What I’m doing with large stack of unplayed games

Growing up, I didn’t own very many games. Christmases and birthdays gave me an opportunity to ask for new ones, but for the most part, my gaming intake was a slow, unsteady trickle. Because my roster of games stayed pretty tiny, I did my best to play the hell out of each and every one I bought, mastering their intricacies and making an effort to complete even their smallest challenges.

Coupled with an overabundance of free time, this drive to see everything my games had to offer showed me the small, unadorned corners of my favorite releases: I earned each of Star Wars: Rogue Squadron’s nineteen gold medals, I got a Birdie Badge on every single course in Mario Golf, and 100% completed Banjo Kazooie at least twice. I made the most of my every purchase, and I felt good about it.

Unfortunately, my playing habits have changed, and my compulsion to wring every ounce of fun out of my gaming library has long since dissipated. Glancing at my shelf, I estimate that I’ve finished only a little over half of my games. This behavior is a far cry from that of the boy who once spent months (literally months) playing Tony Hawk’s Pro Skater 3 until he beat the game with the entire roster of unlockable characters.

I suppose it’s inevitable that I would change. After all, I don’t have nearly the amount of free time I did when I was twelve, and there are a whole host of reasons why I can’t plumb the depths of Sonic Generations the way I might have been able to ten years ago.

For starters, it’s all I can do to keep up with current releases. More games are coming out than ever before, and if I want to stay on this gaming journalism thing, it’s in my best interest to take in as many as I can. This means renting/purchasing whatever I can to stay relevant, leaving little time to go back and address a game’s more esoteric portions, like high scores, achievements, and the like.

This goes double for when a game is particularly lengthy, or if I drag my feet playing it. When I picked up L.A. Noire last May, I had a blast playing through it with my friends co-operatively; I would be at the controls while they shouted instructions and helped share in the drama of the case. This went on for two weeks before our schedules fell out of sync, and I became reluctant to play it unless everyone was there to help experience it. Needless to say, I haven’t picked it up in nearly a year, and it’s my own fault. Other games are life-absorbing to the detriment of my entire social- and work-schedule; I called it quits with Kingdoms of Amalur: Reckoning after 45 hours, and I declined to pick up Skyrim or Red Dead Redemption because I knew they would require time to commit that I didn’t have.

Other times, I’ll drop a game when I hit a particularly challenging area, or when the game ceases to be fun. Batman: Arkham Asylum, for instance, features a section that requires total and complete stealth, rather than the lenient pseudo-stealth prominent in the rest of the game. As someone who sucks at traditional stealth games, this brought the experience to a screeching halt, and my progress is the same nowadays as it was in 2010 when I put it on hold. Need for Speed: Hot Pursuit, a game I received two Christmases ago, reached a level of challenge where progression no longer felt rewarding to me, requiring too much mastery over the game’s so-so mechanics than I felt justified my time.

Then there are the games I haven’t even started. Yes, I have purchased games that I have not loaded up even once. As a passionate lover of JRPGs, I had heard nothing but good things about Lost Odyssey, so when I finally snagged it for ten dollars at Gamestop, I was beyond excited. I put in on my shelf, waiting for the right time to break it out and experience its J-majesty. It’s still on my shelf now, still waiting for that moment that feels “just right.”

Sometimes, though, I can drop a game without feeling pangs of guilt. During the Christmas season of 2009, I picked up Shaun White Snowboarding on a Black Friday special. I must have played that game a grand total of two hours before I put it away and never looked at it again. Normally, this would feel like the most wasteful crap I could possibly do; it’s like taking one bite from a burrito and then throwing it away. Ah, but this burrito was filled with sawdust and soap shavings, and I didn’t feel inclined to ingest any more of the wonky controls and mediocre gameplay than I already had to. Besides, the game cost less to buy than it did to rent, so my purchase was more of an experimental, “let’s see how this goes” situation.

In general, though, I do my best to finish my games, even the ones I’m only slightly enthusiastic about doing so. I picked up the first Gears of War game for a song from a retailer in Denver three years ago, and though it took me many tries, I managed to muster up the motivation to put the Locust in their place about two months ago. Also, despite its repetitive career structure, I had a blast putting away Pure during a break in my senior year of college, and I managed to ignore my “wait until it’s just right” impulses and beat Alan Wake on Saint Patrick’s Day weekend.

