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The Interface That Fell into Cosmic Horror

31

GG Vol. 

26. 8. 10.

The Road Aliens Didn’t Take

 

Aliens is interesting in many respects, but what deserves particular note is how the “earnestness” of James Cameron, tech nerd, runs through the entire film. Case in point: the first characters to appear in the opening sequence are neither human nor alien nor android. They are industrial robot A, which laser-cuts a clean opening in the door of the ship where Ripley sleeps and promptly exits, and industrial robot B, which follows at once to scan the ship’s interior. Elsewhere, the power loader — born of extending the concept of the industrial exoskeleton — the sentry gun, a kind of automated military robot, and the display filling one whole wall of a large room (calling to mind the LED walls that ring today’s Unreal Engine virtual-production stages) all stand out in sharp relief.


All these devices, rather than leaning on the crude CGI of the day, passed through the hands of an already mature machine craft of sets and props, and they still radiate an intensely tactile aura. Ironically, this is also why the film at times feels like a tech expo of the CES (Consumer Electronics Show) variety, demonstrating the products a near future will reach.


And yet, for all its overwhelmingly technology-dense facade, one element of Aliens keeps snagging the eye. The marines of the film, elite soldiers of the late twenty-second century that they are, each carry a bodycam on their helmet, and the audience can watch the feeds those bodycams transmit through the command-post interface inside the APC. The problem is that these feeds boast roughly the image quality of a 1980s Korean news channel watched on a CRT with poor reception. Which is to say: staggeringly awful. Unless the bodycam supplier of the late twenty-second century is a retro enthusiast, one is driven to suspect defense-procurement fraud.


Regrettably, the director was “earnest” about the bodycam image quality too. According to the recollection[1] of Cynthia Dale Scott, the actor who played Corporal Dietrich, Cameron tried during the shoot to build a kind of live-relay system — mounting real video cameras (not the compact bodycam props the audience sees) on the helmets, then running lines to the screen interface inside the APC. In the end this went unrealized, but he appears to have shot the bodycam shots with the very cameras that had been mounted on those helmets.


* The screen interface of the APC command post in Aliens

There is, of course, no shortage of “legitimate” reasons for the choice. As the line of mockumentary horror led by The Blair Witch Project shows, the low-grade image of the handheld camcorder (these days, footage that looks carelessly shot on a phone or webcam) schematically acquires a “raw” feel that translates conveniently into the functions of immediacy, or truthfulness. That most real bodycams compromise on image quality in order to hold long stretches of wide-angle data makes a fine excuse as well. An aesthetic defense is possible too: the dramatic mise-en-scène contrast between the bodycam (that is, camcorder) shots and the film’s main-camera shots pays off rather handsomely, meshing with the crosscut sequence of the marines entering the alien queen’s lair.


And yet, for all those sound grounds and excuses, a very simple solution existed by which the bodycams of elite marines living in the late twenty-second century need not have looked like 1980s news: shoot the bodycam footage with one of the film’s two main cameras. Fit an especially wide lens to add more of that “raw” flavor, if you like. But this logical solution leads the audience into a rather uncanny situation. No longer would the eyes suffer frames thick with noise — what we would face instead is a scene in which the screen of the film’s command-post interface and the screen the audience is watching display perfectly “identical” image quality.


Perhaps the real reason the director clung to low resolution — to the point of that bizarre obsession with building a live-relay system out of cheap camcorders — was to allay an anxiety about the fluidity of the interface. Wagner’s Bayreuth Festspielhaus, as Park Hae-cheon writes, “was able, as a stage on which the spectacle of the total artwork was staged, to equip itself as an interface of audiovisual immersion,”[2] and one may surmise that the blockbuster movie theater, in its direct debt, aims at much the same. If so, the very attempt to let the small, thoroughly functional screen of the film’s command post display the same image quality as the “interface of audiovisual immersion” the audience is watching must have struck Cameron as an experiment in producing some dreadful hybrid.


Interestingly, the screen interface forty years on looks closer to a Lovecraftian post-apocalypse beside which dreadful hybrids can be waved through as cute. We long ago entered the era of watching the 4K director’s cut of Aliens on a smartphone at 1.5x speed and then, growing bored, opening a social media app to play an AI-enhanced “Aliens: complete story recap and behind-the-scenes” video at 1.75x.

