There are places in our world where fiction and dreams can come true.


24th December 2013
Advent Calendar #10: Monarch Cupcakes

Christmas Eve is where things start to get busy for my family; the shopping is usually delivered then, we have to clear space for decorations, and we're multi-tasking putting up the tree as we wrap presents in the final hours. This year was somewhat different, as our Christmas-rush took place yesterday. It does mean that we're slightly ahead of schedule this year, although it also meant that yesterday I had no time to write the advent calendar piece. Sorry!

For our final advent calendar piece this year, I tried baking some cupcakes with a Quantum Break design...with the emphasis on "try". I'm also going to make this a more photo-focused article as I'm sure that you would like to spend more time with friends and family today.

Cupcake Recipe
110g butter
110g caster sugar
2 eggs
1 tsp vanilla extract
110g self-raising flour
1-2 tbsp milk

Buttercream Recipe                      
140g butter
280g icing sugar
1-2 tbsp milk
Gingerbread Recipe
350g plain flour
1 tsp bicarbonate of soda
2 tsp ground ginger
1 tsp ground cinnamon
125g butter
175g light soft brown sugar
1 egg
4 tbsp golden syrup




Vanilla cupcake recipe and gingerbread recipe from BBC Food.

Let's do this!


As I created cupcakes last year, I focused more on taking photos of the final stages than this initial part. Also it's more interesting! Creating the dough went a lot smoother this time, and there were fewer problems. You can read last year's post HERE.

110g butter, 110g caster sugar, 2 eggs, 1 tsp vanilla extract, 110g self-raising flour, 1-2 tbsp milk
I heated the oven to 180c, and used the time needed for it to get to temperture to sort out the cases. I put a silicon cupcake tray on another baking tray, placed in the cases and added two tablespoons of the mixture to each one.

I bought some silver foil cases to match the game's colour scheme. The only issue using them was that they got very hot very quickly and remained that way for a long time.


In the end they took around 20 minutes. I was really proud of them when they had finished baking. Much better than my attempts last year!


Next, onto the buttercream icing! I have never actually made buttercream icing before but fortunately it's something that quite quick and simple to do. And incredibly messy. Basically it's just 140 grams of butter and  280 grams of icing sugar with a tablespoon (or two) of milk. What could possibly go wrong?


I tend to find simple tasks more complex. Give me a difficult task, and chances are that I can probably do it or at the very least, have a good go at it. Simple tasks on the other hand I tend to mess up, and making buttercream icing is a simple task. Given it was a cold kitchen and the recipe asked for the butter to be at "room temperature", I decided to microwave it slightly to make it softer. We had just recently replaced the microwave as the old one regularly failed to heat up properly. I was pretty tired at this point and forgot this change, so the butter came out a little more...liquidy than what I had intended it to be. Shush, I'm a professional.

Seemed to work fine anyway, and it certainly tastes like buttercream icing, it was just tricky trying to get it to stay on the cakes at first.


Last year when I was making the gingerbread men, I used a store bought dough from Sainsbury's. To be honest, I prefer using something like that as you're guaranteed to have the ingredients just right. I checked a few times over the past few weeks, but they don't seem to have it in stock this year, so I attempted to make it from scratch. As I only wanted to use it for the cake decorations, I only used a quarter of the recipe provided above.

It's also surprisingly simple to make (the good kind of simple), as you literally just find the needed ingredients, put them in the bowl and mix.

350g plain flour, 1 tsp bicarbonate of soda, 2 tsp ground ginger, 1 tsp ground cinnamon, 125g butter, 175g light soft brown sugar, 1 egg and 4 tbsp golden syrup
I placed the dough in the fridge for around about 15 minutes, to allow it to cool and harden. Last year I found it easier to cut the gingerbread once I had cooked it, so I tried it that way again and baked the gingerbread in a thin layer. You can, of course, shape it before putting it into the oven, it would expand slightly but would also create a nice smooth edge to the gingerbread.


And once cooked...

(Yes, I poked it.)
While the design was inspired by the Monarch logo, creating the look exactly would have been incredibly difficult given the size of the cupcake, but a rough pattern worked just fine! So I cut out my design on Baking Paper and used that as a template.

The result...





And that's it! I hope you have a wonderful and safe holiday season. Make sure to spend and enjoy it with family and friends!

