Saturday, October 18, 2014

Beliefs

They just lay there, staring at the clouds, watching the giraffes and ice cream cones and amorphous blobs of white fluff drift along. They didn't have much to say.
They never really liked each other. They got stuck together for the same reason all sixteen year olds get stuck together. Esmerelda, they named her. An odd name for a new baby born in Utah, but most sixteen year olds don't think of intelligent names.
The couple was still together after all these years, despite the shared animosity. To their credit, whether right or wrong, they believed a child should have two parents; believed it strongly enough to shut up and pretend to love each other. In public, they had everyone fooled, especially Esmeralda (since she was the main target), into thinking they were in love. They like each other fine, they could get along, but in private they rarely talked.
It’s not hard to pretend to love someone if you have a good enough reason, or unwavering beliefs. The parents had separate beds (at least publicly) because of his back problems. He really did have back problems, though separate beds didn't actually do anything special to relieve his pain. Not sharing your bed with your spouse isn't too rare, people like to sleep alone sometimes. Every once in a while they had sex, early on at least. Regret gathered in the air every time they tried, and eventually it won out over their hormones. It brought out bad memories, and they weren't very good at it anyway.
They had been lying there long enough. It was time to get up, time to move on. They placed a kiss with their hands on her grave, feeling her name etched in the stone, trying to touch her one last time. They looked up from Esmeralda’s grave and into each others eyes, then they turned and went their separate ways, forcing back smiles as they wept.

