Horror Done Right: Alan Wake, Language, and Control

Just in time for the 4th of July: fatal roman candle accidents

by Kyle Carpenter

Alan Wake is an interesting game, one that received largely favourable reviews from critics but never seemed to quite find its audience. When people criticize the game, it is largely because of gameplay issues; most laud the narrative, suggesting that it is a gripping tale told well . I think that perhaps this is overstating the case, but agree that it is largely successful on the narrative front. What I want to add, however, is that it comes close to being horrifying as well.

Psychological Thriller: Jump Scares in an Unsettling Atmosphere

I’m proceeding from my colleague Karl Parakening’s distinction between “terror” and “horror”: “[t]error is the anticipation of something being revealed; horror is the realization or exposure of something once hidden.” Alan Wake does both, and this can be observed in its most typical combat scenario; Alan is running through the woods, alone, when a sudden, slow-motion shot reveals that he is surrounded by men brandishing axes, scythes, and other makeshift weapons. They begin to approach him from all sides in a circle, and Alan must shoot his way out.

This scenario succeeds on a number of levels. For one, the game’s rendering of the Pacific Northwest is eerie and beautiful – no mean feat for Finnish development house, Remedy Entertainment. The fog here is less a product of technical limitations, and more a pitch perfect way of showing the essential spookiness of a rainforest at night. Secondly, the way the game pauses momentarily to let the player realize their situation is a elegant play on the jump scare, playing into fears of unseen assailants emerging from behind every shadow. This is the terrifying element, that malevolent forces are simply waiting for their chance to reveal themselves. This remains frightening for at least the first third of the game (which, for horror games, is really not that bad of an average). However, as one learns to juggle the game’s systems, escaping the closing circle of men, corralling them, and picking them off one by one, the scenario becomes less scary.

It’s to the game’s credit, though, that there is something genuinely horrifying in the enemies that you face: indistinct men, faces obscured by shadows, who have been possessed by “The Dark Presence” and mutter snips of phrases from their previous lives. This is especially true for “boss” characters, people who Wake has met previously who speak in garbled voices, soullessly enacting their roles in life. One such character, a park ranger, declares “PLEASE don’t feed the ANIMALS,” and “FISHING is only PERMITTED for those VISITORS who purchase a park FISHING LICENSE.” The actor enunciates the words at strange intervals, chewing the scenery and giving the sense of language escaping out from the man.

Given this strange form of possession, it’s worth noting that “The Dark Presence” is figured as an “editor” at a few points – someone who helps dictates what a writer says.

What’s fascinating about these enemies is that they are all men, and identified by what they do: park ranger, salesman, lumberjack, hunter. What is unsettling about them is that there is nothing to identify them as individuals: their faces are obscured, and their voices are highjacked by words and phrases supplied by their position. This impersonality is the horror of Alan Wake; that you aren’t in control of your own life, that the things you think, say, and do have been supplied by some greater force, whether it be society, your editor, or your web of personal relationships. The question asked is “who are you really?” and the answer, the source of the horror is “the language that speaks through you.”

Shadowy Men on a Shadowy Planet

Half the Man I Used to Be: The Art of Autobiography

This is the uncanny situation Alan Wake finds himself in: discovering pages of a book that he wrote, but has no memory of writing. He recognizes that it is his work, but can’t claim it as part of his life. What’s more, these pages predict the situates that he is soon to encounter, suggesting that everything in his life is destined in some way. In one reading, this means that Wake has the ability to predict, or influence, the future. In another, more horrifying approach, it means that everything in Wake’s life is preordained, that there is nothing that he does which is not a product of the words that define him as a Writer.

At various moments throughout the game, Wake will encounter TVs that show an image of himself at a typewriter, writing the pages that he encounters throughout his journey. This TV self declares “A story is not a machine that does what you tell it. A story is a beast with a life of its own.” One thing that is interesting about these encounters is that these TVs present FMV, recorded with the actor who is the basis for Wake’s character model. This split presents a cognitive difficulty for the player: the writer in the TV is “more real” than the avatar we’ve understood to be the character himself. There is an uncanny shift here: Wake doesn’t exist in and of himself: the “Wake” is “out there,” somewhere other than the skin he inhabits.

This uncanny sense of being “out there” is common enough; aren’t we all afraid that the way people see us and the way we see ourselves don’t sync? This fear is portrayed in Alan Wake in a tape recording interview with the game’s psychologist character and Alan’s wife, Alice; in this interview, Alice presents a version of Alan that doesn’t really fit with our experiences of him. She says “He’s more and more out of control all the time. The parties, he’s so angry all the time, he’s getting violent…” While we have been privy to moments of tension in their marriage, notably over a hangover, there is little indication that Wake has been “out of control” – and yet, this is the version of him that his wife, his “muse,” presents when speaking honestly.

The interview continues, and the psychologist asks Alice what she would say to Alan if she could. What she says underscores this strange duality between the “inner” and “outer” self: “Oh, I don’t know. I want to say, I look at you, and it’s not you, just some stranger who resembles you, looking out from behind your eyes, and I don’t like that guy much, and now it’s all gonna go to hell.”

This “stranger” is revisited in the new game, American Nightmare, and taken in new directions, but in the context of the first game, it seems that Wake is not who he thinks he is. This opens radical new readings: in this story, Wake is at the centre of the world, an object of love, interest, and obsession for every character in the game. The only world in which this is possible is one’s inner world, the story you tell yourself to reassure yourself that you are not a “bad guy,” that you are loved. In this reading, Wake is indeed writing a story – but he is trying to hide the fact that he is doing so, in order to avoid the fact that he is not the centre of the universe, that he may indeed be a bad guy. He wants control over the way people see him, so that he doesn’t have to see himself.