20th December 2013
Alan Wake & Campbell's "Hero's Journey" Monomyth #01:
Call to Adventure

Last year we looked at the Campbell's "Hero's Journey" Monomyth as a whole and compared it to "Alan Wake". While I enjoyed writing it, I constantly had to limit the amount of information I could put into each section, to make the read length ideal. In" The Hero With A Thousand Faces", Campbell goes into meticulous detail for each section, and it didn't really feel right just doing an overview when the topic is so in depth and interesting. This article is the first part in a new feature. Hope you enjoy!

[WARNING: Contains major spoilers!]

Just after Alan’s Wake American Nightmare was released, a website was posted on the Remedy Forums entitled This House of Dreams which told of a story set in the town Ordinary. Which is not only a real town, but is also the location mentioned in the reversed section in Balance Slays the Demon. Initially, the blog was assumed to be fansite or a secret page set up by Remedy to hint towards the announcement of Alan Wake 2, or as post-promotional work for American Nightmare. Months later, it was revealed to be one of Sam Lake’s side projects.

video uploaded by zippo685

The story was set in the Alan Wake universe and used photographs to blend fiction into reality; just like in the games. Samantha, our protagonist, moves into her dream house where strange things begin to happen. Within the space of a few weeks she finds a shoebox in her attic filled with papers and she starts having weird dreams based on the words on the sheets. BUT! For this feature, the papers are the most important part, more specifically one manuscript page; the title page for Return.

Return was the name of the piece that Wake was writing at the end of the original game, it was also the script for American Nightmare. (A script as opposed to a novel as it was originally created for the Night Springs television show that Wake had worked on before he started as a novelist). While many pages on the blog were covered in annotations, the title page had some pretty interesting notes relating to Campbell’s “Hero’s Journey” Monomyth. 


In 1949, Joseph Campbell created a systematic story arch which could be applied to numerous legends and myths. He focused more on Greek Mythology and James Joyce’s Finnegans Wake but recognised that all tales can fit into three parts; the Departure, Initiation and Return. Each section has five or six different subsections which we’ll look into deeper in future articles and apply it to sections in the Alan Wake series.

The Departure or Separation is, quite simply, the setting of the story, introducing the audience to the location, dilemma, hero and antagonist. The main body of the adventure is the Initiation; which focuses on the protagonist reaching hero status through embracing challenges. This concludes in Return, where the story reaches a solid ending. These three main sections were placed under the umbrella name of “Campbell’s Hero’s Journey Monomyth”.

The first section of Departure is the “Call to Adventure” which can be achieved through what Campbell described as a “blunder”. This blunder acts as a catalyst which forces the protagonist to enter a situation he doesn’t understand. In Alan Wake, this blunder can be seen to take place at a number of different points in story which directly leads to the kidnapping of Alice Wake. 

Moments before Alice is kidnapped.

The first and most obvious occurs just after the tutorial in Episode One as Alan picks up the keys and directions from Barbara Jagger at Oh Deer Diner, and in turn triggers the series of events. The directions send the couple to Bird Leg Cabin, where Alice admits the truth behind the holiday, which act as the trigger for an argument. Out of anger, Alan leaves the cabin and in his absence, the Dark Presence kidnaps Alice. With the ransom as bait, Wake is forced to write the Departure manuscript. While there are several theories which hold different views, in this interpretation Jagger is the direct cause for Alan’s fate. In his work, Campbell talks about the enemy as being a vital part of establishing the call.

The antagonist or “announcer of the adventure” as Campbell puts it, is also described as being a “veiled mysterious figure – the unknown.” And Barbara’s appearance both literally and metaphorically represents this. Not only is the mourning gown veil covering her face (or skull according to the game’s novelisation by Rick Burroughs) but she also represents the unknown, the darkness, that primal fear that we ourselves had as children when we couldn’t comprehend what we couldn’t see.

The archetype refers frequently to the idea of fate and the pre-existing triggers from the protagonist’s background. With this line of thinking various branches of interpretation appears. And here’s where things gets a little tricky, Campbell also describes the blunder as being “the result of suppressed desires and conflicts” except in Alan Wake it’s not all that clear whose desires and conflicts are focused on.

If we look at Alan’s background his childhood plays an important part in the game. While the backstory for the Clicker is further developed later in episode five, six and the two DLC packs, the importance of the item is continual throughout the entire storyline. To Alan, the Clicker represents a link to his absent father, that psychological connection which allowed his child-self to imbue the item with protective magic. As it’s written into the shoebox in Bright Falls, it too is tainted with the location’s unique power, and as a result becomes the most powerful weapon in the game. Despite knowing a lot about the item’s backstory, the origins of the memory is still a mystery which is only solved through understanding the true author of Departure; Alan Wake or Thomas Zane? Nevertheless the memory, now real, paves the way for the “opening of a destiny” as Campbell puts it, leading him to fight the Dark Presence. 