Wednesday, September 17, 2014

A Study of Alan Wake: Source Citations

  1. Babbitt, Ellen C. "The Banyan Deer." Jataka Tales. New York: Century, 1912. N. pag.Jataka Tales: XII. The Banyan Deer. Sacred-Texts.com, Mar. 2004. Web. 22 Oct. 2013. http://www.sacred-texts.com/bud/jt/jt14.htm
  2. Clark, Ella E. "The Origin of Crater Lake." Indian Legends of the Pacific Northwest. Berkeley: University of California, 1953. 53-55. Print.
  3. Darcproductions. “Deer Woman: What the Elders Say”. Youtube 7 Feb. 2009. Web. <http://www.youtube.com/watch?v=bRNde9b0VEQ>. 19 Sept. 2013.
  4. Dunn, Carolyn. "Deer Woman And the Living Myth of the Dreamtime." (2003.): n. pag. The Journal of Mythic Arts. Web. 9 Sept. 2013. <http://www.endicott-studio.com/rdrm/rrwoman.html>.
  5. Feliks, Yehuda. Nature and Man in the Bible: Chapters in Biblical Ecology. London: Soncino, 1981. Print.
  6. Guest, Charlotte. "Pwyll Prince of Dyved." The Mabinogion. Sacred-Texts.com. Web. 27 Dec. 2013. <http://www.sacred-texts.com/neu/celt/mab/mab20.htm>.
  7. Hakkinen, Oskari. "Alan Wake: Interview." Interview by Strategy Informer. Strategy Informer, 2010. Web. 14 Oct. 2013. <http://www.strategyinformer.com/xbox360/alanwake/198/interview.html?printable>.
  8. Lake, Sam. "I'm Sam Lake, the Creator/writer of Max Payne and Alan Wake, AMAA!"Reddit.com. Reddit Inc, June 2013. Web. 08 Nov. 2013. <http://www.reddit.com/r/IAmA/comments/1ewxtb/im_sam_lake_the_creatorwriter_of_max_payne_and/>.
  9. Lake, Sam. This House of Dreams. Google, Spring 2012. Web. 08 Nov. 2013. <http://thishouseofdreams.blogspot.com/>.
  10. Lewis, C.S. "The Hunting of the White Stag." The Lion, the Witch, and the Wardrobe. New York: First Harper Trophy Edition, 1994. 195-206. Print. The Chronicles of Narnia.
  11. Lovecraft, H. P. The Dream-quest of Unknown Kadath. New York: Ballantine, 1970. Print.
  12. National Park Service. "The World's Deepest Lakes." Crater Lake. U.S. Department of the Interior, 1 Dec. 2009. Web. 20 Sept. 2013. <http://www.nps.gov/crla/planyourvisit/upload/2010-deepest-lakes-sb.pdf>.
  13. Ransome, Arthur. "Baba Yaga." Old Peter's Russian Tales: Baba Yaga. London: T.C. & E.C. Jack, 1916. 88-105. Sacred-Texts.com. July 2008. Web. 18 Sept. 2013. <http://www.sacred-texts.com/neu/oprt/oprt08.htm>.
  14. Redish, Laura, and Orrin, Lewis. "Native Languages of the Americas: Nanaboozhoo Stories and Other Potawatomi Legends." Nanaboozhoo Stories and Other Potawatomi Legends. Native Languages of the Americas, 2009. Web. 18 Oct. 2013. <http://www.native-languages.org/potawatomi-legends.htm>.
  15. Skinner, Charles M. "Storied Waters, Cliffs and Mountains: Monsters And Sea-serpents. "Myths and Legends of Our Own Land. Sacred-Texts.com. Web. 20 Sept. 2013. <http://www.sacred-texts.com/ame/lol/lol262.htm>.
  16. Steward, Clay, comp. The Alan Wake Files. Ed. Microsoft Corp. New York: Roundabout, 2010. Print.
  17. Tolkien, J.R.R. The Hobbit. New York: Ballantine, 1982. Print.
  18. TV-Novosti. "Of Russian Origin: Baba Yaga." Baba Yaga – Russiapedia Of Russian Origin. Autonomous Nonprofit Organization, 2005. Web. 15 Oct. 2013. <http://russiapedia.rt.com/of-russian-origin/baba-yaga/>.
  19. U.S. Geological Survey. "VHP Photo Glossary: Caldera." USGS: Volcano Hazards Program. U.S. Department of the Interior, 28 Dec. 2010. Web. 27 Sept. 2013. <http://volcanoes.usgs.gov/images/pglossary/caldera.php>.
Games:
  1. Alan Wake. Remedy Entertainment. Microsoft Game Studios. 2010. Video Game.
  2. Alan Wake: American Nightmare. Remedy Entertainment. Microsoft Studios, Nordic Games Publishing. 2012. Video Game
  3. Cabela’s Big Game Hunting Series. Activision. 1998-Present. <http://www.activisionhunts.com/gamespage>. Video Game.
  4. Deer Hunter: Interactive Hunting Experience. Sunstorm Interactive. Wizardworks Software. 1997. Video Game.
  5. Kingdom Hearts Series. Square Enix. 2002-present. <http://www.kingdom-hearts.com/uk/index.html>. Video Game
  6. Lego Marvel Super Heroes. TT Games. Warn Bros. Interactive Entertainment.2013. Video Game.
  7. Luigi’s Mansion. Nintendo Entertainment. 2001. Video Game,
  8. Obscure. Hydravision Entertainment. DreamCatcher Interactive, MC2-Microïds. 2005. Video Game
  9. Roc’n Rope. Tokuro Fujiwara. Konami. 1983. Video Game
Television:
  1. Landis, John, and Max Landis. "Deer Woman." Masters of Horror. Showtime. 9 Dec. 2005. Television.


A Study of Alan Wake

I)Introduction
II)Alan Wake Plot and Gameplay Synopsis
III) Blog Synopsis and Analysis
1) Cauldron Lake
2) The Dark Presence
3) Deer Symbolism and Motifs
4) Light vs Darkness Motif in Media

This is free to reproduce or recreate. Knowledge is to be shared.

I) Introduction

            This is not a review. The point of this paper is to look at literary and gameplay motifs as well as symbolism in the Alan Wake universe. For this paper, I consider that universe to encompass: the six episodes that make up the game itself, the two special episodes that occur after the main campaign, the expansion Alan Wake: American Nightmare, the blog This House of Dreams, the mini-series Bright Falls and The Alan Wake Case Files short book that came with the collector’s edition of the game. The novel has a similar plot to the game, but it differs in some places from the other media in the Alan Wake universe, so I am not going to consider it for this paper.

