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DiGRA
The paper treats giant techno-figures not as spectacle but as places where cultural anxieties about the human and the nonhuman are staged. It asks how these figures articulate uncertainty about humanity's place among its machines.
Dom Ford's "Techno-Giants: The Giant, the Machine and the Human" examines the figure of the techno-giant, a humanoid or monumental being whose relationship to technology unsettles assumptions about where the human ends and the nonhuman begins. Rather than treating giants in video games as mere spectacle, the paper argues that these figures function as sites where cultural anxieties about boundaries are staged, inspected, and often left unresolved. The analysis proceeds through close-playing hermeneutic readings of two case studies: the Human-Reaper larva from Mass Effect 2 and the satirical robot Liberty Prime from Fallout 3 and 4. Drawing on theorists including Kristeva, Švelch, Steel, Oswald, Booker, Shaviro, and MacCormack, the work is qualitative and theory-driven, relying on interpretation of game texts rather than empirical data.
The central finding is that both giants expose the instability of the boundaries they threaten. The Human-Reaper, built from harvested human essence, reverses the logic of abjection by presenting a corpse-like machine that blurs organic and synthetic life, and its defeat through game mechanics fails to resolve the trilogy's broader category crisis. Liberty Prime, by contrast, satirises 1950s American masculinity, Cold War fantasies of technological destruction, and military fetishism, revealing the excess inherent in idealised national traits. In both series, the author contends, the giant shows that the ideals it embodies are fundamentally impossible to sustain, and neither game offers a satisfying resolution to these tensions.
The scope of the paper is limited to these two franchises and their associated Cold War and posthumanist frameworks, with no claims to broader statistical or industry-wide representativeness. Its final section is a bibliography of films, video games, and scholarly works on science fiction, posthumanism, monstrosity, and the post-apocalyptic genre, which situates the analysis within a wider body of literature. The paper's contribution lies in its interpretive reading of how giant techno-figures articulate uncertainty about humanity's place among its machines.
DiGRA · 2026
DiGRA · 2018