Like many aspects of my life, it all comes down to motivation. Video games, it turns out, require just as much effort to stay on top of as anything else. More so, I would argue, for even short games still require 6-8 hours to run their course; compare that to a movie buff, who can polish off new films in two hours or so a pop. If I’m to make any headway in improving my gaming lexicon, I’ll have to buckle down and actually schedule time to play video games. The things I do to chase a career.

Maybe I can someday complete all of my games with the thoroughness I had when I was twelve, but for now, I’ll concentrate on experiencing as many games as I can and getting past my guilt of not finishing everything in my library. After all, I’m trying out more new games than ever before, and there are too many exciting things happening in the industry now than to worry about whether I spent twenty hours trying to beat a game or forty hours getting all of the achievements.

Why I love Bright Falls from Alan Wake

I was late to the party with Alan Wake; though I listened to discussions about the game on G4′s Feedback and Game Informer’s The GI Show during the summer of 2010, I didn’t make the plunge until later that year, when a friend gave it to me for Christmas. So far, I’ve completed only four episodes of the game’s initial six (like I said, laaaaate to the party), but I’ve enjoyed the crap out of its paranormal thrills, satisfying combat, and heavy focus on story. My favorite part, though, is one that hits me particularly close to home: Alan Wake‘s rural, Pacific Northwest setting, Bright Falls.

I’ve lived in Montana for about 21 of my 24 years on this planet, and there are enough similarities between my mother state and Bright Falls to give me deep feelings of comfort each and every time I play Alan Wake. Having lived my whole life around pine trees, roughshod mountain paths, and downhome, small town values, I find little mementos of home around every corner, whether it’s the cozy log cabin on Cauldron Lake, or the local greasy spoon, the Oh Deer diner, whose interior reminds me of so many similar restaurants around the Seeley Lake area. Bright Falls reminds me of what I love about my area of residence, despite the over prominence of demented, possessed killers on the loose ’round every corner (in Alan Wake, mind, not Montana), and after playing so many games set in New York or Los Angeles analogues, setting foot in Snoqualmie, Washington feels oddly liberating.

Yes, I realize Alan Wake is basically a video game tribute to David Lynch’s Twin Peaks, a TV series also about an out-of-towner investigating paranormal happenings in a quaint, almost too-chipper Pacific Northwest town. Bright Falls’ startling resemblance to Twin Peaks‘ titular town is merely another part of Alan Wake’s efforts to recapture the show’s design and appeal; note the game is also structured episodically, like a TV series. Still, I’m not sure if Remedy realized what a breath of fresh air Bright Falls would be in modern gaming when development for Alan Wake commenced sometime in the 1950s 2003. Perhaps not everyone feels overloaded by the glut of post-apocalyptic cities, snowy outposts, and dense jungles found in today’s modern action game, but I’m grateful for the opportunity to play in such a rarely-explored, specific setting, especially one so close to my heart.

Bright Falls isn’t just a catalyst for my nostalgia-fuelled gaming tendencies; it’s also constant, concrete boon to Alan Wake‘s atmosphere. Just as Resident Evil capitalized on the terrors of being alone inside a dark, empty house, Alan Wake hangs its hat on the fear of the unknown in nature, when fell beasties can spring out from behind a tree or appear from the mist with little warning. The use of road flares and hunting rifles in the game’s main arsenal, all mainstays of backwoods Montana communities similar to Bright Falls, help give Alan Wake‘s armaments more of a distinct flair (heh) than the typical subset of pistols, submachine guns, rocket launchers, etc. Heck, even the game’s overly-friendly locals and idyllic-looking businesses add a small sense of vague unease to the proceedings.

If I’ve oversold the game’s setting in this piece, I hope it’s not to the detriment of everything else that makes Alan Wake wonderful: I love its taut atmosphere, episodic structure, and the “crapcrapcrapcrapcrap” nature of watching your flashlight die while a big goon with a scythe bears down on you. For me, though, Alan Wake‘s expertly-chosen Pacific Northwest locale is easily my favorite thing about the whole game. Bright Falls is like when a famous band shouts out the name of the crowd’s home town onstage; it’s a small gesture, one that no one but the locals will appreciate, but makes all the difference to the little guys living there.

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