            I am a believer in the death of the author, but I do believe that the author can help provide insight. The final word however goes to the reader (or player in this case). Writer Sam Lake did an AMA (or a Q&A) on Reddit.com in which he partly discusses the meaning behind the ending of the game, as well as some other elements of the game. In addition, a Remedy (the developer of the game) employee responded to forum posts regarding Alan Wake on the Remedy Games message boards. I have read these, but I do not believe either to be a direct part of the universe.

II) Alan Wake Plot and Gameplay Synopsis20

Alan Wake is a third person shooter in which you play as writer Alan Wake. The game was released on May 28,2010, and is broken down into six episodes. Two epilogue episodes were released on July 27,2010 and October 12, 2010. The gameplay mainly consists of shining a flashlight on “Taken” (seemingly feral humans who have been corrupted by the Dark Presence) in order to make them vulnerable to bullets. Inanimate objects also get possessed and hurl themselves at Alan; a theme also found in many Stephen King novels. The story of Alan Wake could sit alongside King’s other novels, and King is quoted in the opening cutscene. Shining light on inanimate objects that become ‘Taken’ is the only thing necessary to eliminate them. Light posts serve as both checkpoints and safe points.

The game takes place in the year 2010 in the fictional town of Bright Falls. The story follows Alan Wake who encounters an evil called the Dark Presence which can turn fiction into reality. Alan receives aid along the way from Thomas Zane, a poet who encountered the Dark Presence in the in the 70’s.

In the game, writer Alan Wake visits the town of Bright Falls in the hopes of taking a break from his city life. After struggling to begin his next book, Alan hopes to clear his mind with a break from writing. His wife Alice has different intentions however, and has brought Alan to Bright Falls to see Dr. Hartman, a doctor specializing in helping artists.

The Wake’s rent a cabin on Bird’s Leg Isle which lies at the center of Cauldron Lake. The lake has a rich history of oddities and Native American Lore surrounding it. Shortly after arrival, the Dark Presence drags Alice into Cauldron Lake. The Dark Presence is an evil being that dwells in Cauldron Lake. It has always existed, and it has the power to make fiction into reality. Real world Native American culture seems to have largely influenced the lore behind the Dark Presence. “… [I]n… Native [American’s] (Cherokee/Creek/Seminole/Choctaw) world view, any way of speaking, be it in speech or in writing, becomes a living, breathing entity that once spoken, cannot be taken back”.5

Alan mistakenly believes at first that Alice has drowned in the lake, but instead the Dark Presence is holding her captive at the bottom of Cauldron Lake. Alan tries to wield the Dark Presence’s power to make fiction into reality to revive Alice. Instead the Dark Presence takes control of Alan, trapping him in what appears to be the Cabin on Bird’s Leg Isle. The Dark Presence tries to use Alan to help release its true power from Cauldron Lake. While under its control, Alan has no contact with the outside world. After a few days, Alan’s agent and long time friend Barry Wheeler becomes worried; prompting him to go to Bright Falls to make sure Alan is okay.

After a week under its control, Alan is able to write just enough to allow him to escape the clutches of the Dark Presence. After Alan frees himself with some help from his ‘mentor’ Thomas. Once free, Alan follows a trail of manuscript pages left by Thomas containing clues on how to stop the Dark Presence. The manuscript pages detail Alan's time in Bright Falls, including things he has yet to encounter. Alan wrote the manuscript while under the control of the Dark Presence. In the end, the compiled pages of the manuscript make up Alan’s new novel Departure. The paranormal events in Departure are coming true, and the Dark Presence is growing stronger by the day.

Seemingly, out of nowhere, Agent Nightingale of the FBI shows up. It is revealed in the Alan Wake Case Files16 that Nightingale is not on official FBI business, but is there of his own accord to try to capture Alan. Nightengale's served in New York with his partner Finn. Finn died under odd circumstances similar to what is happening to Alan in Bright Falls. Nightingale didn't believe Finn's crazy stories at the time, and he feels guilty he didn't help his partner. He isn't sure how Alan is connected, but he knows Alan is involved with the whatever killed Finn.16