If we expand this reading, the “taken,” those shadowy men without faces, are those who have given up control of their own identities, become simply the words they speak, the impressions they leave on other people. Instead, perhaps Wake is trying to make his words serve him, elevate himself above those who have been so fully “edited,” whose words only reflect their social bonds and no their “inner selves.” In this world, only “the Writer” has this power – everyone else is part of the story.

This is occasionally how I feel approaching a keyboard.

The End?

It’s interesting that this anxiety emerges so powerfully in a game that borrows so much from other sources: Stephen King, Twin Peaks, and countless other examples of “American Horror”; in a way, the game’s voice is not its own, as it is very much borrowed. What’s also striking is that the veil is never actually lifted: Alan finishes his story, and doesn’t come face to face with his wife; the horrifying thing that is hidden, that is almost revealed and hinted at in the game’s paratexts and implicit in its scenario, never comes to be. The next major chapter, American Nightmare, casts Wake as “The Champion of Light,” an avenging hero, banishing the wicked in a much more action-oriented title. It’s an interesting design choice, and one that I respect – again, it could be read as Wake descending even deeper into his delusion.

Still, nothing is ever revealed – only those brief moments of discomfort that indicate that perhaps something isn’t right, that perhaps Wake’s tale is the one he WANTS to tell you rather than the truth. The horror of the game is banished and controlled – at the same time as the player begins to manage the threat of the game’s enemies, Wake is able to contain the threat of his loved ones, the perspective they provide on who he is. He does this by writing a happy ending.

In all, that’s not a bad story. But it’s not a horror story – not until the veil drops, revealing something terrible that will not be ignored.

Only then does a story reach out from the page and really change something.

About Kyle Carpenter

I'm a PhD candidate at Simon Fraser University in Burnaby, BC. My research focuses on posthuman studies and Lacanian psychoanalytical theory, exploring how communication technologies shape our sense of self and relations to others. For me, games and games studies still straddle the line between "hobby" and "addiction."I'm the Submissions Editor of Medium Difficulty, and one of its founding members. I'm also a Dave Van Ronk look-alike.
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  • Steven Sukkau

    I love how terrifying a forest or a small town can be in the dark. It doesn’t take much special effects other than some wind to create a scary place full of uncertainty in the dark. Yet those same environments during the day are completely different, serene, peaceful. But in order to succeed in deceiving himself, Alan has to plunge a part of his consciousness into “darkness”. I wonder if there are some parallels there between truth and delusion.

  • brilliant article,gave me a whole new perspective,never thought of the characters and the story this way.

  • ass man

    Having just recently finished American Nightmare I’d like to add a little on this. Spoilers, of course. The Alan in AN is never shown in the flesh, he is always a rendered character, while his evil twin shows up in FMV quite often. Ok, almost never. The very end of the game has Alan rewrite the reality he’s in by turning on a projector which plays his wife Alice’s movie; the film is played and shows a shot from behind the evil twin who slowly turns into Alan in FMV, the first time we see him in the flesh.

    The evil twin vanishes, the camera pans away from the movie screen and turns into the outro to a parody twilight zone tv show being watched by one of Alans friends. This is actually how the entire game is presented: Alan trapped in his own twilight zone episode after falling into “The Dark Place” and being endlessly attacked by demonic charicatures of arizonian truckers, skinheads and hillbillies. It really keeps its theme together, especially with the very well cast narrator. The ending still leaves you wondering though: “was any of Alans adventure real, or just an episode of The Scary Door?”

    I have to give praise to Alan Wake for being the first game where I was genuinely interested in the story. I wanted to read the manuscript pages, I wanted to watch all the completely optional FMVs of the evil twin taunting Alan. For once I was interested in this game characters story.

    I bought it just because the combat and arcade mode looked fun and I’m the type to hate more story-based games like The Walking Dead or whatnot. Whether I’m just a sucker for the media AW drew inspiration from is up to debate, I love deadly premonition even. But AW:AN handles story and even the horror aspect well despite its focus on action, which it also does well. I want more games like this!

  • Vic 2.0

    SPOILERS AHEAD

    Phenomenal game. I found that 90% of the criticism is from people who misinterpreted it, usually right from the start. Like, not knowing the difference between thriller and horror? Not paying attention to the story (which means everything, from the cut scenes to the manuscripts to the TVs with Alan in the cabin). And then there are largely unfair criticisms like getting onto AW for repetition in combat, when most shooters are technically more repetitive (“Shoot, shoot, shoot again, and again” is worse than “Burn the darkness away, shoot. Burn the darkness away, shoot”).

    Another thing I’ve come to realize, is that Alan Wake is not a game for people who want answers delivered to them on a silver platter. One great example is how people harp on Alan’s voice in narration and while reading the manuscripts. As they do not take note of the difference between this voice and how he sounds in dialogue with others in the game, they typically miss the implication that Alan is essentially a zombie while speaking in both instances. TV shows often have letters read aloud in the WRITER’S voice, not the reader’s. So you are hearing Alan’s writing of it when he was in that freakishly zombie-like state of mind. Similarly, as the game ends with him being a zombie again stuck in the cabin, it’s no surprise his past-tense narration to… whomever! is in that same monotone. Just a thought. And it’s thinking outside the box like this a story like Alan Wake requires.