解密:心灵杀手,控制,以及对SCP基金会的启示和联系

“公正警告:这次的比往常更诡异。没办法。 - 杰西·法登(控制,2019)。

Hey everyone. A lot of us fans of the wiki and the games know of the inspiration CONTROL in particular took from the SCP Foundation, but given that Remedy (The developers) have intentions to continue expanding on their stories and games, given that these connections go far deeper than simple references and Easter Eggs, and given that a lot of people wanted summaries and explanations; I wanted to do a deep dive Declass style post as if these games were SCPs Articles. Because if you know most of this already, you know they pretty much are. Going further into the inspirations, concepts and techniques commonly used in SCP writing, rather than solely focusing on the story of these games themselves.
大家好。我们维基和游戏的众多粉丝都知道,控制特别从SCP基金会中获取灵感,但考虑到Remedy(游戏开发商)有意向扩展他们的故事和游戏,考虑到这些联系远比简单的引用和彩蛋更加深入,考虑到很多人都想要总结和解释;我打算将这些游戏视作SCP文章那样,发布一篇深入探讨的解密风格帖子。因为如果你已经知道了其中的大部分内容,你会发现它们几乎一致。进一步研究SCP写作中常用的灵感、概念和技巧,而非仅仅关注这些游戏本身的故事。

Keep in mind I am a fan like most of you and this is my first Declass, this will be from a place of passion, but using interviews, wikis and articles as source. And LONG, however I feel like it's something most of us here would enjoy. Thank you psychicProgrammer and Declass Staff for supporting me on this and aiding with the writing.
If you want to check out the games for yourself; Alan Wake & CONTROL.
请记住,我和你们多数人一样只是位粉丝,这是我的第一次解密,这将倾注我的满腔激情,并引用采访,维基和文章作为来源。而且很长。不过我觉得它将是我们这大多数人都会喜欢的东西。感谢psychicProgrammer和解密团队对我的支持和写作帮助。
如果你想自己了解清楚这些游戏; Alan Wake & CONTROL.

So without further ado. Except for SPOILERS AHEAD.
所以闲话少说。请注意前有剧透。


CH1_A.W.E.001: ALAN WAKE.

"It takes crazy, to know crazy" - Odin Anderson (ALAN WAKE 2010).

  • 1995, Helsinki University, one Sami Antero Järvi, now Creative Director Sam Lake, is invited by a childhood friend Petri Jarvilehto to join as a writer for a to-be gaming company called "Remedy". Soon after their initial game release, they begun the project that would truly define the beginnings of the studio.

That project: Max Payne, and not yet Alan Wake, which is only being mentioned here to give a bit of context and because if you do not yet know Alan Wake or CONTROL you most likely heard of the Payne Maximus himself, a hard-boiled detective in a Cop Noire story with cool slow motion shots. Do not be surprised if Remedy brings back connections to it in the future however, they are all about that.

Fast forward a couple of years after the second M.P game and Remedy begins theory-crafting the followup that would become Alan Wake. It went through an interesting chaotic story, even starting as an Open World, but that is not as relevant to this post.
What is relevant is the story would take a far more complex character, set in a world inspired by the works of Stephen King, David Lynch, and of course Twin Peaks in particular, to deliver a mix of killer-mystery and supernatural that sets the precedent for the now hilariously called "Remedy Connected Universe" or RCU, and all the connections to the SCP Foundation and CONTROL.

  • The story of Alan Wake follows a best-selling writer of the same name, popular for creating novels of a hard-boiled detective in a Cop Noire story, as both him and wife Alice Wake travel in a surprise forced-vacation to the idyllic Pacific Northwest town of Bright Falls during a period of writer's block.

To summarize a lot, things take a dark turn when Alice seemingly drowns at the lake as if taken by an unseen force, sending Alan Wake on a hunt to rescue her and discover what happened.
During said journey we meet the key theme of the story, as Wake finds lost manuscript pages of a novel detailing horrific scenarios that soon begin to manifest within reality, a manuscript apparently written by Alan Wake himself.

"I lifted the page in front of my eyes and read it. In it, I lifted the page in front of my eyes and read it. In it, I lifted the page in front of my eyes and read it. In it, I lifted the page in front of my eyes and read it".

In the interview with Ars Technica, Sam Lake has highlighted this piece of the puzzle and how it relates to Remedy's own story and troubles developing the game over the years:

"The story follows a character after a big success in his career, having created this best selling book series (Max Payne), and the struggle and anxiety of finding what the next story (Alan Wake) needs to be".