The Dark Presense seems to have been active for decades. At least since 1970. In 1970 Thomas Zane lost his wife Barbara Jagger when she disappeared in Cauldron Lake while scuba diving. Thomas also tried to use the Dark Presence to write Barbara back through his poems. Thomas grew fearful of using the Dark Presence, but the Alan Wake Case Files reveals that his assistant Emil Hartman encouraged him to continue to write and see the extent of the Dark Presence’s powers.16 Thomas suffered the same fate as Alan however, and the Dark Presence took the form of Barbara and tried to force Thomas into releasing its true power from the lake through his poems.
Cauldron Lake Lodge Sun Dial

Dr. Hartman later opened a health center to (he says) treat people who came into contact with the Dark Presence in The Cauldron Lake Lodge. At the Lodge, there is a sundial that reads In Tenebras Cadere (“Fall into Darkness” in Latin). I believe this illustrates the idea that Dr. Hartman believed that artists who are able to channel the Dark Presence should ‘fall’ into the Dark Presence and try to use its power to its full potential.

Just before being completely taken over by the Dark Presence, Thomas was able to write a poem which stopped the Dark Presence by writing everything he had ever done out of existence (including bringing the Dark Presence into the world). In the Poem him and Barbara’s souls end up together in happiness, while their human forms, possessed by Light and Dark, continue their endless struggle.9 Writing everything about him, Barbara, and the Dark Presence out of existence in 1970 also destroyed Bird Leg Isle; the same place that Alan and Alice stayed in 2010.

Knowing the Dark Presence might resurface, Thomas left a backup plan to help anyone else the Dark Presence might use. Thomas ensured that the contents of any shoebox he leaves in the real world would remain intact and unaffected by his writing himself out of existence.9 Thomas employed Cynthia Weaver, a fan girl of Zane back in the 70’s, to guard the shoebox containing a special light switch, called the Clicker.

Alan’s mother gave him the Clicker during his childhood to help him deal with nightmares. Alan had given the same Clicker to Alice before they came to Bright Falls. This second Clicker in Thomas Zane's shoebox forms a kind of paradox; it is impossible to know if Alan wrote that Thomas would leave a Clicker in the shoebox, or if Thomas wrote that Alan would find a clicker in the shoebox. In the DLC expansion Alan Wake: American Nightmare, a manuscript page reads, “… reality is too complex. Ordinary questions become meaningless. [Like], ‘Who created who?’ and ‘What is really real?’”21. It seems when dealing with the magical evil that is the Dark Presence natural laws and logic don’t apply.

          Regardless, Alan follows a trail of pages and clues left by Thomas to reach the Clicker, housed in the power plant of Bright Springs and guarded by Cynthia Weaver. Once armed with the Clicker, Alan makes his way to Cauldron Lake in hopes of destroying the Dark Presence and saving Alice. When Alan emerges from the power plant, it is daytime, even though Alan believed it should have been night. It is implied that the Clicker had something to do with it. However, by the time Alan reaches the Dark Presence at Cauldron Lake it is dark again.

         At Cauldron Lake, Alan is able to get close enough to the embodiment of the Dark Presence, Barbara Yaggar, to shove the Clicker into a hole in its chest. This severely weakened the Dark Presence, and greatly inhibited its ability to manipulate anything outside of the Lake.
During his adventure, Alan figured out the reason Zane’s attempt to save Barbara failed. He realized when dealing with the Dark Presence everything must even out; or that there cannot be a plot hole. To save someone who the Dark Presence has killed or captured, someone else must take their place. Alan switches places with Alice, trapping himself in the Dark Presence’s home at the bottom of Cauldron Lake. At the end of the original six episodes, Alice safely emerges from the Lake, as the Dark Presence traps Alan in the embodiment of its home; the cabin that was on Bird’s Leg Isle. At the end of episode six, Alan’s last words are, “It’s not a lake, it’s an ocean.”. I believe this is referring to the fact that the Dark Presence is more powerful than what occurred during Alan Wake at Cauldron Lake. This interpretation is the same held by the writer, Sam Lake.9

         There are two special episodes which deal with Alan trying to escape his imprisonment by the Dark Presence. These episodes are set entirely inside of Alan’s mind. They revolve around Alan fighting to free himself while trying to retain what sanity remains after his eventful two weeks in Bright Falls. At the end of the second episode, Alan begins typing the apparent sequel to his recently completed novel Departure, entitled Return.

