Rethinking Videogame’s Relationship to Cinema with the Forgotten Aconcagua
About a third of the way through Aconcagua, a PlayStation game from 2000, four plane crash survivors are trapped on the Argentinian mountainside between pillars of rock and helicopter gunfire. The camera cuts to a frontal shot of a bodyguard thought to be incapacitated from the crash shooting, then to a government soldier being killed with a camera angle below, positioning the soldier in frame with the helicopter. The camera cuts behind the bodyguard firing at the helicopter, then to red sparks skipping across the flying metal. The helicopter begins to fly away, when a skiing pole flies out of the open door, camera following. The camera cuts to the feet of the characters, panning upward, asking “what the hell is going on?” In the following sequence, the player must control each of the four characters as they rush between natural pillars to avoid gunfire and take down the helicopter to an unrelenting march of harsh strings and shouting trumpets.
Flowing through the action set piece and Poledouris-esque soundtrack, my brain spits out a thought: “Wow, this feels like a Kathryn Bigelow film.” The moments of action remind me of the tension from Point Break, political stakes between a group of people discovering a political conservative plot aiming to kill them brought me back to the adrenaline from Strange Days.
The mere thought of games and film produces an electric shock through my brain filled with advertisements, PR catchphrases, and criticism attempting to take it all apart. God of War’s glorified single-take, Ghost of Tsushima’s depressingly inept homage to Kurosawa, and The Last of Us Part II’s fascist framing of its NPCs all come to mind.
My second thought immediately after: “ugh.” I find myself discomforted that my time with this game brought me to this forsaken place of “cinema.”
There isn’t anything wrong with games evoking movies, but the contemporary culture of videogames has a fraught relationship with “cinema.” From academics, to critics, to designers, many have attempted to make claims for a dominant notion of videogames’ relationships to cinema. In academia, a popular viewpoint that many scholars have taken is to view videogames as a successor to the qualities of film. In criticism, many writers have noted frustration in games’ attempts at cinema but inability to create images similar to the medium. Then there are designers like David Cage, claiming to be the “first’’ in an intersection of games and cinema.
To many of these peoples’ credit, the continued relationship between modern big-budget games and cinema is strangely consistent but never able to create cinema itself. As critic and Paste contributor Cole Henry points out: “Games and cinema are different art forms but they will always inform one another, for better and usually for worse. As games have progressed, they have sought the storytelling and cinematic toolkits of filmmaking to the point where almost every AAA story-based game is a pitifully, fleeting attempt at what makes cinema special while forgetting what makes games special in the first place.” While Henry makes a point that games never achieve cinema, it makes us ask why, if games fail to replicate cinema, do they keep aiming to reproduce it?
People create games to be played, but also as a form of communication. Games being designed entails decisions made to be understood in a certain way by certain people. For this reason, videogames have always been in discourse over whether or not they can be considered art.
The beginning of Aconcagua, in contrast to the action set piece of the helicopter, is desperate. Scenes display a Japanese journalist alone, finding his colleagues dying. A South American socialist presidential candidate finds her organizers dead in the snow, and towers of flame blocking any way of escaping to survival. There is no soundtrack in play, only the chilling sounds of wind rushing across the mountaintop. I have kept a screenshot since my original playthrough of Pachimama, the socialist candidate, cradling herself in defense of the wall of fire. The image screams despair as she looks downward, and relishes in the scorching abyss. Even without the context of the game’s narrative I find this image to be emotionally affecting.

Images such as the burning wall, moments of emotional play emerging, and many other reasons affect players and stay with them. Due to this expressive connection, videogames have always been in discourse over whether or not they can be considered art. At a base level this largely stems from a hope for broader validation in the medium’s personal expression. Cultural validation, though, always weaves itself through a veil of the market. Which is where we arrive at, perhaps, the true culprit behind the continuing push towards cinematic videogames: money.
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