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As unsung heroes go, supporting characters end up being more important than the protagonists you play, usually because they’re the ones that have to keep you immersed in the world beyond your personalised actions. We tend to expand their appearances into larger presences and yet if we were to replay their worlds, these characters barely amount to amber flickers. They burn bright for their limited time, but very few burn brighter and shorter than Jenny Romano from The Darkness. With only four scenes to her name, she somehow transcends the notion of a supporting role and becomes something else entirely – a concept. The Darkness is a depressing videogame based on a slightly less depressing comic book. It follows the story of Jackie Estacado, a young contract killer for the local mafia, who finds out that he’s a host for an ancient entity called The Darkness. Despite inheriting a horrible curse, Jackie takes full advantage of The Darkness’ unlimited powers in his effort to get back at “Uncle” Paulie – the psychotic mob boss who betrayed him. The word ‘heroic’ is barely in The Darkness’ vocabulary.
Jackie is a nasty piece of work who uses a Mafioso code of honour; one that acts as his moral compass in an immoral world, but at the same time, doesn’t elevate him above his victims. The one thing that truly keeps Jackie grounded is his girlfriend, Jenny. There’s an underlining sadness to their relationship; two people who are clearly damaged goods, grown up together as heavily-reliant friends rather than true lovers, since neither show signs of commitment; probably out of fear of losing each other. In a nutshell, they’re doomed. There’s a major scene early on that sets Jenny up as a real presence. On Jackie’s 21st birthday, he’s a marked man and acquired the powers of The Darkness; which sounds cool considering most go out for pizza or get wasted. He visits Jenny and considering she’s the only one who remembers his special day, the focus is intensely on her and a charming cake in an otherwise charmless apartment. What really makes this scene special is the moment where they relax on the couch. It’s not enough that you sit there and watch the opening scene of To Kill A Mockingbird, but you also get these added subtleties with Jenny trying to get cosy; all within the intimacy of a first person perspective. It’s a mundane, realistic moment that feels precious in an otherwise unrealistic horror action thriller. It’s probably more honest that anything ‘mundane’ Heavy Rain forced upon you because of The Darkness’ unchanging world. There’s nothing in the way of being purposefully nice to your family in a saccharine setting, so it can wring out the juxtapositions of single fatherhood later on. Of course, things with “Uncle” Paulie escalate to such a degree that Jenny doesn’t even make past the first act. Jackie goes on terrifying voyage into mind of The Darkness and later deals with its presence in the real world. This is really where Jenny becomes a concept. Now just a fading memory, Jenny is the one pure ideal that Jackie has left; without his constant thoughts about her, The Darkness will strip him of free will. Jenny is an abstract idea, used by the protagonist and antagonist for their own needs. For Jackie, her memory is metaphorical pinprick of light in the nihilistic unknown. The Darkness, however, needs a controlled glimmer of Jenny to fuel Jackie’s rage and collect more souls. It’s an idea that’s surprisingly played out in the loading screens. Loading screens can be laborious, break up the action and the immersion. Here, it gives an insight into the mind games being played and keeps reinforcing this idea of Jenny being the guiding light in the surrounding darkness. In the end, the twisted symbiotic relationship comes full circle. One can’t complete their goal without the other and Jackie sees Jenny one last time as his reward. It’s professed love that comes far too late, unfortunately. Jackie can never be redeemed or even rid himself of The Darkness, but he can be steered knowing Jenny will always be looking out for him up there.
Recently, Alan Wake tried something very similar with Alice Wake and yet the idea doesn’t work on the same level as The Darkness. Jenny Romano is a stronger character who accepts a darker world view before her untimely end, while Alice Wake teeters on the brink of being a clichéd ‘damsel in distress’ because of her nyctophobia and naivety. Therefore, Alice is a catalyst rather than a concept and doesn’t play much of a part in Alan’s redemption; a man who regrets his past self and fixes them through words over social interaction.
As for The Darkness, it’s an underrated gem that manages to turn the things we take for granted in everyday life and turn them into something important for the duration of the adventure. Much like Christopher Nolan’s use of fragile flashbacks in Memento. Ultimately, without characters like Jenny Romano acting these subtle moments out in the shortest of spaces, videogames would truly be mundane and boring the worst way imaginable.