          Return tells the story of Alan trying to escape the Dark Place, this time by writing himself into a Night Springs Episode. These events are played out in the expansion DLC entitled Alan Wake: American Nightmare. By the end of the DLC, it is still not clear whether Alan has escaped the Dark Place at the bottom of Cauldron Lake. It is evident he has weakened it though.

III) Blog Synopsis and Analysis9

          The blog “This House of Dreams,” elaborates on the history of Thomas, Barbara, and Emil and their time at Cauldron Lake. Fictional character Samantha Lake from the town of Ordinary buys a new house which she intends on turning into her dream home. While renovating she finds a shoebox full of knick-knacks, photos, and a batch of poems. The photos are of a man and women scuba diving in a lake. What appears to be black ink has blacked out the couple’s faces in the photos.

Curious about who wrote the poems, Samantha contacts the house’s previous owner’s family. The former owner of the house suffers from Alzheimer’s, and the daughter isn’t sure how her mother came into possession of the shoebox. Her best guess is that her mother probably bought the shoe box at a yard sale. The poems only attribution is a few initials. T. appears to be the author, while B. is his significant other, and E. seems to be a friend/editor. It is safe to assume that T is Thomas Zane, B is Barbara Yagger, and E is Emil Hartman.

Shortly after finding the shoebox, Samantha has a nightmare in which an FBI agent visits her house asking about the shoebox. The agents face, “was leaking inky smoke so that [Samantha] couldn’t see what he looked like.” After the dream, the shoebox, including the poems, went missing. I assert that the FBI agent was Nightingale under the control of the Dark Presence, trying to find anything else Thomas left behind that might hinder its quest for freedom from Cauldron Lake, and the power that comes with that freedom.

Alan Wake's Jacket
Samantha soon has another dream in which she intends to visit the previous owner of the house in order to learn where the shoebox came from. Instead, Samantha ends up visiting a man who was, “…wearing a funny jacket with old-fashioned elbow patches.” This sounds very similar to Alan Wake’s jacket in the game. I think it is safe to assume this character is Alan Wake. In the dream, Alan frantically and continually asks Samantha to turn on the lights. Right before she wakes up, Alan is shouting at her to turn on the lights. Awoken and distraught from the dream, she goes to get a glass of water and sees a man’s black silhouette outside. Alan knows the Dark Presence can't enter any kind of light, so the dream seems to be some kind of warning from Alan against an incoming attack. In the end, she calls a neighbor to check the yard for her, and he finds nothing.

Shortly after the dream, one night while listening to music at home, Samantha sees black silhouettes outside of her house. Upon seeing the silhouettes, the power in the house goes out and Samantha hears a window break. She runs to hide in the closet and calls 911. The closet bursts open before “…all went black.” The last thing she saw before she lost consciousness was the shoebox on a shelf in the closet. Samantha insists, “There was no way I could not have seen it before if it had been there since it went missing.” When the police arrived, they said that there were no signs of a break-in. After later investigating the newly found shoebox, Samantha finds six new poems inside of it, a title page, and an old light switch.

            The first time Samantha tried flicking the light switch, the power went out in the whole neighborhood. She said a thunderstorm going on outside caused the power outage, but it is possible the switch has a supernatural power to control light similar to the Clicker in the video game. (The first time Alan used the Clicker in the game it became warm and sunny in Bright Falls, and he questioned whether the it had changed night into day.
20)

Shortly after finding the shoebox and the new items, Samantha receives a phone call from an anonymous person warning her that she should stop writing about the shoebox and its contents in her blog. The caller says that the shoebox must remain a secret because there are people who might want to do terrible things in order to obtain it. Samantha says, “…in a way it felt a lot like my nightmare about the agent who came asking about the shoebox.”

Samantha again has a strange dream, in which she encounters the diver from the photographs. She says, “He looked nothing like in the photos, but it was the same man. He was the poet who wrote the poems as well.” The diver is described as, “…wearing a strange, heavy diving suit… shining with a bright light”9; the same way Thomas is depicted in Alan Wake.

