop mogul – serving both as a creative talent and corporate backer – lends credence to thinking about hip hop as a space of entitlement and a site of struggle to attain that entitlement. It is from this perspective that I think of Gatsby as a hip hop figure/mogul: his working class background, hyper-performance of white privilege, materialistic pursuit of wealth for visibility, and desperate need for approval as “authentic.” To borrow from rapper Drake, Gatsby “just wanna be successful.”
Mark Anthony Neal’s discussion of Jay-Z as a hip hop cosmopolitan figure in Looking for Leroy (2013) further enables an understanding of how Jay-Z lends his (sonic) hip hop cosmopolitanism to sonically navigate between hip hop’s working class aesthetics and his own sense of entitlement because of the way he mobilized those working class experiences to become wealthy. While the film does have performances by artists who are not considered hip hop – i.e. Lana Del Rey, Jack White, and Florence+the Machine – Jay-Z’s use of his own raps, including tracks from the Kanye West collaboration Watch the Throne suggests a “sonic hip hop cosmopolitanism” complements any sense of the film as a case study of white entitlement. Tracks like “100$ bill,” “No Church in the Wild,” and “Who Can Stop Me” both prop up and tear down Luhrmann’s visual rendition of Fitzgerald’s critique of the uppercrust of America as corruptibly entitled.
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Baz Luhrmann’s adaptation of The Great Gatsby is an intriguing and useful tool through which to analyze the (in)consistencies of race and cultural authenticity in the United States. Both jazz and hip hop exist in the interstitial spaces that lie between black cultural expression and white entitlement to those expressions. Luhrmann uses hip hop’s sonic and cultural aesthetics to pump up the capitalistic and all-American narrative of “pull yourself up by the bootstraps” narrative in Gatsby by also declaring, “get yours by any means necessary.”
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Featured Image adapted from Flickr User kata rokkar
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Regina Bradley recently completed her PhD at Florida State University in African American Literature. Her dissertation is titled “Race to Post: White Hegemonic Capitalism and Black Empowerment in 21st Century Black Popular Culture and Literature.” She is a regular writer for Sounding Out!
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