Director Kane Parsons explains how the video game 'Portal' has been the single biggest influence on his creative work. He breaks down the game's mechanics, narrative, and themes, such as its physics-based puzzles, the mysterious AI-operated setting, and its blend of corporate bleakness with absurd humor. He then draws direct parallels between 'Portal's' environmental storytelling (like murals on the walls) and vast, eternal indoor spaces to the aesthetic and narrative of his film, 'Backrooms'.
Transcript
Portal would be the earliest influences. The easiest one for me to pin down is like the strongest influence over like everything I've done in my entire life probably. It's a two game series. So if anything I would say Portal two was the bigger inspiration for me. It was all built around this mechanic of having this this gunner tool that's able to open up a portal in one wall and another one tier, and it's sort of a physics based, puzzle game where you're traveling through this AI operated test, center, this testing rank, and and you're slowly unraveling as as you wake up out of a stasis pod at the beginning of the game. You're slowly seeing that there's only like kind of a a monotone, what feels like a robot slightly inhuman voice talking you the whole time and it's very corporate. It feels like there's something slightly wrong with it. It's inherently comedic and absurd and and that's kind of what I like about it. All of these no many, like, kind of bleak creative choices come from, an inherent humor. Well done. Here come the test results. You are a horrible person. There's like one specific thread that really stuck with me when I was younger which was throughout the first game and more so in the second game when they've sort of solidified their art direction, you can see these murals on the wall of like one other worse. Like you can clearly see traces of another human being in this place and there's some specific moments in the film with, with like these murals and and I guess best in general, it's probably obvious how and why this connects to Backrooms. And I think you can probably tell that this is maybe the one that's most special to me because I won't stop rambling about it. The general set construction of the Portal games is something that's been in my brain for so long. I I frequently have dreams where I'm just in in the Aperture Research Center. It's not yellow. It's very it's very gray and and blue and kind of bleak. And by the second game, it's rotting and it's totally falling apart. But but it's vast in in a lot of ways. It feels like an internal indoors that goes on in all directions that, is just absurd in its scope. So I think it's actually very similar to backrooms in that front.