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“It is 1986. You just came home from a skate session when a Nintendo game cartridge is dropped in your letterbox. You run out to see who delivered it, but only see a beige Ford Scorpio disappear around the corner. Excited to know what kind of game is on the cartridge, you visit your friend who just bought a brand new Nintendo console two weeks ago. You start playing, and after about 10 minutes of exploration in what seems to be an adventure game, a strange screen pops up prompting you to enter a code…”

What Remains is a time capsule and multi-layered archive of a small part of our history, seen through the lens of an already-much-warmer planet. In line with the project’s concept, the game is developed on re-used old hardware, the original Nintendo Entertainment System (NES) and Nintendo Famicom consoles and repurposed cartridges. Propagating a circular approach to archiving, which embraces copying, re-use, and negotiates authority, the game breathes new life into archival strategies. “The game is set in the 1980s, a time where we were not yet past the tipping point and could have drastically changed the way we live in order to keep our species safe. The story unravels the many different influences on public opinion, keeping us from taking measures to improve our chances of survival in the future.”


The Need to Archive

What are the origins of the compulsive drive to record, document and archive ourselves and the world around us? A multiple choice interview by Annet Dekker with Marloes de Valk and Aymeric Mansoux.

Article Furtherfield

'Waiting for the technological rapture in the church of big data'. Read the article by Marloes de Valk published in Furtherfield about the paralysing effect of hiding the human hand in software through anthropomorphising computers and dehumanising ourselves.

Social media

Read the What remains blog

What remains on Twitter

What Remains is made possible with support from the Creative Industries Fund NL.