The Clicker in episode five.

In Alan Wake, the character’s conflicts and desires carry equal power, acting both as a catalyst to danger and as a driving force. In episode five, the player is invited back into Alan’s apartment just after the release of his latest book, The Sudden Stop. Despite the relatively short passing of time from the previous flashback in episode two, much has changed. The protagonist is significantly more frustrated and troubled with his success; it’s this moment in the game where the player is given insight into Alan’s personal conflicts. In the story, desires and conflicts are somewhat similar; Alan’s desire to be a great author clashes with his inability to cope with success. Similarly as a solution to his predicament, Alan’s presence in Bright Falls inadvertently feeds Barbara’s desire to give the Darkness strength. From the moment the couple arrives at Diver’s Isle they become Jagger’s marionettes.

That’s not to say that the Dark Presence doesn’t face conflict in the game, in fact the entity is possibly the most restricted character. It relies on creative works to grow and give it form. While it takes over the town’s residents, the Darkness seldom has complete control over the individual with the spoken dialogue being the remnants of the host’s personality. (The only main exception being Jagger who is the embodiment of the Dark Presence.) An example of the entity’s reliance is at the Oh Deer Diner; Jagger is able to appear in the darkened corridor despite the Darkness’ limited power and only through her actions can the Taken appear.

A third interpretation focuses on the idea that Thomas Zane is the author with his suppressed conflicts and desires rooted to the Bright Falls Fable. The legend goes that the famous Poet once resided in Bird Leg Cabin with his girlfriend Barbara Jagger. Despite being an excellent swimmer, Jagger drowned in Cauldron Lake. Her sudden death led to Tom becoming fixated on trying to bring her back using the location’s unique ability to control reality through artistic works. Under the strict control of Hartman, his editor, Tom used his poems to bring Barbara back from the dead. And he does...to a point. Barbara returned but as an empty shell controlled by the Dark Presence. She then lured Tom into writing poems about the Darkness gaining in strength, and Tom realises the truth behind her unnatural obsession and tries to correct his mistake. In desperation, he cuts out her heart and dives into the depths of the lake with Jagger’s body, in turn limiting the power of the Dark Presence. 

Bird Leg Cabin, as it appears in episode four.

Zane’s decision to bring Jagger back is perhaps the most destructive act in the series; it binds the destinies of several major characters. Through the poems, the Dark Presence is able to reanimate Jagger, solely for the purpose of manipulation, the “blunder”. As the voice and body of the Dark Presence, she is able to influence the text, allowing the entity to grow in power. Despite Zane’s original intention (to save a loved one) and his attempts to correct his actions, he inadvertently opened a gateway to allow the Dark Presence to interact with the real world. Possessing such a power gives it the means of enticing Wake. Pretty big blunder!

In the chapter, Campbell writes a section dedicated on the guide; “whether dream or myth in these adventures there is an atmosphere of irresistible fascination about the figure that appears sudden as a guide.” And that’s very much true for Alan Wake! 

Zane establishes himself as the guardian from the first time the player meets him in the tutorial. He teaches Wake how to defend himself against the Taken and warns him of upcoming dangers. This role is further expanded on in future episodes as well as in The Signal DLC as he tries to save the protagonist from insanity. The character has an overall passive role in the game, presumably due to his imprisonment in the Dark Place. While Zane’s backstory and predicament are explained there’s an undeniable fascination regarding the character. Fuelling this fascination is Zane’s desire to censor information from Wake, such as his refusal to explain Mr Scratch’s sudden appearance. Because of these acts he takes on a role far surpassing expectations, instead he appears more in control over the narrative’s direction than Wake. So what if he’s the writer of Departure?

The Dark place can be described as Limbo, Alan even refers to it as being as though it “...flowed. It was conceptual and subjective.” Someone in this location, such as Zane, would have a lot of time to contemplate and regret the actions which put them there, curious about alternative pathways and cheating fate. There are many connections and similarities between Zane and Wake, that Wake may be the representation of Zane’s past. Perhaps this is why Alan states “I knew how to write the ending to Departure” and establishes the reason for Zane’s failure. It’s possible that to explore the Poet’s scenarios, he invents characters in an attempt to fix the past; to him Wake is nothing more than a vehicle following a predetermined path.