 

 

The Cosmic Horror Agent

 

Fluidity, once released, is not easily gathered back. What is more, the interface of the present is quite literally melting in real time. As I discussed in detail in a previous essay[3], in the digital realm the causality of input and output assigned to the interface is eroding at speed. No case shows this more perfectly than the AI chatbot, by now an everyday interface. Suppose you enter the same prompt a hundred times in a row. The result is a hundred answers, each (however minutely) different from the rest. The heart of every LLM built on the transformer architecture is probabilistic operation, and so the (once agreed-upon) causality of input and output is dismantled completely.


Imagine that the moment I press forward on the gamepad, the character walks forward with 45 percent probability, veers off diagonally with 35 percent, jumps with 15 percent, and — the last 5 percent — drinks a potion. An interesting experience at first; before long the fury boils over and the pad goes flying. An interface stripped of causality cannot underwrite the accumulation of experience.


By the time we reach so-called agentic AI, the interface goes beyond melting and begins to evaporate. The agent’s purpose lies in producing outcomes that demand action in many stages[4] without any interface interaction with the user along the way (mobilizing multiple LLM models if need be). The “ideal” agent, then, means the extinction of the screen interface. Fortunately(?), no such ideal agent exists. What is forced on us instead is a mass of variables that not even harness engineering whittled with an old master’s devotion can fully control.


The many LLMs an agent calls by API all operate, as noted, probabilistically (each model at rates of its own). That chaining several models in sequence raises the odds of hallucination far above using one is self-evident from simple arithmetic. What is more, tools like RAG — designed to curb hallucination and supply fresher information — stand almost defenseless before prompt-injection attacks. All of which makes any consistent output very hard to predict. The agent will probably feel, most of the time, as though it were working fine. Only, now and then, out of nowhere, it performs feats such as wiping every database in a company’s systems, backups included[5], or gladly handing over another person’s Instagram login to a hacker who asks politely[6].


The user of an agent, then, overlaps less with the faded advertisement of someone sipping coffee at leisure over a watertight automation than with the idle-game player restlessly checking the screen, or the anxious face of a retail investor holding the top. Unlike those two, though, the agent’s user cannot even make the real-time interface intervention that would cut losses when something goes wrong — the system was designed, from the start, to eliminate interaction with the interface as far as possible. Above all: in the case above, wiping the company’s databases, backups and all, took exactly nine seconds.


All that remains for the agent’s user is to whittle the harness engineering finer and finer in advance, and then pray that no such thing happens. Sadly, in a universe where every meshing gear turns at its own unpredictable probability, God becomes cosmic horror. And cosmic horror is crueler still to those who pray. So long as we do not leave the probabilistic universe of cosmic horror, the unforeseen disaster will only keep arriving — “foreseeably,” again and again.

 

 

The Hallucinations of Dead Space

 

In the world of Dead Space, which shapes its vision of cosmic horror — no dreams, no hope — with real relish, there exists an ancient alien artifact called the Marker. Beginning and end of every tragedy in this world, the Marker treats the life around it to gaslighting of various kinds. Among these, the dementia phenomenon is especially vicious, because there is no way to block this manipulation of the mind. Unlike the Necromorphs, who settle down once you take a power tool and trim their limbs neatly away, hallucination is not an object of conscious control. In gameplay terms, too, implementing hallucination is bound to be far less intuitive than designing ordinary combat. For that reason the dementia phenomenon is treated in greater detail mainly in the novels, comics, and animations built on the Dead Space universe.


The interesting thing is that, thanks to precisely those constraints, the process by which hallucination is folded step by step into concrete gameplay shows itself all the more nakedly as the series proceeds. In the first game and its remake, dementia drifts through the air like a smell faintly caught from somewhere. As Isaac crosses the Ishimura, the performances of a few people driven mad by it appear as a kind of set piece — with interaction kept to a strict minimum. The player also experiences Isaac’s hallucinations at one remove, through Nicole’s voice whispering out of the empty air or playback screens that switch on unbidden. Even at the moment Nicole’s apparition finally shows itself before Isaac, she only intones, in her eerie voice, “Make us whole,” and is never directly implicated in play.


