Alan Wake Review

 

During the seventh console generation, there was a surge in the popularity of action games with a strong emphasis on storytelling. Remedy Entertainment had already established themselves as pioneers in this genre with their games Max Payne and Max Payne 2. These games featured a dark crime drama narrative, utilizing third-person shooting mechanics and introducing the innovative concept of bullet-time to the gaming world.
Remedy Entertainment aimed to broaden their narrative style beyond Max Payne 2 by delving into the horror genre with Alan Wake. The original concept for the game was more ambitious, featuring a vast open-world environment in Bright Falls. However, the final product was more aligned with their previous game development experience.
Although it was not a sandbox game, the end result featured remarkably expansive linear levels. With its gritty writing style reminiscent of Stephen King and John Carpenter’s In the Mouth of Madness, Remedy’s Xbox 360 masterpiece was sure to become a cult classic.

Alan Wake
Developer: Remedy Entertainment
Publisher: Microsoft Game Studios
Platforms: Windows PC, Xbox 360, Xbox One (via backwards compatibility, reviewed)
Release Date: May 18, 2010
Players: 1
Price: $19.99 

Despite being more than a decade old, Alan Wake remains a contemporary game. It was launched just before the narrative-driven trend became popular, yet its storytelling approach remains ambitious.
The plot of this story revolves around a writer who is struggling with a creative block and must confront a menacing force that threatens his wife’s safety. The narrative takes on a psychological thriller tone, with a surreal and meta twist that blurs the lines between reality and fiction. The protagonist’s identity is called into question, as he may or may not be a manifestation of the game’s creator.
Alan Wake is a remarkable game that avoids the feeling of being a monotonous sequence of disconnected areas and events, separated by cutscenes. This is largely due to the expansive and extensive levels that make up Bright Falls and its surrounding forests, which imbue the game with a strong sense of location.
Although Alan Wake boasts some of the best forest levels ever created, one potential criticism of the setting is that every main level takes place in a dark and gloomy forest. However, it’s worth noting that each area is rich with atmosphere and disorienting fog that can play tricks on the player.
At first glance, it may appear as though there are some figures in motion in the distance, but this is simply a clever design trick. However, when Alan is unexpectedly struck in the back of his head by an unsympathetic lumberjack, it becomes clear that what was thought to be an illusion is in fact a reality.
Not only is there a lack of diversity in the environments, but the same can be said for the enemies in Alan Wake. The game’s plot centers around a darkness that has the ability to consume the living, similar to the concept in Kingdom Hearts, but with a more serious tone. The majority of the adversaries encountered are either deadites, a group of crows, or inanimate objects.
The combat in the game follows a typical third-person action style, but with a unique twist. Alan must depend on light to eliminate the darkness surrounding his enemies before he can harm them. To achieve this, Alan’s flashlight serves as an aiming reticule, which he can control with precision and ease. His primary objective is to expose his foes to light for a sufficient amount of time to penetrate the darkness and inflict damage.
The combat dynamic in this scenario is intriguing. Alan cannot resort to shooting his targets upon initial encounter. As a result, skirmishes in the forest become a frenzied pursuit, with the protagonist struggling to find ways to expose his adversaries’ weaknesses before launching an attack. This adds to the tension of the already perilous situation.
The gameplay in Alan Wake is straightforward and enjoyable, but it can become tedious at times. While battling against possessed appliances, vehicles, and enemies, there isn’t much variety in the gameplay. Although there are numerous collectibles scattered throughout the game, they serve no real purpose.
Alan Wake’s unique and captivating storyline is its primary attraction, accompanied by its distinctive essence. The protagonist’s narration is delivered with an infectious rhythm, and his writing style is reminiscent of pulp fiction. The voice actor’s exceptional performance, with a breathy and intense delivery, adds an electrifying touch to the gritty script.
The cutscenes in this game are quite elaborate and possess a cinematic quality that would eventually become the norm for many games developed in the West. The use of sweeping camera movements and dramatic lighting reminiscent of Hollywood productions brings the scenes to life in a way that the outdated character models and rigid facial expressions could not achieve.
Incorporating live action footage for the in-game television show, Alan Wake showcases a charmingly low-budget aesthetic. Despite being viewed on small screens, the Night Springs episodes exude an endearing earnestness that adds to their overall appeal.
The animation quality in the game remains impressive, particularly during gameplay. Wake’s jacket moves realistically, swaying and fluttering as he navigates through the town or forest. His movements are swift and responsive, avoiding the sluggishness that was common in many western AAA third-person action games of the seventh generation.
The driving mechanics in Alan Wake have been developed to match the standards of Grand Theft Auto V. However, driving is not a major aspect of the game and is frequently left to the player’s discretion. This could be attributed to the game’s initial concept of being an open-world sandbox game.
The use of headlights in vehicles is an effective way to combat darkness. Additionally, Remedy Entertainment made sure that the experience of running over enemies with Wake’s SUV was satisfying. The impactful sound and weighty sensation of taking out a group of Taken on a farm remains enjoyable.
Regrettably, the fundamental gameplay involves aimlessly wandering through dimly lit forests using identical weapons to combat identical foes. While the specific challenges and circumstances may differ, the overall setting and mechanics remain monotonous.
The horror-action segments are interspersed with relaxed scenes of Wake during the daytime. He has the opportunity to explore a limited section of Bright Falls without any danger lurking, and can learn some fascinating and valuable information. There are exclusive conversations to listen to that can be easily overlooked, so it’s advisable to interact with everything feasible during these breaks.
Although not as ambitious as Deadly Premonition’s attempt at creating a full-scale town, Alan Wake could benefit from more variety in its dark stages. Despite this, the game still offers a polished “Twin Peaks-like” experience, which is a testament to Remedy’s priorities. While the game may be overly focused, it is at least focused.
Alan Wake, released five years after Resident Evil 4, falls short in terms of incorporating design elements that could have made it a more satisfying horror game, despite being technically superior. Resident Evil 4 had revolutionized third-person action games.
Imposing a cap on resources without allowing players to manage them is an unnecessary limitation. The absence of a meaningful load-out selection and consequences in Alan Wake creates a casual gaming experience, rather than a rewarding one.
The game lacks any progression as Wake remains at the same level throughout. His health does not improve, his weapons reset between levels, and he does not acquire any new abilities. It would have been beneficial to include some indication of growth. For instance, Leon S. Kennedy was able to increase his health and carrying capacity.
Remedy made the wise decision to develop their game as a linear action game instead of a sandbox game. This allowed them to focus on their strengths. However, the game could benefit from more diverse scenarios and options for players to choose from.
Alan Wake, released five years after Resident Evil 4, falls short in terms of incorporating design elements that could have made it a more satisfying horror game, despite being technically superior. Resident Evil 4 had revolutionized third-person action games.
Imposing a cap on resources without allowing players to manage them is an unnecessary limitation. The absence of a meaningful load-out selection and consequences in Alan Wake creates a casual gaming experience, rather than a rewarding one.

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