Zane, trapped in the Dark Place

To conclude, I wanted to quote a section of Campbell’s work regarding the protagonist’s passage between the separate worlds. A description easily applicable to Wake’s journey as he transverses from “pale of his society to a zone unknown. This fateful region of both treasure and danger may be variously represented: a distant land, a forest, a kingdom underground, beneath the waves or above the sky, a secret island, but it is always a place of strange fluid and polymorphous being, unimaginable torments, superhuman deeds and impossible delights.” 


(All images are screenshots taken by darkspectre, with the exception of the first which is from This House of Dreams.)

18th December 2013
Advent Calendar #08: A Very "Christmassy" Stencil

Growing up I always had a passion for science fiction. My parents met at a Star Trek convention so I couldn't really escape it. There's a painting of a rock formation on the moon hanging in the living room. The bookshelves are filled with everything from 2001: A Space Odyssey to Carl Sagan's Cosmos, NASA's Greatest Missions and Galaxy Quest. And don't get me started on the number of Tribbles there are in the house! 

This also had a great impact on my school life, and while I severely struggled to enjoy my time at Primary school there were a few memorable moments. Near Christmas, my teacher in Year 1 taught the class how to use paint and stencils on sugar paper to make handmade wrapping paper. Of course being near the holidays it was suggested that we use images related to the time of year. There would also be a competition at the end of the day. Among the entries were  holly, reindeer, christmas trees and....The Enterprise? OK, I didn't win, in fact I was disqualified but still. 

As I was thinking about what things I wanted to have on the site's advent calendar this year, I kept thinking of this memory. So I decided to try and recreate the "Alan Wake Do Not Open Until" stencil from the Announcement to Fans video. It's not Christmassy, but it's close enough! :)

You can download or view the stencil design below:

(Also if you're planning on making the stencil more durable, I highly recommend checking out Tally's Treasury craft blog.)

16th December 2013
Advent Calendar #07: Themed Baubles

It's Monday which means we're back for another Advent Calendar piece! We're also tired, slightly behind schedule and easily distracted because, well...it's a Monday. Today also marks the final week until Christmas, and keeping with tradition in my family, we're not really ready for it. The gifts have been bought, the letters have been written and the post has been sent, but apart from a few cards on the mantel piece it's doesn't feel like Christmas yet. So let's try to change that!

Today we're going to try to create two simple, handmade baubles with a Remedy twist. One will be solely focused on Quantum Break, with the other featuring all of the titles! _o/

First thing to do is to get a selection of photos, and for mine I chose to have 10 slides for each bauble. You can have a bigger number to make the ornament more spherical but then you would have the issue of not being able to see the photos.

So we know the number of slides we want and we have the photos...What's next? Several craft shops make a specific tool designed for cutting circular shapes out of paper, if you have one you can just print out your photos straight away and get to work cutting out your shapes. If you don't that's completely fine, it just means that you have to do a little bit of extra work, and I also recommend using a photo editor. If you don't have something like Photoshop, you can get a free program called Paint.net from HERE. (It's what I've been using for this site.)

If you're using Paint.net, you first would need to set the image size. For my images I used a square measuring 7.5cm. (Go to "Image" on the toolbar, and then "Canvas Size".) After, draw a filled circle fitting into the space. Use the Magic Wand tool and highlight the filled circle, then hit delete. You should now only have a white frame. Insert another layer and move it so it's behind the frame. Now you're ready to start arranging the photos!

Whenever you want to create a new photo, paste it onto the layer behind the frame, and once you've got the photo lined up how you want it, click the "Merge" button. You then have one photo you can copy into Microsoft Word (or a similar program) which will allow you to print off all the images at once. Whenever you're ready to put a new image behind the frame, go through your edit history to the point just before you merged the two layers. (Yeah...This section is easier to do than explain. Very wordy!)

Then just print them out! (If you can, try using card instead of paper, it just makes them slightly more durable and less frustrating to deal with later...Yeah, I learnt that the hard way.)


And we're getting there!


If you're planning on doing more than one bauble, you would want to sort them out into separate piles as you fold them vertically in half....


Grab a glue stick and start gluing the sides together, but don't glue the final side down just yet if you're planning on putting string through the middle.


As they the slides are drying, now is the perfect time to get the string and decorations sorted. Embroidery thraed, thin ribbon or string is the best for this job. If you want the bauble to stand out a little more you can add little decorations such as sequins or beads.