The second game announces its intent from the intro cutscene: Nicole’s apparition will never let us go. And, as expected, she appears at all hours, going as far as physical threat against Isaac. But here, too, most encounters are handled in cutscenes, so the player never directly interacts with the hallucination at the level of the interface. At last, within the hallucinatory world the Marker has staged, the player can finally “interact” with Nicole’s apparition — in the form of a final boss. What happens there is, in truth, no more than an ordinary boss encounter into which one pours all the firepower amassed so far. But from that event on, the hallucination of the Dead Space series is fixed as the object of a concrete interface.

 

* Necromorphs of hallucination

               

By Awakened, the final DLC of the third game, Isaac is in constant combat with hallucinations of every kind. Not only Necromorphs but crazed Unitologist believers, and even his comrade Carver, appear wrapped in handsome effects to drive him into corners. In combat the apparitions teleport here and there like ghosts, and when you think you have finally killed them, they vanish — leaving no corpse — as if they had never been there. The dementia phenomenon, in other words, is no longer a scripted special encounter: it settles comfortably into the game’s systems as an entirely new category of enemy monster. Meshing with the series’ signature obsession with diegetic UI and the long-take camera, this leads to a faintly absurd result: in Dead Space, hallucination has quietly become an interface.

 

 

Back to the Interface

 

The story of concretizing hallucination into an interface by taking up arms and fighting it may sound a little bizarre. But could we have predicted, in advance, today’s reality — in which (the LLM’s) hallucination implodes agreed causality entirely, restructuring everything into a slot machine of probabilistic correlation? Had someone told me such a story ten years ago, I would have laughed it off as absurd. If the journey of Dead Space — stepping down its gloomy corridors one pace at a time, knowing better than anyone the despairing ending that waits at their end — came over me, strangely, with an odd steadiness, it was out of a faith: that whatever horrific event or being might wait on the road ahead, if I meant to fight, Isaac too would answer my controller’s input one hundred percent, unwavering, and fight beside me.


The pleasure of operating an interface, and the pleasure of watching that operation realized, plainly and graphically, on screen: so long as these two pleasures still form the most sensitive nervous system of the medium called games, the causality of the interface will remain in games — partially eroded though it may be. But when everything besides games has been swallowed by the Brethren Moon called the LLM — will the desire remain in us, even then, to lift a finger and play this old medium? That we cannot know. Only remember this truth: at a hallucination without substance, you can still, sometimes, empty your gun to your heart’s content.

 

 

 

 

[1] Alien Encounters Presents, “Aliens 25th Anniversary Panel at the Alien Encounters Convention” YouTube 2013.05.07. https://www.youtube.com/watch?v=4MyqHjI5DKQ
[2] Park Hae-cheon, Interface Chronicles (인터페이스 연대기), Designflux, 2009, p. 87.
[3] Wombat, “The Opaque Interface: Between Connection and Disconnection,” GameGeneration, Feb. 10, 2025. https://www.gamegeneration.or.kr/article/071d1e88-2413-4268-b870-7aca7f493876
[4] For example: a system that makes possible, from a single simple prompt, the whole chain of comparing airfares across several sites and paying, plotting the route from one destination to the next and booking suitable lodgings to match, buying tickets for the sights along the way to fit the itinerary, and finishing with the restaurant reservations. This, naturally, carries the precondition that the user cede enormous authority to the agent.
[5] Sanya Mansoor, “Claude-powered AI agent’s confession after deleting a firm’s entire database: ‘I violated every principle I was given’” The Guardian 2026.04.29. https://www.theguardian.com/technology/2026/apr/29/claude-ai-deletes-firm-database
[6] Liv McMahon, “Instagram AI chatbot tricked by hackers to give access to others' accounts” BBC 2026.06.02. https://www.bbc.com/news/articles/c98rzr72dpyo

Tags:

데드 스페이스, 게임 인터페이스, 다이제틱 UI, 코스믹 호러, 에일리언 2, AI 에이전트, Dead Space, Diegetic UI, Cosmic Horror, AI Agents, LLM Hallucination

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A freelancer who does odd jobs of all kinds. Interested, fittingly, in all kinds of odds and ends. With games, the interest runs especially deep.

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