This form of storytelling can already be identified by SCP fans as a form of Pataphysics, which The Exploring Series has a good video on:

"Pataphysics in the SCP Universe is generally represented in the form of the SCP Foundation realizing that they themselves are fictional".
"Imaginary concepts, as far as the Foundation is concerned, that begin to impact reality through anamalous/paranatural means".

The video also mentions S Andrew Swann's 001 Proposal as one of the primary driving forces of this theme when, in the Proposal, the Foundation discovers that their reality is subject to the whims of a group of writers. But also provides other examples such as TedlyAnderson's SCP-1304 and bbaztek's SCP-2614.

The overarching theme of them all being: Different levels of fiction and reality intersecting on one another. Sounds familiar? That is one of the key methods which all these works relate in concept and tone and what makes them so similarly special despite being quite different. The idea of fictional stories affecting reality, becoming more than what they were sought out to be, affecting the audience almost as much as the characters themselves in the end.

After many interesting story bits cut from this post to save time and focus on the key points, crazy characters, revelations and Doppleganger Effects; we find the "Dark Presence" that has been influencing Alan Wake's reality-bending powers in order to escape/invade baseline reality, and through an epic struggle the writer is able to free Alice from its clutches while placing himself captive in her stead, locked within the lake in a timeless battle attempting to write his own ending to the story.

"A writer is a light that reveals the world of his story from darkness, shapes it from nothingness" - Alan Wake (ALAN WAKE 2010).

This, as well as many stories in the SCP Universe, as well as many things in general are incredibly inspired by Eldritch Horror. Both in tone and atmosphere as well as the underlying mystery ever-present in SCPs and both games, constantly toying the audience with questions and things left unknown.
For Alan Wake in particular we have a few connecting threads between Wake, The Dark Presence, the reality of the world as well as the aforementioned Doppelganger Entities. Popular concepts such as "Staring into the void and the void staring back" when considering the representation of the Lake reflecting Alan Wake's self back into the world but malformed and twisted by the Dark Presence. As well as the specific take on the concept of Insanity present here and in CONTROL, where the "crazier you are the more truth you are able to witness", something Jesse herself seems to comment on, but more on that in a minute.

You've seen hints and pieces of the relation between SCP and Alan Wake, most of it likely comes unintentionally, two different pieces of relatable stories matching in tone and concepts. Until now.


CH2_A.W.E.002: THE FEDERAL BUREAU OF CONTROL.

"Beyond The Shadow You Settle For, There Is A Miracle Illuminated" - Thomas Zane (ALAN WAKE 2010).

  • The FBC is a clandestine United States government organization tasked with the containment, study, and control of paranatural phenomena that deviate from baseline reality (Now where have I read that before?). The FBC is responsible for both the scientific study of paranatural elements and the protection of the nation (and humanity as a whole) from these forces.

The game itself likes to deviate from, let's say SCP Wiki Baseline Reality, to create its own original storytelling and content, but we would focus on the similarities for this post.

  • The story follows the protagonist of one Jesse Faden, driven for many years in search of this FBC which according to Jesse is responsible for the disappearance of her brother Dylan Faden after an inexplicable (paranatural) event as a child.

We learn that not only is Jesse correct in that assumption but that her destiny had always been interlinked with the Bureau, an entity called Polaris and everything else, as the FBC battles a "Dark Presence" and hostile invading force called the HISS.
Contrasting the story of Alan Wake; an unprepared struggling character thrust into an unknown world, despite it being of his own making, Jesse's story adopts the game's title as its core theme, as Jesse is faced directly with the weirdest and most abnormal circumstances of an SCP-style Foundation but instead accepts it and imparts meaning into it, naturally evolving her perception of what is "normal" and taking on the role of Director as the game progresses, introducing herself and the viewer more and more about the Bureau and its universe:

"It feels sane, or just the right kind of insane"
"Maybe I'll never understand. Maybe I don't need to" - Jesse Faden (CONTROL 2019).

Altered Items, like Objects of Power, are classified into five known categories, designated by the letters at the end of their IDs.
Altered Item IDs follow the template "AI##-?E," with "##" being the number of the Altered Item (based on its chronological date of acquisition relative to other AIs), and "?E" being one of the five known AI/OoP categories: KE, PE, UE, AE, and BE. Of these categories, by far the most AIs fall under the KE category. The meaning of these designations is not known. General observations are as follows:
KE-class Altered Items all possess a direct physical effect, whether on themselves or on their surroundings. 14 Altered Items and 6 Objects of Power are listed as KE-class.
PE-class Altered Items all possess a psychological or psychic effect on living beings, such as hypnosis or mood alteration. 3 Altered Items and 1 Object of Power are listed as PE-class.
UE-class Altered Items vary in their effects, with no clear similarities. 4 Altered Items and 2 Objects of Power are listed as UE.
Two AE-class Altered Items exists (Holiday Memories Tree, AI14-AE), which possesses the ability to repeat what is spoken to it, and (Rubber Duck, AI52-AE) which possesses the abilities to quack and to travel short distances surprisingly fast.
Only one BE-class Altered Item exists (Game Hammer, AI5-BE), which possesses the ability to spread an unidentified pathogen. As its Altered Item file was from farther back in the Bureau's history, the terminology in it is outdated, and it is possible the BE classification is antiquated and no longer in use, or is a classification that rarely occurs.