Then just put the thread through the middle of the bauble and stick the final two slides together. (When I was doing this, I made a really stupid mistake and thought I could add the string on later after I have glued all the sides down. This meant that I spent a ridiculously long time arguing with a needle and thread...Not too sure I won that fight.)



I decided to give the baubles a little border. This also has the added benefit of being able to cover any mistakes such as having two slightly different shaped slides together. 

Here's the Quantum Break one...


And the Remedy one...


Now unfortunately my camera isn't all that great with capturing moving objects, and the thing about these baubles is that they were constantly spinning. So in the end I only managed to get one alright photo before the camera battery died.


...Close enough. :)

13th December 2013
Advent Calendar #06: A Closer Look at Quantum Break's Gameplay Trailer (VGX)

As part of the VGX broadcast on 7th December 2013, Remedy released a gameplay trailer showcasing never before seen footage from the title. In the video Sam announced a series of features as well as expanding on the gameplay mechanics and the storyline. In this article we’re going to be taking a closer look at some of the gameplay scenes and try to piece together a clearer picture of what Quantum Break will be like. Of course with an article like this, there’s always one question that needs answering first...What do we know of the game so far?



We know it’s an action-adventure title developed exclusively for the XBOX One. The plot revolves around a failed time travel experiment taking place at Riverport University, which results in time breaking apart. In the game there are two main playable characters, Beth Wilder and Jack Joyce, who acquire special abilities to control time. However a third playable character (Paul Serene) becomes available, during the title’s “junction moments”. These junction moments creates a unique story for the player and bridge between the game and the television series. Both the game and live action episodes will ship as one complete pack. Now let’s start with the trailer!

Riverport University. With pigeons! Look at that pigeon...so graceful.
The first piece of new gameplay footage is revealed at 0:07 as Jack is jumping to a metal construction a few metres away. In the background, between the slabs of broken concrete, we see a shimmer of water (especially as the angle changes) hinting that Jack may be starting to cross the infamous bridge section. The image where the ship crashes into the bridge is something that we’ve frequently seen in trailers. In previous interviews Sam has also described this moment as being one of the game’s most iconic and memorable scenes. The image of destruction is a recurring feature in what we’ve seen so far, but it’s not just for that “Hollywood effect” or for the sake of doing it. As we see time literally break down, the frozen explosions become a motif which complements the game’s themes.

At the 0:20 mark, we see a reappearance of the gameplay footage revealed during the XBOX One US Launch Event. In this scene, several large fragments of an abandoned vehicle are thrown towards the protagonist who, in the final moment, slows down time. This is presumably set after he discovers about Paul and Monarch, and (judging from the “lift bridge ahead” sign) just moments after the ship crashes. In the video, Sam talks about the protagonists possessing a series of time powers. While these haven’t really been touched on in detail yet, it’s possible that Jack isn’t slowing down or freezing time as the car shoots towards him from the carnage, but instead is beginning to reverse the scene.


The next section replays some of the footage shown in the announcement video during the Microsoft Conference. Presuming that Jack does have the power to rewind time, the ship collision could potentially follow on just mere seconds after him slowing down time on the car. This would make sense as at 1:33, as the cars seem to shift back to their original position.

If we think back to the trailer we saw during E3 with Sofia, time is only temporarily frozen. And while Beth could predict when it would resume (“sixty seconds, Jack”) they weren’t in complete control over the length. At present, the scale to which they can use their powers is unknown; whether it is isolated to a small event or if it’s worldwide. Jack had 60 seconds to save Sofia from the explosion, but what if the time distortion only affected that one room? Judging from the E3 trailer, the suspension didn’t look stable as various objects twitched between frames of time. If Jack does use his time powers to reverse or slow down time on the ship, would the time before resuming be shorter, as it is affecting a greater area?

Also in relation to the office scene, as Jack walks through the debris, he passes an interesting-shaped object which resembles some sort of mask or helmet. It’s probably nothing, but it reminds me of Loki’s helmet. Remedy likes to incorporate little references in their games from television shows and books which inspire them, and anyone that follows Mikki on Twitter knows he’s a fan of the Marvel comics.

Check out the right hand side.

