Category: Tumbles

Aug25

 

Alan Wake

Stephen King once wrote that nightmares exist outside of logic, and there’s little fun to be had in explanations. They’re antithetical to the poetry of fear. In a horror story, the victim keeps asking, ‘Why?’ But there can be no explanation, and there shouldn’t be one. The unanswered mystery is what stays with us the longest, and it’s what we’ll remember in the end.”

That’s the voiceover that begins Alan Wake, a game that borrows more than a little from King’s oeuvre. The game was written by Sam Lake, who also wrote the stories for the Max Payne series, but I fear he’s taken the wrong message from King’s words, and purposefully set out to write a story that makes no sense. That’s not quite the same thing.

I have few words for Alan Wake’s gameplay, which is neither awful nor fantastic. I echo the praise for the game’s atmosphere and its associated light/dark gameplay mechanic. But I could write a whole book (under the guidance of my own particular Dark Presence, no doubt) about this game’s incoherent plot.

Early on, I had my own theories about what was actually going on, about which parts were real and which were not. About halfway through, the story shifted in a way that invalidated most of my theories. It seemed to be building toward an ending that I wouldn’t have liked, but would have respected, because it would at least have given measurable meaning to the events of the game.

Soon after, though, the story veered off and headed straight to Crazytown. There were exits along the way — opportunities for the plot to get back on the Sense-Making highway — but by then the cruise control had been engaged and nobody was behind the wheel. (I’ve abused this metaphor.)

The game has an ending — or, at least, a series of disjointed vignettes; I only know it was the ending because it happened right before the credits. “But surely they’re setting up a sequel,” you might be saying, and you’d be right; but that’s part of the problem.

There is economic incentive for Remedy to make Alan Wake into a franchise. You make more money from three games (and the odd bit of DLC) than from one. But sequels must build upon solid foundations. You don’t make one story into two by chopping it in twain, just like you can’t separate a verse and a chorus and call them two different songs.

Which brings me back to King’s remark. If you’ll humor me, there’s a vast difference between a story that cannot be explained and one that makes no sense.

Thrillers often feature supernatural elements that prey upon the fears of the charaters and the audience alike, and that’s fine. I don’t need to know why there’s a sinister clown called Pennywise who torments a ragtag group of kids in a small town in Maine. I’m happy to accept it as the premise of a story that furthers some other storytelling goal.

Similarly, I’m more than willing to accept the unexplained “Dark Presence” that pushes the titular author to finish a manuscript that becomes reality as he’s typing it. But I can’t forgive a story that deliberately leaves plot threads unresolved, which appears to arrive at “answers” that are mutually incompatible, which leaves the reader to “draw her own conclusions” when there are no conclusions to be had. It’s the crutch of an unskillful writer. Other stories, and even other video games, commit the same sin. As far as I know, none tries to justify it with a misreading of something another author said.

Alan Wake divides itself into episodes, each with its own cliffhanger; it begs to be judged by the way it creates mysteries and then solves them, as if it were Twin Peaks or Lost. I am happy to oblige: by this standard, the game is shit.

Aug18

 

It’s like Patrick Henry famously said, “I support the idea that I should have liberty, so much so that I might prefer death, but that’s not really my choice to make and I understand not everyone will agree with me on that.”

David Kurtz

Jun21

 

Alpha Protocol

The Zero Punctuation review of Alpha Protocol fails to convey just how awful the core gameplay is. It feels like they wanted to adapt the Unreal Engine in the same way that BioWare did for Mass Effect, but got only halfway there before they needed to ship.

Yahtzee does mention, however, one of my other frustrations: the game fails to convey the consequences of possible actions. Twenty minutes in, you find yourself standing in front of a computer terminal at the headquarters of the titular agency. The game offers you the option to hack the terminal. A guard is standing right next to it.

I hesitated because I didn’t know what the consequences would be. How does “hacking” work in this universe — is it discreet enough that the guard won’t know I’m doing it? Am I liable to get caught by someone else?

An aside: “moral choices” in video games are, to me, more about cost vs. benefit than right vs. wrong. Because my real-world morality may not map to the world depicted in the game, and because “being evil” is a legitimate and common play strategy, I need to know how the decisions I make serve game-related ends. Hacking a terminal is a good example: if I know it carries both a bonus and a penalty (e.g., you get access to information, but security is heightened after the intrusion is discovered), I can make an informed decision about whether to take the gambit.

As it turns out, hacking the terminal resulted in a small XP boost and access to some boring e-mails intended for other people. The guard didn’t notice a thing.

Ultimately, though, the crappy gameplay is the game’s undoing. If it were just a bit better, I’d be able to tolerate it long enough to get into the (widely-acclaimed) plot. Instead, it’s going into an envelope and back to Gamefly.

Jun19

 

[USA] players actually look like they like each other and are having fun. England, on the other hand? I have never seen a more joyless group of players in my life. They are having no fun. It’s no fun watching them.

Michael Davies

Jun12

 

I can handle [Russell Brand] in 30-second clips every month or so, and I think he’s hilarious. I have a sneaking suspicion that any longer exposure to him would instantly make me want to hit him with a shovel, therefore I can never see a movie in which he stars, or read his booky-wook. Don’t tempt me, Russell. I have a shovel.

mdemone

Jun9

 

If a player doesn’t happen to share a language with the referee, he might yell in his native language just to convey that he’s upset. “Any kind of fellatio comment is inevitably understood,” says Alexi Lalas, who was on the U.S. World Cup roster in 1994 and 1998.

The Explainer

Jun7

 

Feast on slides: How Custom Events Will Save the Universe, a talk I gave yesterday at TXJS. (Travel can be fun, but you can’t beat conferences held where you live.)

Jun4

 

An excellent illustration of how the procedural complexities of Congress make it hard for non-wonks to understand what the hell is going on. Even if government were 100% transparent, we’d still need people familiar with parliamentary procedure to “translate” for us.

Apr22

 

Helvetica looks great in many contexts. This is not one of them.

Apr13

 

Mr. McDonnell may be compounding the damage by insisting that nonviolent former felons — people convicted of shoplifting and other property crimes, for instance — must do more than just apply to the state if they wish to vote, a process that until now has been time-consuming but generally successful for those who stick with it. Mr. McDonnell would have them submit a letter making the case that they have contributed to society since their release — an utterly arbitrary standard. What’s more, they are asked to explain why they think they should get their rights back. As we see it, the correct answer is: Because they are rights. Period.

Washington Post

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