It was bad before. A profound sense that humanity is moving towards a path of no return - the rise of right-wing governments, global warming, neoliberalism, economic collapse, conflicts and disputes over territory and power. Then came the pandemic, and what was already bad got even worse.
And then in the near future there is the post-pandemic, where the predictions are frightening. The United Nations Office for the Coordination of Humanitarian Affairs estimates a 40% increase in the number of people who will need assistance next year, compared to 2020. The risk of extreme hunger is real, a disease that seems to have been eradicated from all over the world.
The feeling of loss and dread, the chaos, the despair of the present time, the crisis of anxiety, the void, seems to scream out loud and everywhere: Where to now?
It is based on this question that concerns many current issues (and at various levels and nuances) that Novas Frequências has been conceptually organized. Our two programming proposals for the In/Out Festival deal directly with the subject and work as a pilot, a teaser experience, for something wider at the end of the year during the 11th edition of Novas Frequências Festival, scheduled to happen in December 2021.
A mismatch of situations experienced and not understood and that bewilder the human being, the labyrinth is one of the perfect representations - if not the best - of the feeling of being lost (and, at the same time, of finding oneself).
Formed by music artists Deafbrick (Brazil/UK), Duma (Kenya) and Simon Grab (Switzerland) and visual artist Genesys (Brazil), Roam is a kind of meta-labyrinth: a first person 3D game-shaped maze composed of approximately 50 references of labyrinths taken from cinema (such as Kubrick’s The Shining), literature (Jorge Luis Borges), poetry (Fernando Pessoa), visual arts (Escher, Picasso), philosophy (Nietzsche and the eternal return theory), popular culture, and, of course, ancient history and mythology. The goal is to find the artists' music scattered and hidden in the game's architecture. And to get lost.