An Alaska Native group decided to make a video game. It's like nothing you've ever played before.
One of the most groundbreaking, critically acclaimed, and delightful video games of 2014 began in a highly unlikely place — Anchorage, Alaska.
A scene from "Never Alone." Photos by North One Games/E-Line Media.
It's called "Never Alone" (or "Kisima Ingitchuna"). And it wasn't developed by Nintendo, Electronic Arts, Ubisoft, or any of the other big game studios.
It was the brainchild of the Cook Inlet Tribal Council (CITC) — a nonprofit community support organization for Alaska Natives and their families.
Many Alaska Native communities are struggling to hold on to their identities in the 21st century.
As more and more Alaska Natives move out of traditional communities and into urban areas, indigenous languages are disappearing — and with them, traditional knowledge. Many don't have a choice because climate change threatens to erode and, in some cases, even destroy native towns and villages around the state.
For many, life in Alaska's cities is hardly easy. According to Amy Fredeen, executive vice president and chief financial officer of the CITC, Alaska Native youth in Anchorage are plagued by high dropout and suicide rates. Passing traditional knowledge down under these conditions becomes all the more challenging.
The council saw "Never Alone" as both a way of becoming more financially self-sufficient and a necessary new method of transferring cultural knowledge from one generation to the next.
"We saw video games as a way to connect to our youth in a place where they're already at," Fredeen told Upworthy. The group also hoped that sales of the video game would help reduce their dependence on federal grant money.
There was a problem, however: No one on the CITC had ever made a video game before.
Undaunted, the council cold-called E-Line Media, a Seattle-based entertainment and video game development company with a message: "Come to Anchorage."
"What was funny is they actually came up and tried to talk us out of it."
According to Fredeen, E-Line urged the council to approach the project with caution: Video game development is a highly risky business and particularly challenging for a nonprofit with limited cash supplies.
But the group was determined — and the developers were impressed.
E-Line signed on. And off they went.
The team started by analyzing how indigenous characters were typically portrayed in video games. What they found was upsetting — and unsurprising.
"It ran the gamut from being terrible stereotypes to just appropriation," Fredeen said.
The group found that not only were native video game characters exceedingly rare, but when they did appear, it was often as sidekicks exhibiting a mishmash of cultural signifiers cobbled together from various and unrelated communities or, worse, as one-dimensional villains.
"Some of them were really almost obscene," Fredeen said.
In contrast, "Never Alone" features an Alaska Native main character and is based largely on a traditional Iñupiaq story.
E-Line chief creative officer Sean Vesce teaches Minnie Gray, an Alaska Native elder, storyteller, and consultant on the game, how to play.
Nuna, the game's hero, teams up with an arctic fox to find the source of the blizzard that's threatening her community. Players explore themes of resourcefulness, cooperation, and the transfer of knowledge from one generation to the next through the beautifully rendered gameplay.
"When I saw that come to life on screen, when they were using the scrimshaw in an animated way to tell a story, it brought tears to my eyes." — Amy Fredeen
E-Line credits the game's part-Iñupiaq lead writer, Ishmael Hope, for helping ensure that Alaska Native voices were front and center in the development process.
“We want to be culturally appropriate without cultural appropriation," Matt Swanson, one of the game's producers told Upworthy.
That meant checking their egos at the door and questioning some assumptions they didn't even realize they had.
According to Swanson, the original villain of the game was slated to be a raven before their collaborators pointed out that wouldn't make sense in an Alaska Native context.
"As Westerners, we have lots of stories where [the raven] is a trickster character, and things like that. And they pushed back on that and said, 'Look, that's not really culturally appropriate. The raven in our culture is a much more sort of sacred character.'"
It was a surprise to the E-Line team, which highlighted the importance of listening and their role as students in the story development process.
In addition to the main game, "Never Alone" features hours of documentary footage of Alaska Native elders and community members sharing traditional stories, explaining customs, and passing down knowledge.
The team was initially worried that the footage — which the player has the option of watching — would disrupt the gameplay but later received tons of positive feedback on the feature.
For Fredeen, the moment she knew "Never Alone" was going to be something special was when she saw the first cutscene — rendered entirely in serialized scrimshaw.
