There’s this art installation called the Minimum Wage Machine. Between 2008 and 2010 conceptually-motivated artist Blake Fall-Conroy exhibited a box operated by a hand-crank, which spat out a US penny every four seconds, intended to be equivalent of working for the minimum wage in New York at the time. I take this art piece to be about how labour can be completely disengaged from utility. At your job, you create things you don t necessarily even consume. Marx, who had maybe one or two things to say about the role capital plays in culture, would call this “alienation”. How different, really, is turning a crank in an art gallery to lads in factories making electronics they ll never be able to afford? To collecting cocoa beans if you ll never get to eat a Freddo? For years I ve wondered if a big videogame might also try to leverage this kind of financial cynicism through interactivity.
I ve been playing Let It Die this week.








Befriend a skateboarding reaper, scale a mysterious industrial murderhell tower rising from futureTokyo, murder murdered-out zombies, eat frogs, and loot loot loot in Let It Die, the free-to-play roguelikelike action-RPG from Grasshopper Manufacture. Following its 2016 debut on PlayStation 4, Let It Die launched on PC this morning. As you’d expect from the makers of makers of No More Heroes and Killer7, it’s a bit of a silly one. I’ve played an hour and a half of it today and will at least return to get a better sense of what this procedurally-generated permadeath murderhell even is. First, meet Uncle Death.
