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> But one can imagine a different version of this scene: a future humanity similarly excavating remains of corporate hallways that have since crumbled, wondering what life could have been like at the turn of the 20th century. What might our strange office spaces look like to the humans of the 2100s? What might they eventually look like to Gen Z and Gen Alpha, who may only know these environments through the ominous “Backrooms” or the goofy hijinks of “The Office”?
The Backrooms have always reminded me of House of Leaves and the Navidson Record within specifically. (I think maybe that's a deliberate influence in the lore?)

So I like how the movie's plot seems to be similar as well.

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 if you’ve only ever seen these kinds of spaces from a still photograph on the internet (which is why the audience for this sort of thing is too young to have ever experienced it themselves).

Yes, it looks exactly like the stifling, sprawling suburban office complex I once worked in, but then I also remember the feeling of walking out the exit into a beautiful spring day.

For me, the feeling these “back rooms” evokes is more akin to being in school waiting for the bell to ring so you can go outside and play.

It’s strange when your own mundane experiences are fodder for a new generation’s horror fiction. Sort of takes the bite away from it.

It isn't just offices. Easy to find this stuff exploring hotels, finding the unbooked conference area for example.
I absolutely grew up in the correct time period, and I've been in a ton of abandoned or not-currently-occupied 1970s decor structures, both day and night in my life. Malls, factories, office buildings, schools, churches, workshops, houses, barns, alleyways, warehouses, storage areas, the list goes on.

I have never been creeped out by these kinds of areas or vibes, instead finding them endlessly comforting and wicked fun to explore :D

I think one possible difference about how I view such an area vs the youth of today, is I think they view walls as "the boundaries of a video game map, so sturdy that gunfire and C4 can't even dent them, thus ineffable". But I had seen enough damaged and unfinished drywall and poorly constructed buildings in my youth to instead view the wall as another piece of furniture. Beyond it is something else, possibly "outside". I don't have to bust it down, but I built faith that if you walk around it you will arrive there all the same.

And as far as an environment constructed for humans: chairs, tables, doorways, but no humans present to occupy said environment, I just wind up personifying the furniture or imagining ways to use a space for which it might not have been originally intended. After all I explored these spaces since I was a child, you damn well know my first instinct is "climb up and over all of the things" and "establish a fort" and things like that! :D

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

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.

I'm not an SCP expert, but for a long time I have really liked SCP-087. It really nails the sleep paralysis and liminal space vibes.
I really want to play that game but I am bad at the genre and I got whacked by the first boss. I really like that creepy aesthetic.
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While the Backrooms movie trailer does make it look interesting, "Backrooms" / liminal horror / Skinamarink all have the same effect on me: nothing. I figure the split of people who find it scary vs those that don't is people who can "unscare" themselves.

Like when I go into my basement at night, I can give myself the scare of "what if someone's watching ..." then go "nah" and I'm fine.

Skinamarink worked better as Heck. Shorter, too.
Dreams I've had (since a late teenager) have often taken place in some kind of architecture with infinite rooms, hallways…

I wrote a computer game where a paper airplane flies room to room… It occurred to me that I was not indirectly surfacing this "endlessly scrolling building" that has recurred so often in what I suppose are nightmares(?).

At the same time, memory being what it is, I worry that the reverse is true—that the game I write inspired the nightmares (and that I now miss-remember when they began, misattribute them to my teenage years).

There is at times a feeling of infinite possibility when I find myself in these places while dreaming. I always enjoy exploring new places and so a place with infinite rooms, hallways, floors is going to keep me busy.

When I learned of Kowloon Walled City [1][2], that caught my attention. I've seen too descriptions of the underground portions of Hong Kong [3] that let you move from place to place without every stepping outside. The movie "Chungking Express" gives off that vibe [4]. The imaginary prisons of Giovanni Battista Piranesi [5].

[1] https://www.visualcapitalist.com/wp-content/uploads/2017/09/...

[2] http://lh5.googleusercontent.com/-xI_c78etYDc/T61_qAwHWFI/AA...

[3] https://weburbanist.com/wp-content/uploads/2014/05/hong-kong...

[4] https://youtu.be/0uMekCFDnkI

[5] https://en.wikipedia.org/wiki/Carceri_d%27invenzione

I worked on a couple of high profile FPS games during the era when designers really started trying to make these Potemkin village spaces off in the distance of levels to suggest larger realities (especially the 2000 shooter Soldier of Fortune).

I don't have anything interesting to say about how the backrooms phenomenon has evolved in recent years, but I do find it mildly amusing that I have a very different, but equally horror-themed, reaction to seeing "players" poking around in the original backrooms. Because it immediately gives me flashbacks to the feeling that players have found spots where collusion detection has had a nasty issue (because of bad geometry, or floating point precision errors in the physics system or a NaN, or players abusing the physic system to climb to areas they weren't supposed to), and now there's some awful-to-track-down bug to be fixed during a death march crunch time... all of which actually was a somewhat common occurrence during development at the time, of course.

Obviously, that makes me a lousy target audience for this art movement. But it's been vaguely fascinating watching people enchant, essentially, spaces that were experienced, from our side, as an very brittle (but useful!) optimization hack that we were all too aware could be easily broken.

the akamai access denied page is a perfect, unintentional illustration of the topic. getting paged for a single bad regex in a WAF config that blocks legit users is its own kind of institutional horror
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>More often than not, liminal aesthetics are human-made spaces, sans humanity.

>suggests a humanity at the brink of becoming digital objects themselves.

>But one can imagine a different version of this scene: a future humanity similarly excavating remains of corporate hallways that have since crumbled, wondering what life could have been like at the turn of the 20th century.

Relevant, and as spoiler-free as I can make it: I cannot give a stronger recommendation to play NieR and NieR:Automata.

The custom AssaultCube maps are very liminal
Surprising no one in the article or the comments has referenced The Amazing Digital Circus. It’s use of backrooms, NPCs and the like dovetail well together.
Those offices themselves were liminal (in sense of ritual) in a way, providing the threshold for the information age to take root.
It reminds me of De Chirico and Pittura Metafisica which was a small art movement in Italy just before WWI.

I think that the backrooms are a kind of reaction to the total corporatization of american life. Just like how Pittura Metafisica was a reaction to the futurists. The futurists were obsessed with machines and going fast, their art was full of movement and metallic forms and so on. De Chirico's was the exact opposite, these ancient Greek statues and buildings standing totally still in a weird autumn light, with meaningful things (statues, grand columns, and so on) placed into meaningless landscapes often with perspective or lighting that was purposefully not correct.

I don't really know too much about De Chirico's rationale for making paintings like this but I suspect it had to do with the industrialization and loss of the old ways of life that he experienced and the rapidly changing social attitude of the time. He took these grand imperial symbols and symbols of modernity and made them feel alienating and unsettling. Of course we know what happened historically as a result of the futurists.

So I think this could be what the backrooms are, a purposeful choice to see this totalizing corporatization of everything as opposite of what it is typically portrayed: it is lifeless, dead, meaningless, non-unique. It's taking a form that is treated a certain way in society (the artifacts of corporate america) and totally inverting it.

Has a lot in common with Vaporwave, I really like it. Not a huge fan of the horror part of it although I guess that's artistically relevant, but moreso this feeling of alienation, sadness, disconnection. It's lurking beneath the surface of our daily life. Think of what working at the Meta campus might look like (bright, cheerful, sunny, aesthetically pleasing) and then think of how the app which is created by that work actually makes people feel (alienated, disconnected, sad, enraged). That's the metaphor, it's the contradiction.