From 1:15, this is where things get interesting as we’re given a teaser into the game’s combat system and cover mechanics. We see Jack manoeuvre around cargo at night, the city’s skyline in the distance. While it’s difficult to judge the location from the few seconds of footage it looks to be a storage area possibly under the bridge the ship crashes into, or a harbour. (It also looks like we get a different view of the area at 1:38.) At this point Beth is nowhere to be seen either on a separate mission of her own (like Mona Sax in Max Payne 2) or just out of view. Alan Wake fans might also recognise the two glowing items near to Jack’s position. Due to the distance it’s hard to see exactly what the objects are, whether they are weapons, documents, collectibles or (more likely) ammo.

The scene from another angle.
The following segment of gameplay footage returns to the ship crashing into the bridge, with a different angle which shows off some interesting looking markings on the side: “RMD 45x35”. RMD is frequently used over on the forums and on Twitter to indicate that the person is a developer at Remedy. Additionally the developer’s logo can also be seen on a number of car badges throughout the trailer.


At 1:37, we see some more of the game’s combat mechanics as Jack is shooting at a series of soldiers (presumably workers at Monarch) in a seemingly empty street with the top of the lift bridge in the distance. Given the location of the confrontation, Monarch seems to be aware of the time anomaly which causes the crash. While details about the company haven’t been revealed yet, it’s possible that they could be researching and predicting when these events occur. Close up shots of the event show the bridge empty, with abandoned vehicles stretched over the road.

I wanted to bring up something which really interested me at the 1:54 mark. Jack is standing in what looks like a construction site, staring at a circular hole in the wall. Around the space is the indication that a clock used to be present; there’s either engraved glass or a metal frame with roman numerals. If we look back to the original announcement trailer, there’s a moment when a group of people are gathered around a burning wreck, studying the carnage; beside the fire is a broken clock very much like the missing one. Of course that’s not to say that it’s the same clock or the same location; referring back to the game’s motifs, it would make sense for the title to include various images of broken clock faces.

From VGX trailer

From announcement trailer

Throughout the trailer there are several scenes in which Jack walks across what looks like a construction site. Three different sections seem to fit together; the first being the stealth portion of the video and where we see Jack slow down time to avoid enemy bullets. The second is when Jack is walking through the boarded up corridor at 1:51. Finally, the third is with the broken clock. Judging from the changing skyline, the similar surroundings as well as the need for stealth, there’s possibly something significant about the area and the clock tower. Perhaps something that Paul didn’t want him to find?

Ominous corridor is ominous

While we’ve mainly been looking at the gameplay in this article, there are a few new pieces of information announced in Sam’s commentary. One of the things that interested me the most was the “time anomalies”. I’m looking forward to learning more about these! We don’t know yet if they’re spontaneous occurrences or if the purpose of Monarch is to encourage these rips in time to happen to shape how they want the world to be. We certainly get the impression that whatever these things are, they’re dangerous and act as a catalyst for what Sam described as “the end of time.” We also learn that both Jack and Beth are present at the time of the experiment, so both protagonists have special abilities. Sam also stated that the player would need to master all powers to defeat the antagonist. In the VGX interview which followed, Ozz said that they are hoping to talk more about the time powers shortly!



If you have any comments, ideas or interesting things you’ve noticed about the trailer I would love to read them! You can write your message in the comment box below.

11th December 2013
Advent Calendar #05: Poets of the Fall Live DVD Competition

Are you a fan of Poets of the Fall / Old Gods of Asgard? We are teaming up with Mr Scratch's Facebook page for a new competition! Scratch will be giving one (1) lucky winner a copy of Poet's "Live in Moscow" DVD.


For those fans who don't know, Poets and Remedy share a close history, with individuals contributing to the original Max Payne. The band's first song, Late Goodbye, was composed for Max Payne2. In Alan Wake they returned, this time as the in-game band, the Old Gods of Asgard. Through this name, Poets created the songs Children of the Elder God, The Poet and the Muse, and Balance Slays the Demon (the latter appearing in American Nightmare). The band also had a couple of their songs from previous albums appear in the games such as War and The Happy Song.

The DVD contains the entire Moscow gig (around 90 minutes), plus behind the scenes photos, a documentary (30 minutes), and an interview lasting an hour. It's a really great DVD!

How to Enter:
To enter, suggest how Scratch might be celebrating Christmas this year. You could write your entry, draw fanart, write fanfiction, anything you want!

Where to Send your Entry:
Once you're ready, you can enter by replying in the comments section over at Facebook, either on Mr Scratch's or The Sudden Stop's page. OR you can email your piece to: xl.mr.scratch.lx@gmail.com

The competition is open worldwide!