In the dream, the diver explains how the Dark Presence has taken over his girlfriend, and that he has figured out how to stop it. The dream then shifts to Samantha being underwater with the diver, going into the center of the Dark Place, where anything spoken or written comes true. As they are descending, things start to surge up from below; Things of darkness, but bright things of light as well”.9 The diver tells Samantha “…that these things, or these presences, were forever fighting a war between the forces of light and darkness”. This presents the idea that the Dark Presence has always existed. Thomas talks of one last poem about a safe haven from the darkness, “a ‘baby’ universe”9 where his and Barbara’s essence's, or souls, or whatever you want to call it can be together. Creating this universe would allow Thomas and Barbara's souls to rest in peace while leaving their bodies behind to be inhabited and used in the eternal war of light versus dark.

After the dream, Samantha has a feeling of hope; an expectation that, “…something amazing is coming.”9 (Perhaps setting up Alan Wake 2?)

1) Cauldron Lake

Cauldron Lake is the epicenter of the Dark Presence. It is where Thomas Zane lost his love Barbara Yagger, it is where Alan lost Alice, and it is where the Dark Presence is the strongest.

The real world’s Crater Lake inspired the design of Cauldron Lake.7 Mount Mazama erupted and collapsed in on itself almost 7,700 years ago to form the foundation for Crater Lake.
 Geologically, the name for the foundation of Crater Lake is caldera, Spanish for cauldron.19 Over time the caldera filled with rainwater and snowmelt to become the deepest lake in the U.S., and the seventh deepest in the world at 592 feet.12

There are many myths surrounding Crater Lake. Just as Cauldron Lake houses the Dark Presence which dragged Alice and Barbara into its depths, Crater Lake is said to be, “…a haunt of water-devils who [drag] into it and [drown] all who [venture] near.”15

Native American myths about Crater Lake seem to have helped to inspire the Dark Presence. According to Clark’s “The Origin of Crater Lake,”2 the Klamath Indian tribe believed the entrance to the Below World, (more commonly known as the Underworld), is below Mt. Mazama. The myth says that the Chief of the Below World, or Llao, got spurned by a beautiful maiden and to get revenge he starts spewing fire from atop Mt. Mazama. This destroyed the mountain much in the same way a volcano might. After a few sacrifices from the village medicine men, the Chief of the Above World, or Skell, agreed to help the villagers and collapsed Mt. Mazama in on top of the Chief of the Below World, ideally trapping him there forever. This also formed the caldera where Crate Lake is in present day. The bottom of Cauldron Lake in Alan Wake may not be the underworld, but it defiantly houses a terrible evil.

2) The Dark Presence

            The Dark Presence is the antagonist in Alan Wake. It seems to have no form of its own; it can appear in any form it wants. The Dark Presence draws influence from a few different cultures’ folktales about “witches,” or women with special powers. The Dark Presence shares similarities to the Klamath Indians’ legend of Llao, as well as with Slavic myths of Baba Yaga, and also to the Deer Woman of Oklahoma Native American lore.

The Anderson twins, siblings living under the care of Dr. Hartman at Cauldron Lake Lodge, refer to the Dark Presence as Baba Yaga, which is very close to Barbara Jagger. The name Baba Yaga is of Slavic origin. In Russian folklore, Baba Yaga is, “… usually shown as a…old woman”18. In most Slavic languages, Baba means “old woman.” Yaga is generally a feminine name, but it is also possible that it, “… comes from the old Russian verb yagat which means to abuse, to find fault.”18

In some folklore, Baba Yagga lives on a house that stands on chicken legs.13,18 This could be an allusion to Bird’s Leg Cabin, the cabin on Diver’s Isle at the center of Cauldron Lake. Diver’s Isle even looks like a chicken foot.

Diver's Isle

          The Dark Presence also shares similarities to Native American legends surrounding the ‘Deer Woman’. The deer is one of the most prominent symbols that appear in Alan Wake, with banners and floats for the town’s ‘Deerfest’ scattered throughout Bright Falls.

