CuteXDoom II – 2008
Often interactive, Fontaine’s work allows us to be both a participant and a spectator. CuteXdoom II presents the second level of the computer game modification CuteXdoom, first exhibited in 2004. In the first level of this game, the avatar (virtual character) ‘Sally Sanrio’ becomes intrigued by a popular and ‘supermodern’ religious cult called CuteXdoom, the followers of which believe ‘the possession and worship of cute material objects will ultimately lead to happiness’. Separating itself from the plethora of violent shoot-em-up videogames, CuteXdoom drew on the imagery and paraphernalia of kawaii (Japanese aesthetic of ‘cute’) and otaku (obsessive fan-based culture of anime and computer games). CuteXdoom II continues these themes by further exploring ideas of obsession and fanatical ideologies.
In Fontaine’s new level of the game, the world becomes increasingly surreal and distorted when ‘Sally’ realises she has been poisoned. Players must fight the effects of the poison in order to find the antidote and to achieve freedom beyond the confines of the cult.