This on its own is all great and fun, a unique video game version of an SCP Universe with its own story, but even more so let us remember and return to Alan Wake and the Reality-Bending SCP that he is and how it connects to everything.


CH3_A.W.E.035: BRIGHT FALLS.

"There are many worlds - side-by-side, on top of each other, some inside of others. In one world, there was a writer who wrote a story about a cop. In another world, the cop was real" - Dylan Faden (CONTROL 2019).

In the A.W.E DLC for CONTROL this connection takes the front seat, as the entire story of the DLC is literally narrated by Alan Wake;

"Darkness engulfed the elevator. There was something there. A presence. Jesse Faden could hear it - a call. It was faint, reaching for her from a dark place. Faden was sensitive to visitations; she had them all the time - from her guiding star, from the previous Director. She was the perfect receiver. As if she'd been made for this".

Alan Wake is seemingly creating this narrative from the captivity of the Dark Presence, still at the lake. This is the ending Wake had been trying to write.

  • Chronologically, the Bureau has kept tabs on Bright Falls since it's inception, much like how the SCP Foundation would respond to a reported event with researches and Exploration Logs and or MTF Squads, they catalogued and monitored the story of Alan Wake from an observable distance, attempting to not interfere unless necessary and avoid complicating things further. It is also rumored that some characters in Alan Wake were FBC Agents all along.

Alice Wake, Alan's wife, was kept in contact with the FBC during the investigations post Bright Falls and is even brought in to the Oldest House Headquarters for questioning and interviews, claiming to believe that Alan Wake is still alive, upon which it is stated that Alice somehow "set off" an unknown item or event at the oldest house resulting in the deaths of several Agents.

One other particular character from Alan Wake by the name of Dr. Emil Hartman was imprisoned by the Bureau under investigations from the AWE. Later released Dr. Hartman, a character that had always been obsessed with the story of the lake and the power emanating from it, decided to intentionally dive into it and be consumed by the Dark Presence there, prompting action from the Bureau once again as they succeeded in capturing the "Thing-that-Had-Been-Hartman" but were forced to evacuate an entire section of the Oldest House, when Hartman once again willingly exposed himself to the HISS Entity during the events of CONTROL and caused the deaths of several Agents, however this is as of yet unconfirmed if it was the exact event Alice caused.
Regardless however It was perhaps this Hartman event that triggered, or perhaps was used as a conduit, or perhaps was intended to all along; be the catalyst to Alan Wake's writing in the DLC. Guiding Jesse Faden to battle this entity likely not simply to purge the Oldest House of the HISS Invasion but to connect her to his own story.

"I was operating on the shifting logic of a dream" - Alan Wake. (CONTROL).

Which brings us to the finale. Among the many listed and others unlisted ways the games are inspired, either coincidentially and not, by the Foundation, one of the most "SCP Fitting" ones besides the Bureau is Alan Wake himself, as a Pataphysical Reality Bender with a troubled past that lives in the center of both stories as the cause and effect of many events that transpire across the series, in a narrative that resembles a lot of the popular reality-bending Skips found at the Wiki, but with just enough unique storytelling to stand on its own, tackling both the fantastical nature of fictional writing with the familiar relevance of being a writer and going through the process of creation.

Alan Wake/Sam Lake is writing the games in a tone very reminiscent to an SCP, making us question reality and creating a familiar sense of pataphysical relatability, dread, curiosity and awe that the SCP Community should feel very on brand.

It is an interesting debate just how much of this story is actually written by Alan Wake himself, if the events that led Jesse to battle "Hartman" were as stated in the Narrated-By-Alan-Wake DLC, then is it possible that Hartman himself becoming this monster was also intended? How far back could it possibly go? As of right now and for all intents and purposes there is a likelihood that Alan Wake has written the entire FBC Foundation into existence, becoming the equivalent of an SCP#001.

And it's possible some of these answers would be found in future installments, however as Wake himself puts it:

"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".

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