Deadline
The competition closes on New Year's Eve, and the winner will be chosen by Scratch himself. (He's a real softy once you get to know him. ...Yeah, he's going to kill me for that. Worth it.)

Here's a teaser from the DVD:

6th December 2013
Advent Calendar #03: Remedy Facts - The Desdemona

Today's surprise is quite different from what we've had before. In the past we've always had an article, today we're actually announcing a new feature! 

Remedy is an interesting company. They certainly have a passion for what they make! Because of this they are quite open about the development process; there's even a thread on the forums where fans can ask any questions they have about the games or the company. Our new feature will be released fortnightly on Tuesdays and will focus on a fact or an aspect of their games. 

(Also if you have a better name for the feature, all suggestions are welcome!)

Here's an early first part:

Desdemona
Recently I've been replaying a lot of the arcade levels from Alan Wake's American Nightmare. They provide a great but short 10 minutes of gameplay which you can easily slot into busy schedules. I have to admit, I'm utterly useless at these levels but still they're really fun to play. On the plus side, dodging the Taken's blades while attempting to run to the nearest safe haven, does allow for some sightseeing...

There is always an iconic landmark in the levels whether it is the church in Cemetery or the noose in Ghost Town. In The Caves, the landmark is a large wreck of a ship called Desdemona in the middle the map.

I think the name choice is particularly interesting, after all they didn't need to include one.

It's most famous for being a character in Shakespeare's Othello, although it pre-dates the play. In Greek the name roughly translates to "unhappy", "ill-fated" or "unlucky" and fits Wake's predicament well! 

I found the second translation, "ill-fated" to be the most fascinating. The plot of Alan Wake focuses on the protagonist being compelled to walk a predetermined path which forces him to become trapped in the Dark Place and caught in Mr Scratch's endless cycle. The ship's position in the map is particularly strange given the lack of water around the area, it's highly possible that the Dark Presence placed it there, similar to how it used trains and boats in the original title to warn off the protagonist. Like Wake, the boat is dumped in the middle of alien world.

 "Unhappy" was another word that stood out. There's no doubt that Wake's character has change from the original title. In the first episode he's more arrogant and self-centred, although these qualities fade throughout the progression of the story. In American Nightmare he's understanding and speaks more fondly of his friends and family in the manuscripts. 

It's clear that his isolation from society has effected him mentally, the two DLC packs expands on this struggle. In American Nightmare he seems more at peace with his situation but consistently lonely throughout the title.

In any case, the name of the ship is a nice little detail which feeds back into the theme of the games. We'll be posting facts like this every two weeks starting in the new year. In the meantime you can follow us on Tumblr. (We tend to post some interesting hidden details there too.)

Image from Alan Wake Wiki

4th December 2013
Advent Calendar #02: Competition Time!

UPDATE #1: Thank you to everyone who entered our competition. Lots of entries to read through now, but we'll announce the winner shortly! :)

Today we have a rather exciting competition lined up! How would you like to win an Alan Wake's American Nightmare photograph signed by Fred Berman? 

Fans of both the Alan Wake and Max Payne series will recognise his name; he voiced both Barry Wheeler and Vinnie Gognitti (MP2). Two of the community's favourite characters! Earlier this year he kindly signed some photographs for the site to be given away to Remedy fans in a competition.


The image above doesn't do the prize justice! The photograph is a piece of promotional artwork from Alan Wake's American Nightmare which has been professionally printed on glossy photo paper. The signature is by the extremely lovely Fred Berman and is completely authentic. It's a fantastic and rare piece of merchandise to own!


How to enter:
During E3, Sam Lake (Creative Director at Remedy) hinted that Quantum Break may contain references to the developer's previous titles. We've seen this in the past with the American Nightmare poster at the garage in the latest version of Death Rally, and The Sudden Stop manuscript pages in Alan Wake which mirrored the Max Payne series.

To enter, describe a situation which could appear in Quantum Break which references one or more of Remedy's previous titles.

An example of this could be:
During a level, the protagonist comes across a bookstore with a promotional standee for Wake's books. 
Or
On the wall, the player passes a series of old posters promoting Address Unknown. 
Of course, I have no doubt that you can come up with something much more interesting and detailed. Have fun with the topic, go crazy! If you want to write a short story containing your entry, I'd love to read it!


Where to send your entry!
When you are ready to send your entry in, you can do so in a number of different ways:
     -   Post in the comments below.
         (Please make sure to link to a social media page so I can contact you.)
     -   Tweet your entry to @TheSuddenStop
     -   Send me an email at:
          alanwakethesuddenstop (at) gmail (dot) com
          with the header "Signed Photo Competition Entry"
     -   Leave your entry on the site's Facebook page.