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Never has a game driven me on the path of revenge with more dedication and grit than the darkness.
Recently a friend of mine said he had only played the first 20 minutes of the game and found it a tad boring. After many afternoons of persuasion he booted it back up again. Needless to say he came in to work after playing that section as shocked as I was. It's the only time I've felt slightly guilty about recommending a game to someone simply because in that one scene it flipped pretty much everything we had experienced in games on it's head in such a brutal, visceral and unforgiving manner.
Stevil. Thanks for the awesome blog and for allowing me to (selfishly) share my experience with this game.
I never -- for the life of me -- was able to finish the game. I got stuck at a certain point near the beginning and stopped playing.
I know that "Jenny" has been talked about prior to this. And I can kinda see why it's such an important addition to the story. It's always nice to see games or even movies for that matter, trying to aim for subtlety rather than unnecessary over-dramatization (like in Heavy Rain).
For instance, I've watched Code 46 recently, and I thought it handled relationships so well compared to a lot of other movies. It was genuine and close-to-life, as humans we do have emotions, but we don't need to turn it into a Greek tragedy every time something doesn't go according to plan. Video games to me, sound more often like "Over the Top" blockbuster movies than anything else. It does seem reasonable, seeing how video gamers can create even more twisted universes than what movies can. But, isn't there anything else to it? Especially in story-driven games.
I think video game writers, or even scenarists (whatever the fuck they're called) could use a little bit of film-school studies on a lot of storytelling and character development archetypes. But, that's just asking for the impossible; they're engineers, not Hitchcocks.
Also, my appreciation for your work is firmly reinforced by Flight of the Concords.
Also, I'm not sure how it's like in Welshland, but did you see the new episode of The Simpsons where the Conchords appeared?
Great blog!
@Elsa: Yeah, I forgot to mention her voice actress does a really great job of making her sound pretty real too (the redhead daughter from Six Feet Under). Also, she has a scar on her lip that you only really notice when she kisses you. I thought that was a nice touch about her being a bit damaged. Awww...
@Occams: I loved some of the shit you could pull. Those Darklings were useless, but man, they were funny as hell. Especially the one who dressed up like Abe Lincoln.
@Kraid: Yeah, we're on the same wavelength when it comes to games designers not really understanding the things they emulate on screen. That's why I found Heavy Rain to be far too overwrought for such a basic idea. They get it right when it comes to action adventures (Uncharted is a perfect example), but like I've said before about Aliens, they don't understand motivations and subtleties. I'd love to just sit in on one of these writing meetings just to see where it all goes right/wrong.
@Law: I quit The Simpsons after Season 11. I tune in for the odd episode, but man, they're terrible nowadays.
@Walrus & Dan: It's a brilliant game. You sort of have to wrestle with the controls at first and find it's not really a FPS, but once you get a fair idea of what's expected of you, The Darkness is a great game. Probably the best comic book adaptation I've ever played; mainly because it doesn't feel like a comic book at all.
Yep, that's all I've got. Alright, good meeting team. Break.
I just had to show the game and the scene on the couch to my brother. Pretty much the only thing he had to complain about was that Jackie kissed with his eyes open.
Also, I haven't read much but isn't this the first or one of the first games to take an overstylized comic and make it "real world" looking in characters/design? I know movies do it all the time.
I'm sure it was awesome, though. Like, totally moving and shit.
@Uther: You gotta kiss with your eyes open once in a while. One time, I caught a girl roll her eyes. You'll be amazed what you miss in a passionate kiss.
@Gareth: Yeah, the realist style is why I prefer the game over the comics. I'd love to see more comic book games take a radical direction like that. I'm glad they went for a more serious looking approach. The "hell" chapters are amazing; especially when you see War (the train). I know Batman: Arkham Asylum gets all the credit nowadays, but The Darkness was probably the first to go all out on the redesign.
@Dixon: I would really avoid spoilers for this game. Oh, that was a spoiler too. DUN-DUN-DUUUUN!
Since I have no intention of playing The Darknesss it was nice to see a recap. Darkness 2 comes out soon and I'll probably at least watch a YouTube playthrough of that.