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Wednesday, February 11, 2026 |
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| Alice Bucknell's Clipped Horizon reframes speculative futures at Basement Roma |
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The exhibition brings together three works by Alice Bucknell.
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ROME.- In In Free Fall (2011), Hito Steyerl suggests that we have lost horizontal perspective along with any shared ground. Were living inside a collapse. No dramajust free fall. Here, falling does not necessarily mean falling apart but falling into place. Into a place with many more horizons, perhaps.
Alice Bucknells work follows the same logic, testing multiple perspectivesincluding the most uncomfortable onesto keep the future open rather than having a single prediction.
Moving through Bucknells work feels like entering a conspiratorial Reddit thread, where CTO Seth is selling you sunsets to cool the Earth, and Elons twinJasontrained on Donna Haraways theories and SpaceX press releases, promises high-quality artistic events on Mars. Pure chemistry and capital.
Bucknells solo exhibition title, Clipped Horizon, borrows from video game terminology, where clipping means a glitch in which collision logic breaksbodies pass through walls, NPCs show up partially embeddedbut the system keeps running. Welcome to the cosmic bug.
Similar to conspiracy forums, spending enough time in Bucknells simulations, you follow a dopamine-driven arcfrom confusion to recognitionseeing meaningful connections in random data. Except the data here is not random at all: from interviews with space lawyers, NASA astronomers, drone pilots, to 3D scans of the city, merging archival images of the LA river with existing proposals for its redevelopment.
The exhibition brings together three works by Alice Bucknell. The Martian Word for World is Mother (2022), a three-channel video that builds on Ursula K. Le Guins short story The Word for World is Forest and Kim Stanley Robinsons Mars Trilogy, proposes three very different futures for the Red Planet, alongside Bucknells research on interplanetary law. Spoilerhuman settlement is not the necessary default.
In The Alluvials (2023), a nonlinear narrative about Los Angeles told by wildfire, the Los Angeles River, and the citys celebrity mountain lion P-22 explores the doomed love affair the city has with water. Here, Bucknell works with speculative redevelopment plans and archival documents blending history and future to envision a reality-adjacent present.
Navigating a brightly lit space of heat-treated metallic sculpturesamong them an alligator, a space satellite, and a cowboy boot, melting as if left out too long in the sunyou enter the control room. Here, a dilettante documentarian enthusiastically briefs you on the dark side of solar geoengineering.
Somehow, in most games, the sun is just a decorative background asset. In Staring at the Sun (20242025), the central piece of the exhibition, it is an agent and an object at the same time: a sci-fi documentary based on Bucknells interviews with scientists, engineers, and startup CEOs actively shaping, modeling, or testing how the sun, atmosphere, and climate might be altered. Staring at the sun is stupid and it hurts, but the urge to reckon the unknown and the unknowable keeps winning.
Narratives used to gain power by collapsing uncertainty. In a present characterized by narrative collapse, Bucknells work functions like a trap door. Clipping the horizon, we fall sideways into a world that offers totalized feeling rather than totalized knowledge. Text by Alice Scope.
Alice Bucknell (b. 1993) is an artist, writer and educator based in Los Angeles. Their work explores the affective dimensions of video games as interfaces for understanding complex systems, relationships, and forms of knowledge. Bucknell is interested in the ecological dimensions of play as an embodied technology that dissolves binaries between human and nonhuman, natural and synthetic intelligence, and self vs world. They have exhibited internationally, including at Centre Pompidou (Paris), Kunsthalle Praha (Prague), Ars Electronica (Linz), transmediale (Berlin), Arcade Seoul, the Venice Architecture Biennale, the Singapore Art Museum and Serpentine Galleries (London). In 2025 their video game The Alluvials was acquired by SFMOMA in San Francisco, making it the first video game to enter the museums permanent collection. A recipient of the 2025 Creative Capital Award and former CERN/CC resident, they teach world-building, game design and the philosophies of technology at SCI- Arc and UCLA (Los Angeles). Clipped Horizon marks their first solo exhibition in Italy.
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