Scrimshaw is a traditional form of bone or ivory carving. According to Fredeen, while scrimshaw today is most often done in single panel, it was traditionally used in Alaska Native communities as a multi-panel, serial storytelling device.
"When I saw that come to life on screen, when they were using the scrimshaw in an animated way to tell a story, it brought tears to my eyes," Fredeen said. "The instant I saw that, I knew the team was listening to who we were as a people and how we really connected with each other."
The game debuted to terrific reviews and has since won some very big awards.
Minnie Gray in the recording studio.
Its effects are being felt far beyond Alaska's borders as well.
"After the game launched, we've been getting this incredible response from people of all different backgrounds on how getting to see an indigenous main character in a game, and seeing cultural representation in a game has resonated with them," Swanson said.
For Fredeen, the importance of that representation can't be overstated and was evident from the first time she saw a group of Alaska Native youth encounter the game.
"When they saw the video game on the screen, and when they saw a character that looked like them and the dress was familiar to them, and they saw their community members on the video with the video game, you could just see the pride on their faces."
The game is expected to make money — a big deal in the video game world — and the team continues to be impressed with its success.
“It's been amazing all around," Fredeen said.
"People just get excited in Alaska," she added. "... They're excited to see something that was made with Alaskans."



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An Irish woman went to the doctor for a routine eye exam. She left with bright neon green eyes.
It's not easy seeing green.
Did she get superpowers?
Going to the eye doctor can be a hassle and a pain. It's not just the routine issues and inconveniences that come along when making a doctor appointment, but sometimes the various devices being used to check your eyes' health feel invasive and uncomfortable. But at least at the end of the appointment, most of us don't look like we're turning into The Incredible Hulk. That wasn't the case for one Irish woman.
Photographer Margerita B. Wargola was just going in for a routine eye exam at the hospital but ended up leaving with her eyes a shocking, bright neon green.
At the doctor's office, the nurse practitioner was prepping Wargola for a test with a machine that Wargola had experienced before. Before the test started, Wargola presumed the nurse had dropped some saline into her eyes, as they were feeling dry. After she blinked, everything went yellow.
Wargola and the nurse initially panicked. Neither knew what was going on as Wargola suddenly had yellow vision and radioactive-looking green eyes. After the initial shock, both realized the issue: the nurse forgot to ask Wargola to remove her contact lenses before putting contrast drops in her eyes for the exam. Wargola and the nurse quickly removed the lenses from her eyes and washed them thoroughly with saline. Fortunately, Wargola's eyes were unharmed. Unfortunately, her contacts were permanently stained and she didn't bring a spare pair.
- YouTube youtube.com
Since she has poor vision, Wargola was forced to drive herself home after the eye exam wearing the neon-green contact lenses that make her look like a member of the Green Lantern Corps. She couldn't help but laugh at her predicament and recorded a video explaining it all on social media. Since then, her video has sparked a couple Reddit threads and collected a bunch of comments on Instagram:
“But the REAL question is: do you now have X-Ray vision?”
“You can just say you're a superhero.”
“I would make a few stops on the way home just to freak some people out!”
“I would have lived it up! Grab a coffee, do grocery shopping, walk around a shopping center.”
“This one would pair well with that girl who ate something with turmeric with her invisalign on and walked around Paris smiling at people with seemingly BRIGHT YELLOW TEETH.”
“I would save those for fancy special occasions! WOW!”
“Every time I'd stop I'd turn slowly and stare at the person in the car next to me.”
“Keep them. Tell people what to do. They’ll do your bidding.”
In a follow-up Instagram video, Wargola showed her followers that she was safe at home with normal eyes, showing that the damaged contact lenses were so stained that they turned the saline solution in her contacts case into a bright Gatorade yellow. She wasn't mad at the nurse and, in fact, plans on keeping the lenses to wear on St. Patrick's Day or some other special occasion.
While no harm was done and a good laugh was had, it's still best for doctors, nurses, and patients alike to double-check and ask or tell if contact lenses are being worn before each eye test. If not, there might be more than ultra-green eyes to worry about.