The closing date for all entries will be 23:59 GMT on Saturday 5th January 2014!


How the winner will be picked:
For this competition there will be one (1) winner. (Don't worry we'll be offering more prizes in future competitions and giveaways. So if you don't win in this competition, there will be more chances!) The winning entry will be chosen for being the most unique or the most interesting.

The winner will be contacted within one week of the competition finishing.


Now for the boring but necessary fine print:
     1.   You can enter as many times as you want, there is no limit for this particular competition.
     2.  This is open worldwide, but restrictions may apply on countries with limits on internet competitions.
     3.  No cash prize alternative will be available.
     4.  The Sudden Stop does not accept responsibility of the prize after shipping, though I will do my best to make sure it gets to you safely.
     5.  A new winner may be picked if the first does not respond to the email. Although this is only a last resort after three weeks with reminders and alternative methods of communication e.g. through social media posts.
     6.  A frame will not be supplied with the photo, but the prize will be shipped in a sturdy envelope with a cardboard backing
     7.  Please note that this is an unofficial competition. Remedy is not involved with the prize, arranging the contest or creating rules.


Thank you for your support over the past year. I look forward to reading your entries! Thank you also to Fred for signing the photo!

2nd December 2013
Advent Calendar #01: Handmade Cards

With Christmas in just a few weeks, we begin our annual advent calendar! Like last year, specially themed articles will be posted every Monday, Wednesday and Friday leading up to the 25th, to help you get into a Christmassy mood. If you have any ideas for future articles, you can suggest them HERE. 

To start off the event, I wanted to do a short but sweet activity which can be completed in an hour or two; creating special cards themed with Remedy's titles. In the end I chose to create two cards, one with an Alan Wake theme in mind, the other with Quantum Break.

The first thing to do is to collect any craft items you have around the place. For me this consisted of a variety of fabric ribbon, glue, scissors, felt tip pens, pencils, bronze and silver Sharpies, and peach coloured card. The first thing to do (apparently) is to arrange them in an interesting yet random collection on your desk and turn on a nearby lantern for dramatic effect...

Then clear your desk, because you kind of need it now for actual card making stuff. Why are you trying to make cards with your desk all messy?! It's like you don't even want to do this craft! Gah, I'm working with amateurs here.

I decided to do the Alan Wake card first of all as it was the trickiest. Writing "merry christmas" across the card created a background which is certainly much more interesting than just leaving it blank, but this also created the initial colour scheme.


Adding the gold fabric ribbon created an interesting border, and I couldn't resist working with actual fabric ribbon opposed to the sharp, rigid stuff which is usually in abundance in shops this time of year. Adding this border can make the card stand out more, if it's done well. To make sure that it stayed in position I cut little notches on either side which spans the width of the ribbon. Like so...



(That bow took around seven minutes....I wish I was kidding.)

Now for the main decoration! For my card I chose to a small and simple drawing of Wake in a Christmas hat with a glass of wine in his hand.


And coloured it in...


I put my drawing on a piece of card which complemented the colour scheme as well as allowing it to stand out a little more which became a necessity with the huge ribbon.


Right! Now onto the next. I wanted to create a Quantum Break card.


This time, the Christmas theme is more prominent with a seasonal message written in large letters along the side and then the edge cut to fit around words. I used the bronze Sharpie on the inside of the card to allow for a more attractive background. Also I like shiny things.

For my main image I decided to attempt to recreate a design from Quantum Break; the Monarch logo...With a Santa hat. The main body was created, again, using the bronze Sharpie, which was then outlined with a black felt tip pen. I left a space to add a little hat which was drawn in using felt tip pens.


Poets of the Fall fans may see a connection between the drawing on the card and this handsome gentleman...

Image from POTF's Twitter feed.
Because of absence of layers, this card was much quicker to complete compared to the other, but drawing directly onto the card also increased the risk of messing it up.


And here they are together!


Hope you like the cards and article, make sure to check back on Wednesday for more!

-- CONSOLE & PC GAMES --

The CONTROL Series

The Crossfire Series

The Quantum Break Series

The Alan Wake Series

The Max Payne Series

Additional

-- MOBILE GAMES --

-- LIVE ACTION SERIES --

Icons by the incredible, Evil-Owl-Loki.

Beyond the shadow you settle for, there is a miracle illuminated.