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Alan Wake Is Better When You're Afraid of the Dark

Mitch_jul31
Monday, July 12, 2010

Editor's note: Mitchell explains to us how his fears usually turn him off of most "scary" games, but in the case of Alan Wake, they enhanced his experience. This is the first of several pieces Mitchell's writing for Bitmob.com in the coming weeks as he tries out for a staff spot, so please, check out and comment on his work. -Jason


I am afraid of children.

Not cute, spunky rugrats, mind you. I’m talking creepy kids -- children who say things like “Come and play with us, Danny. Forever. And ever. And ever.”  Yes, I’m a complete sissy, and no, it doesn’t take a lot to freak me out.

I don’t like tension when watching films or playing games. Suspense and scares ruin the good time I’m trying to have while kicking back on my couch. I understand that feeling afraid is exciting, but for me, it’s a negative sensation that exists independent from the experience at hand. If I’m freaked out, I’m distracted, and it breaks the illusion.

By that logic, I should've hated Alan Wake. Contrarily, it's one of my favorite games of  this console generation. What pulled me close to the thriller is exactly what should have pushed me away. I fell in love with its terrifying focal point specifically because it tapped into what is genuinely my greatest fear.

I am afraid of the dark.

 

Darkness doesn’t scare me in the same way as corporeal manifestations of The Shining's murdered twins, either. You can measure fear on numerous levels, and my irrational, unexplainable aversion to darkness far outweighs the spookiness of the supernatural. Where Dead Space and Silent Hill: Shattered Memories use homely monsters and jump scares as a crutch, Alan Wake developer Remedy Entertainment is acutely aware that when you’re blind, you’re vulnerable, and the game exploits that weakness expertly.

Similar to the titular hero's nyctophobic wife, Alice, I panic when the power goes out. Across Alan Wake's six chapters, the power constantly goes out. The game opens as Alice and Alan Wake arrive in the scenic, sunny, serene town of Bright Falls. Things naturally go south, and you wind up outside town, alone, and in the dark.

Much of the game's action takes place during the lightless evening, and it's here that the game's maniacal townsfolk, concealed in the shadows, eagerly wait to kill you. Even with the lights on, you're left open to attack by the darkness. What little time you spend safe beneath the security blanket of the sun invariably ends abruptly. Whether Alan's crashing his car or sipping on drugged drinks, the poor guy always wakes up on the wrong side of the clock. In the blink of an eye, Alan's daytime dies like someone cut the power.

Contributing to my uneasiness even further is one of the few means of spatial awareness: Wake's flashlight. Its power, too, frequently dips and dies. And when I watch the flashlight flicker and burn out, my heart starts racing. I hold my breath and seek refuge under the nearest street light's cone of welcoming light.

Yet despite the unnerving fear of it all, I never leave Alan Wake's world. My heightened distress doesn't pull me out of the experience as it normally would -- it emphasizes how steeped in it I really am. Because I'm already apprehensive about entering the dark, I apply that anxiety to the protagonist's identity, and I feel the same emotions I suspect Alan feels. Personally, Alan Wake is an exhilarating and exciting emotional experience that's unrivaled in any other game I've played, film I've watched, or novel I've read.

Another significant reason for this is the idea of the darkness as a character. The sentience of "The Dark Presence," while conceptually horrifying to me, added to my enjoyment considerably. Its poltergeist-like abilities means you'll have plenty of inanimate objects hurled at your head, and its powers of possession guarantee hordes of eerie attackers. This gave me plenty of targets to take down. When the dark is a real-life fear, fighting back against the literal "powers of darkness" is empowering; through Alan Wake, I could confront and combat an otherwise intangible enemy without worrying about real-life consequences.

I'm uncomfortable with most horror because we passively sit back and let it exploit our emotions. I feel like a victim when I read thrillers or watch scary movies because frightening stuff is happening to me. Interacting with things that go bump in the dark is far more invigorating. Rarely do I get the chance to literally fight my fears with firearms. Remedy presents exactly that opportunity. Alan Wake wasn't the solution for my fear of the dark, but it certainly serves as a step in the right direction.

 
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Comments (11)
Jason_wilson
July 12, 2010

Ha! The first time I remember having a similar reaction to a game based on my own fears was in Final Fantasy 7 when Aerith dies. I have a significant fear of losing people, and that death just hit me hard. I know FF7 isn't the best of the series, but it holds a special place in my heart because of that.

26618_pic_20_122_25lo
July 12, 2010

Fantastic game and one of my favorite this year. It's ashamed that it hasn't sold as well as it should.

26618_pic_20_122_25lo
July 12, 2010

Considering how deeply the darkness effects you, I would highly recommend playing the game with a surround sound headset. I played it with my A30's and I was floored at the fantastic sound design. It really adds to the fear factor of the game and makes it that much more tense.

Halo3_ce
July 12, 2010

I played with a surround sound headset as well although I have to admit I haven't finished the game yet. I usually buy into horror games/movies to get the most out of the experience. As a result I'm usually worn out at the end of each episode in Alan Wake. This game has a more anxiety and stress-inducing atmosphere than any game I've ever played. When that wind picks up I immediately start panicking in my mind and my heart races. All that said, I love the game and hope it ends up getting the sequel it deserves.

Shoe_headshot_-_square
July 12, 2010

You articulated really well what makes this game so scary, yet it retains its status as an action title. I really enjoyed it, too. Though the ending was kinda...out there.

Default_picture
July 12, 2010

The desire to play Alan Wake grows as I read so much about it. I find it interesting that the autor felt empowered by a videogame of all things. Perhaps the infulence and promience of interactive entertainment is growing more rapidly then we can anticipate.

 

Fantastic article!

Mitch_jul31
July 12, 2010

Dan: I actually wrote a thing on my personal blog rambling about Alan Wake's nonsense ending (and why it's pretty much perfect) if you're interested. http://downwritefierce.com/2010/05/23/lets-talk-about-alan-wake/

Oren and Riley: I used my Turtle Beach X3 headset to get through Alan Wake. I completely agree, the sound design is nothing short of brilliant. It has this perfectly suspenseful ambiance that plays into the idea that you're never safe.

Brett_new_profile
July 12, 2010

I loved the way Alan Wake incorporated light, particularly with the street lights you mentioned. They served as guideposts, checkpoints, and safe havens -- and yet they fit naturally within the game world.

Jayhenningsen
July 12, 2010

I tweeted something similar to this, but: Despite having played nearly every other survival horror-type game that exists, I've never had a game make me as constantly tense while playing it than Alan Wake does. It's a cruel synergy created by the awesome shadows that the game has, combined with the necessity to constantly move your flashlight and the fact that the things trying to kill you are also cloaked in shadows that makes you constantly fearful over everything around you.

Mitch_jul31
July 12, 2010

One of my favorite moments in Alan Wake happens near the end. It's a random location, nothing special about it... but you run into a street light's glow for safety, and it burns out just as you stop moving. I'd never felt so betrayed by a game in my life.

Pax_dsi_01
July 12, 2010

Those lamp posts were real jerks! The game had many moments where my nerves were on edge, but the ones that stick out the most for me are from being chased by the dark pressense. Just making it into the light with several crazed jumberjacks right behind you was very tense and thrilling. Having the light then break just when you get there leads to an instant panic attack.

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