Wednesday, December 19, 2012

Gamer Drama: A Story Critique of Alan Wake


Hi everyone! This is, hopefully, the first of many Gamer Drama pieces, a group of themed blogs where I critique video games with a literary perspective. I enjoy video games for the game play and the graphics, but for me it's the story that really makes the game. Let me know what you think, and I'll decide if I should keep doing this (or decide what changes to make to improve Gamer Drama). 

I worked at Best Buy for the summer in between undergrad and graduate school. While I worked there, I became more familiar with non-Nintendo games and, ultimately, bought an Xbox 360. The first game I bought for it was Alan Wake. Strangely, I only recently played through it.
From the moment I heard about this game (just before it came out), I was intrigued. I am a huge Stephen King fan, and I thought the horror-writer-in-a-horror-story idea would be fun to play through—it has certainly always been fun to read.

Synopsis


Alan Wake is a best-selling mystery novelist, who is suffering from a two year-long bout of writer’s block. He and his wife have traveled to the small town of Bright Falls for a much-needed vacation. However, Alan soon learns that his wife, Alice, has lured him to the town under false pretenses—it is also home to a psychiatrist who specializes in “helping” creative types. Angry, Alan storms out of the cabin, leaving his wife behind. Since she has an almost manic fear of the dark, Alan knows she won’t follow her. However, the darkness outside the cabin is strange—shadows look more animated, the air seems to hum, and there’s an unnatural calm. Suddenly, the lights in the cabin go out, and Alice screams. Alan races into the cabin, and finds that the railing on the balcony has broken, indicating that Alice fell into the river. He dives in after her, and the screen goes black.
The next thing Alan knows, he’s waking up in the woods after a car accident. This marks the main part of the game—Alan tries to find his wife, while fleeing from the Big Bad “The Dark Presence” and it’s possessed minions, “The Taken.”

The Setting


This is probably the strongest part of Alan Wake. The majority of the game takes part in the woods of the Pacific Northwest, in and around the town of Bright Falls. The woods are dark, quiet, and often foggy. It is easy to get turned around as you run toward the next safe area or meeting place. Each time you get turned around, you become a magnet for the possessed Taken—a fact which, combined with the ambiance of the woods, means that you’re tense as you run through the forest.
These forest scenes are the strongest part of the game. The balance of the setting, the unnatural ambiance, and the fear make the gamer emotionally involved in these scenes. The next best part is the small-town setting. I feel like it accurately represents life in a small-town without becoming a parody of it—though, I must admit, it’s been a while since I have lived in a small town.
Other settings of the game aren’t quite as effective. The mine didn’t manage to carry the same atmosphere as the forest scenes did. The luxurious “artists’ retreat” run by Dr. Hartman seems like a reproduction of an earlier area (the national park Ranger’s Lodge), except that it’s not as effective in setting the scene. The building seems too large and too open to make the gamer nervous—the same qualities that make the forest scenes frightening doesn’t apply in this case. Alan Wake works best when the gamer is in the wild—in buildings, gardens, and other “tamed” areas, the atmosphere isn’t as effective.

The Characters


Alan Wake is in the minority among modern games because it ignores the silent character/everyman (or everyman with super badass combat training) trope, and creates a real character for you to play. At first, this is extremely refreshing. However, this feeling weakens overtime (though it never really disappears). Alan can get a little annoying after three or so “episodes.” While some of his narrative is good—when he directs you toward a goal or talks to others on the phone to set the plot—sometime he can be a little grating. I particularly found it annoying when he would explain what just happened—I know what happened, Alan, I made you do it and/or fought my way through it. No one could have possibly missed it.
            The rest of the characters are either unremarkable or annoying. I found myself wishing I could just leave Alice to rot or leave Barry to certain doom several times. One of the most problematic characters, however, was Agent Nightingale. He is introduced as an antagonist, overreacts to a bunch of things, and then meets his doom. The character is a little more fleshed out in the manuscript pages, but I still found him mostly unnecessary. If it wasn't for the attempt to make Dr. Hartman a sort-of evil mastermind, he would have been pointless as well. It’s easy enough for a video game to invest the player in the fates of its minor characters—however, Alan Wake didn't manage to do that for me.
            As for the “bad guys,” I really only found the Taken to be effective. At first, Barbara Jagger (who’s really just the meat suit for the Dark Presence) was certainly creepy. I felt she really made the scene in the diner. However, the more the game fleshed out her character, the less imposing I found her. The Dark Presence itself adds to the atmosphere, but when it manifests in more direct ways (for example, as the Dark Presence Tornado), I found it kind of silly.

The Payoff


I don’t intend to give away the end of the game, just to describe my reaction to it. Alan Wake had me hooked for the first four episodes. Then it began to lose me. It’s not that it got fantastical—I love the fantastical, especially if it’s campy. I’m obsessed with Supernatural and Buffy, which are probably the top two contenders in that category.
However, I don’t like the formulaic. And I don’t like the formulaic when it’s trying to pretend it’s something edgy. I feel like the last two episodes of Alan Wake brought it from a Stephen King novel to an episode of Are You Afraid of the Dark. Despite my nostalgic love for Are You Afraid of the Dark, that’s not a complement. (Sidebar: I have two seasons of Are You Afraid of the Dark on DVD, and the show did not hold up well over the years. The intro is still amazeballs, though.)