Among contemporary Native American people of Oklahoma, the Deer Woman often plays a “’…bogeyman’ sort of role...”14; someone who seduces people into doing evil things.3 The Oklahoma Tribal council believes she has always been around, and that she is a door between life and death. According to lore, it is a bad omen to see her. In Carolyn Dunn’s “Deer Woman and the Living Myth of the Dreamtime” she says, “The only way to save you from the magic of the Deer Woman is to… recognize her for what she is.”4 This idea is also in Alan Wake. In order to defeat the Dark Presence Alan, just as Thomas did before him, must look past Barbara’s appearance, and recognize the Dark Presence for what it truly is.

The Deer Woman also has the ability to shape shift in some legends.29,4 In the Bright Falls mini-series, after Jake becomes scared of his black outs, he handcuffs himself to his refrigerator and sets up a camera to record himself. When Jake wakes up, he finds his room torn apart. Due to the jagged edges of the damage in the room, the investigating police officer infers that a deer did the damage. This damage might be the result of the Dark Presence, or Deer Woman, possessing Jake and then shape shifting his body into a deer.

3) Deer Symbolism and Motifs

The Deer is an oft repeated symbol throughout Alan Wake. The towns annual Deerfest occurred one week after Alan Wake arrived in Bright Falls. Banners, floats, and billboards of deer are littered everywhere throughout the town for the celebration. In the web miniseries, Jake’s first encounter with the Dark Presence is when he strikes a deer possessed by the Dark Presence with his car. Even though the deer seemed to suffer fatal injuries, it screeched and crawled into the woods. In the blog “This House of Dreams,”9 one of the first decorations that Samantha hangs in her house is antlers. There are many popular deer motifs found in both Alan Wake and literature

Legends often portray deer as victims; as hunted, “…persecuted animals.”5 In the old Buddhist story, “King Banyan Deer1 the King of Benares has all the nearby deer rounded up and imprisoned in his park. He has one deer slaughtered per day for his dinner. There are copious amounts of video games which have the player hunting deer. In both Deer Hunter: Interactive Hunting Experience23 and in the Cabela’s Hunting Games video game series22 players hunt deer. People in trouble, like Alan during his week in Bright Falls, can often identify with persecuted and hunted animals.

           Another very popular motif is the idea of the deer as a guide to other worlds. In the real world, hunter’s follow deer into a world very different from human life, or city life, into the wilderness. In the Welsh story Pwyll Prince of Dyved6; Pwyll follows a stag deep into the woods. Once he is able to catch up to the deer, he finds strange looking dogs have downed it. He drives off the dogs, and claims the deer as his own. Unfortunately for Pwyll, the dogs belonged to Arwan, King of the Otherworld (or Underworld) from Welsh mythology. As punishment, Pwyll takes Arwan’s place as King of the Otherworld. Following the deer guided Pwyll into an encounter with another world.

In The Hobbit17, white doe’s mark the borders of elven territory, an entirely different world to that of the protagonist Bilbo. In The Lion, The Witch, and The Wardrobe10, the child-protagonists enter a supernatural wardrobe that transports them to Narnia, a magical land unlike anything they have ever encountered. After a few years in Narnia, the now grown protagonists follow a white stag into a forest which transports them in space and time; back to their drastically different lives at their normal home and back to the time that they first found the wardrobe.

Biblical stories often tell of deer leading people to heaven, or to put it another way, to another world. Christianity has a much more cheery outlook on why the deer is luring people into the forest than the deer in Alan Wake.

4) Light vs. Darkness Motif in Media

A common gameplay element is using light to weaken enemies. Rock-n-Rope28 is the first game which has the player use a flashlight to daze enemies. Similar to Alan Wake, in ObsCure27 shining a flashlight on enemies weakens them. In Luigi’s Mansion26, flashlights weaken poltergeists so that Luigi can capture them with his Ghost Vacuum. Similarly, during a boss fight in the game Lego: Marvel Super Heroes25, a spotlight weakens the otherwise invincible boss so that he can be hurt. In the Kingdom Hearts24 series, exposing enemies known as the Heartless to light weakens or outright kills them.

In literature, the idea of light weakening or destroying enemies is also widespread. It is a very common motif throughout the Bible. In addition, in H.P. Lovecraft’s The Dream-Quest of Unknown Kadath11 bright light kills creatures known as ghasts. Many tales involving Trolls state that sunlight turns them to stone, such as in The Hobbit.17







Monday, August 26, 2013

Saints Row IV Pop-Culture References

     
My full review of Saints Row IV is being worked on, but I thought it might be interesting to list the references to pop-culture that I found.

