We’re Living in the Anthropocene: Badland, Climate Change and the Post-Human Era

We are learning to live in the Anthropocene, the term advanced in 2000 by Eugene F. Stoermer and Paul Crutzen to define a geological era caused by humans. Sinkholes open up in the icy places of the world and release clouds of methane. The Great Barrier Reef is the latest reef to disappear. In the film version, Jeff Goldblum would play a scientist trying to get this evidence, that catastrophe is looming in mere decades instead of centuries, to the President, and he would fly away, disappointed and frustrated, over fields and fields of cattle and livestock crowding out the land that soon will be covered and still not enough to feed the world’s people. The Anthropocene is all around us—is in us—so to write or see or play the apocalypse is to live in the Anthropocene.
Badland (2014) is a game living in the Anthropocene. It’s the story of a shadowy creature trying to survive an apocalyptic landscape. The beautifully rendered backgrounds are watercolors of natural splendor with monstrous traps in shadow in the foreground: motion-sensing guns, crushing pistons, stabbing spears. The movement is endless—the goal is to make it from one end of a level to another, where a tube sucks you in and deposits you in the next area. These features—the foregrounding of darkness against the backdrop of color and beauty, and endless movement forward—present an anthropocenic world and experience.
Nearly every day in 2016, we see news of the evidence of climate change’s effects in real time: The floods in Louisiana and North Carolina. The burning of peat bogs that threatens massive release of CO2. The Zika Virus and the links to climate change. Drought in the Amazon shutting down the carbon sink. The Anthropocene—the age of humans—is here and we are living it, say scientists and researchers.
The living creatures in Badland are cartoonish, even in shadow, and the world itself is rendered unreal or ethereal by the hand-painted graphics of the background, given watercolor appearance. The unreal and ethereal are offset by the darkness of the objects and machines of violence—the things trying to kill you are machines or monstrous extensions of nature. These shadows extend from the vertical margins of the screen and enclose your character as you side-scroll at varying speeds in an attempt to survive.
These shadows are organic, in a way, to the land—the violent objects are connected to the earth and the ceiling above. They are of the earth, of an Anthropocenic landscape haunted with the dead of Joyelle McSweeney’s necropastoral. The land is sick with the ghosts of human violence. Water is a vehicle for poisonous chemicals. Machines and production are responsible for emissions and soil erosion and the clearing of forests and habitats. McSweeney writes:
“We think of the Anthropocene as registering human-kind’s ravaging impact on non-human species and environments, but the Anthropocene is of course political as well—a single outsize permanent catastrophe made up of component catastrophes: genocides, depredations, the enslavement and debilitation of human populaces alongside the non-human.”