Grins and Gripes


  • Alan Wake is survival horror as it should be. And, due to my extensive experience with “new” survival horror titles (which are more like first-person shooters), I found it challenging to begin with. There were many time I found myself swearing as I made Alan sprint hopelessly towards the light, out of batteries and ammo, as Taken manifested all around him.
  • Speaking of Alan sprinting, I wish he could have been able to run for longer than ten seconds. You’re a writer, Alan. You work at home. Can’t you find a half an hour every day to spend on a treadmill? Some time to dedicate to working up a little stamina, in case you find yourself running for you life?
  • I found the “episode” format to be a little annoying. At first, I thought it was cool. As the game progressed, though, I found the episodes to be largely indistinguishable. I didn't think they followed their own plotlines or paced themselves distinctively. By the end, it seems like the creators separated the game into episodes only because Alan was conveniently rendered unconscious a lot, creating “natural” breaks to the storyline.
  • I really enjoyed the way the manuscript pages added to the story line. I found it especially effective when the book pages foreshadowed dramatic events, or offered a first-person perspective on a character other than Alan.
  • Sheriff Breaker was a good character—a strong woman, in charge of the police, who didn’t have to act too tough or was constantly undermined by the men around her. She reminded me of the awesome Sheriff Mills, from Supernatural.

Rating: 8/10

Tuesday, December 4, 2012

Review: The Gamer-Girl Collection by Espionage Cosmetics


I'm not the girliest geek out there--I'd admit it. In fact, the only reason that this is a "geek girl" blog is because girls are so ostracized in geekdom. If we weren't a discriminated group, this would just be a "geek" blog. So I was very surprised with my reaction when The Geeky Hostess blogged about Espionage Cosmetics, and my first reaction was "I NEEDS IT."

This is very weird for a girl who, up until this point, had only one shade of eye shadow that was regularly used.

Of course, the products from Espionage Cosmetics are more than just eye shadow. However, I'd need my own fairy godmother to explain to me how to use these as anything but eye shadow. So, for the purpose of this review, it's eye shadow. SUPER FREAKIN' AWESOME EYESHADOW.

Did I give away the end of this review?



It looks like I'm holding it awkwardly because I'm trying to hide the chips in my nail polish. 

After reading the blog entry by The Geeky Hostess, I immediately went to the ThinkGeek website and looked at their offerings of color collections. Instantly, I fell in love with the Gamer-Girl collection ($27.99 USD on ThinkGeek, $28.00 on the Espionage Cosmetics website). This was particularly strange, since I tend to stick to neutrals, but how can you say no to colors named Epic, Nerd Rage, Quest Reward, and Guild Romance?

Epic, Quest Reward, Nerd Rage, Guild Romance (L-R)
 My only quibble with the set was that there was a lot of loose powder when I opened it--despite the fact that each container was sealed. Of course, the one that had powder all over the place was Quest Reward--arguably the darkest color. You can see it all over my fingers on the next picture, as well as the awesome seals (which took me a couple of minutes to figure out). It makes ordered make-up online more practical.


I took a couple pictures of the colors on my hands. The first is the colors in natural light.

Epic, Guild Romance, Nerd Rage, Quest Reward (L-R)
 The next is a picture of the colors on my hand in artificial light.

Epic, Guild Romance, Nerd Rage, Quest Reward (T-B)
 Aren't they beautiful? And the best part is, they last for a very long time! My previous problem with neutral colors (and, I'll admit it, cheap make-up) is that the colors have faded dramatically in just a couple of hours. The Espionage Cosmetics products, however, last most of the day (all of my day, actually, but I'm a late riser so I don't know if my lifestyle is comparable to yours). Even better, the colors have longevity but still clean up fairly easily. Sometimes I find myself scrubbing at my eyes, and it's nice to not have to do that with the Espionage Cosmetics products.

This is a picture of me. If you look close you can see how nice the Guild Romance color is. However, from here it just looks like my left eye is way bigger than my right eye. I need a better camera.
In fact, I was so happy with the Gamer-Girl collection that I ordered the Browncoats collection during the Cyber Monday sale. I haven't received it yet, but I'm looking forward to trying the colors Mrs. Reynolds, Reaver Red, Shiny and (my personal favorite) Sudden But Inevitable. I've also been eyeing the Gothic, Java, and FPS collections. Of course, I'm also lusting after the line The Collection of Ice and Fire collection that The Geeky Hostess featured, but I haven't been able to find it for sale. Maybe it's not available yet? All I really know is that this geek girl recommends Espionage Cosmetics and their color collections whole-heartedly. I'm extremely satisfied with the product, and I love being able to reply to complements on my make-up with a haughty "Yes, that color is called Nerd Rage."

This make-up pwns all others.

EDIT: Amanda Laing (the lovely lady in charge of graphic design at Espionage--go to the website to see her awesome work!) informed me that there is a way to get collections that you can't find on the website. If you e-mail orders@espionagecosmetics.com, the company will help you out!

*This review is a result of my own purchase, not an agreement with the company. My thoughts and opinions are my own.