Note: Some of these references are spoilers for both Saints Row IV and the media it is referencing.  I have put the name of the referenced media first, to help try to avoid unwanted spoilers.

-From Mass Effect- Your presidential advisor Keith David is voiced by Keith David, who was also the voice of Colonel David Anderson in Mass Effect.  I guess that’s not so much a reference as a fun fact, but I digress.  The setup of the ship in SRIV is very similar to the Normandy. Also,  each ally in both games has a “loyalty mission” that can be completed to power them up.  Finally, the scene at the end of Mass Effect 2 where Shepard leaps to the ship is very reminiscent of the leap of the Protagonist in SRIV when he escapes.

-From Star Fox 64- an ally recommends you “Do a Barrel Roll”

-From Harry Potter - The unnamed protagonist asks if catching a glowing yellow ball gives him points.

-From multiple stories of Edgar Allen Poe - A text adventure game has a section meant to depict "terror as personified by [Earth's] literary culture" containing a raven, a pendulum, a heart in the floor, and a walled off skeleton. 

-From Metal Gear Solid- There is a stealth mission where the protagonist wears an outfit very similar to Solid Snake.  Also, during the mission cardboard boxes are used to hide from guards. Finally, during the mission one guard says “This snake is 100% solid!”, except in this instance he is referring to his junk.

-From Dragon Ball Z – When Genki goes Super-Genki, he starts glowing yellow in a Super Saiyan-esque matter.  There is also a Super Saiyan hair option.

-From Mortal Kombat – Once ally Pierce’s super powers are unlocked, he is outfitted with gear that looks similar to Kung Lao's.

-From The Matrix – Once ally Ben King gets his super powers, he is outfitted in Morpheus’ outfit from The Matrix

Gamefront made a video of another 50 references to pop-culture found in Saints Row IV. I'm sure between us we have still missed a bunch of references though. Have you noticed any references we missed? Leave a comment.

Saturday, August 24, 2013

Stupid Poem Saturday

A Man with a book gave a quick look
at the people about who just wouldn't pout,
and they looked back at him, with a delirious grin.
He started to wonder what spell they were under
while they started to ponder why the book was a blocker
of the thoughts of a selected few crooks.


Friday, August 23, 2013

Phrasing

                It’s all about phrasing.  The sentence, “Why the hell didn’t you attack?” and, “I think you should have attacked, what happened?” mean the same thing, but have vastly different tones.  Being a dick doesn't make people listen to you, it makes them ignore you. 
Competition between gamers seems to drive them to anger. And not just anger towards opponents, but anger towards teammates as well.   Competition even makes its viewers rage towards each other at times, but I think this is more common among fans of physical sports games then video games.

                Competition should be fun, especially for the viewers.  If anger is your reaction to a game, then maybe that game isn’t for you.  

Thursday, August 22, 2013

Quick Look at Jet Set Radio

Release Date: October 30, 2000 (Dreamcast)September 18, 2012 (PSN)
Developed: Sega
Platforms: Dreamcast, PSN, PC, XBLA 
   

      Imagine the original Tony Hawk’s Pro Skater; a great game with addictive gameplay driven by trying to one up your friends score.  Now, imagine everything in Tony Hawk was covered in ice, and your character slid appropriately.  Then remove the ability to input tricks and replace it with a system where tricks are done based on how you jump, with no indication of how to do different tricks.  Then put invisible walls and edges on buildings to catch your character when trying to jump over or get around something.  Then make the collision detection a bit worse.  Then replace the soundtrack with monotonous electronic dance music. Next, add graffiti for some reason that either sprays with one button press, or with a quick time event for larger tags.  And that is Jet Set Radio.

      Cars can knock you out of a zone, undoing all the progress you have made and forcing a restart.  Almost every second is spent fighting with the camera.        
 
      I hated it, but maybe I am playing it 10 years too late. It might have been better in its heyday, but it does not hold up well.

Tagging Quick Time Event

Note: I played the PSN version of Jet Set Radio