Revisiting the ghost’s shell: Prologue

I recall, once, watching my cousin playing Deus Ex: Human Revolution. At some point in the intro cutscene, he enters an elevator, where a female non-playable character (NPC) is waiting. While they converse, my attention was pulled away by a strange observation: I could see the NPC in the mirrored walls of the elevator, but not my own reflection.

I don’t particularly care for the rationalisations of the effect—low graphics quality settings, the difficulties of the uncanny valley, whatever else the technical difficulties are. How did I come to recognise, however vaguely, that perspective as my own, and what led me to expect a reflection in the same mirrored surface?

I think some very interesting questions—and hopefully answers as well—lie at this intersection of perception, cognition, and gaming, and I’m going to try at least fortnightly posts while keeping up my output on small-form-factor computing (of which not very much is left). If you know me from somewhere, give me a poke if I haven’t been keeping up like I promised.