OXCGN’s Alan Wake Review: A Waking Nightmare?


A Nightmare to Remember…

by AXIS of Reality

©2010 Alex Baldwin

Grab your copy NOW!

So. Alan Wake. The story of the game’s development is almost as interesting as the game itself – a twisting tale of extended production, major design changes, exclusivity deals, removal of the PC version and numerous E3 showings that each displayed a seemingly different game.

Developer Remedy has certainly been through the wringer in bring their ambitious vision to our screens, from being one of the first games announced for the 360 to releasing when most other games are already on their second or third iteration on the current generation.

In a way it’s similar to Splinter Cell Conviction’s development tale in switching from sandbox to linear when so many franchises are heading the other way.

But does it pay off? Have we been handed a disjointed, confused mess of a game or a diamond in the desert?

The context: you’re Alan Wake (A. Wake, har har), famous crime and thriller author taking some time out with his wife in the picturesque town of Bright Falls after some nasty writers’ block. While his fame can’t escape him, Alan and his wife rent out a little cottage on an island in the middle of a lake formed in a volcano’s crater.

• Alan Wake Trailer

Everyone has their fears and flaws, and unfortunately for wife Alice she has an acute phobia of darkness. I won’t reveal anything more about the story, but rest assured it is definitely a big step above what most games feed us.

There’s no superpowers here, no rocket launchers, not even a crosshair on the screen. Alan Wake is an amazingly grounded experience that forgoes most ‘gamey’ elements to the point that even the titular protagonist himself isn’t particularly interesting to look at.

He’s no 7 foot soldier. He’s a writer, and just as flawed as the rest of us. So we have the beginning of a journey that builds itself around the fear of the dark, instilling it in the player to the point where you will be genuinely thankful to spot a lonely lamp hundred of metres ahead, for it will mean safety.

Yes, this is a game that takes the light equals good, dark equal bad quite literally. The darkness is corrupting normal people, making the night filled with danger and changing the beautiful sun-drenched open forests into suffocating claustrophobic deathtraps.

With little but a flashlight and a pistol (although hunting rifles and shotguns can be found sometimes) you’ll be tackling all sorts of darkness-drenched hillbillies wielding guns, axes, machetes and other assorted objects you won’t want pointed at you. The difficulty is, guns don’t affect them as the flickering, distorting shadows wrapped around their bodies protect them from physical harm.

But what’s a shadow’s worst enemy? Light of course. Focus your torch on them to force the shadow off before unloading your bullets. This is a fantastic combat mechanic, making fights tense and frightening against multiple foes.

It all works on the delicate balance of trying to bathe each in light and try to stop their advanced before blowing them away, a tricky job when you’re surrounded and the light does little to slow their advance. Thankfully an effective dodge button lets you duck out of the way of swung or even thrown objects and provides a few seconds of slow-motion as the action is happening to let you quickly take in the situation.

This is compounded by the intelligent AI of the enemies that aren’t prepared to slowly shamble towards you or wait until you’ve finished off their friends. They’re all too happy to run around behind you while you’re not looking or pursue you if you run away away. A few environmental objects can help such as battery-powered spotlights or electric fences, but for the most part you’ll be all alone with your flashlight an a dwindling supply of rounds.

It all flows beautifully, thanks to the steller level design as well. Few games manage to make a linear corridor feel so open and free. It’s not so much that you’re following the game’s path, but that somehow the direction you always go is the ‘right’ one. The environments in particular are stunning in their organic feel and appearance.

The ground is always uneven, rocky and covered in foliage that lacks any form of ’tiled’ look. It’s stunning to see and contributes to the less ‘gamey’ feel resonating throughout Alan Wake. While a large portion of the first episodes (more on that later) of the game take place in the pine forests that surround Bright Falls, no area feels recycled and indeed the setting is a stroke of genius that you will not realise until you play.

Most horror or thriller games prefer to go with silent, small and constrained environments to heighten the feeling of being trapped. Alan Wake is almost completely the opposite. Maps are large and wide, set outside for the vast majority with many chances to stray off the beaten path. So how can that be scary?

It’s all about movement. Instead of stillness, tension is built through the constant movement of the trees and grass, the constantly shifting shadows cast as light filters through the branches, fog rolls in and the deafening wind that does all it can to disorient you.

It’s not that you don’t know if enemies are there or not – you know they’re there, but amongst the chaotic movement and sound of a forest suffering gale-force winds it’s almost impossible to tell what’s really someone there or just a shifting shadow. An amazing effect in motion that characterises the game, and can’t be communicated through screenshots or even videos.

• Alan Wake writers interview

Speaking of effect, Alan Wake definitely lives up to expectations visually. The overblown reaction to news that not all parts of the game will be rendered at 720p hold little significance in the end, as it looks fantastic in motion and has little aliasing.

The whole games has a softer appearance accentuated by the selective distortion effects at certain points and the extensive blooming of light sources. The use of light and shadow really steal the show here – it doesn’t have the super-sharp textures of Gears of War 2 or the detail-filled environments of Uncharted 2, but it does have perhaps the best use of light I’ve seen in a game.

That’s not from a technical point either, but an artistic one. Lights such as the torches casts thick beams that are interrupted and sliced by objects, really playing on the ‘safety’ of light in the game. Additionally the very natural-looking smoke and fog effects appear to interact with light shining through it to give a very etherial feel. Gorgeous stuff in motion, and helped by the good use of Havok physics so items that should move, will.

One other point I have to make is that other developers should be taking note that this is how to show night in a game. Don’t make it pitch black but don’t just make it like looking through a blue filter either. Alan Wake’s night feels suitably dark and frightening, yet you don’t struggle to see or have half your screen just showing black. A very good achievement considering a significant portion of the game is spent during this time.

The one key area where the visual slip up is the characters. They look good enough still, but when talking the lip-syncing seems quite off and can distract from the immersion. There’s a bad case of the ‘creepiness’ factor for many of the characters, but by about halfway through the game it wasn’t really bothering me anymore. Still, it’s great to hear Remedy have already identified the issue and are planning a patch.

Some of the dialogue also doesn’t mesh well with the tone of the game. While the corrupted hillbillies have quite scary-sounding distorting voices, when you’re all alone in the forest being pursued by them it’s not appropriate to hear humourous one-liners. I don’t think any horror antagonist can get away with it while maintaining the mood except Freddy Kruger. I’d actually be happy for news of a patch disabling the one-liners.

And while I’m on a role of things that could be improved, for the most part the controls work flawlessly but at times they can be a bit imprecise for the task at hand. For example, crossing a narrow wooden plank is difficult when it takes Alan an extra step or two to stop from releasing the thumbstick.

Not game-breaking by any means, but a little annoyance that I only really noticed maybe three or four times at most but nevertheless is still there. What was more game-breaking was a particular bug at one point late in the game involving a bridge and heavy machinery that involved me being pushed through the ground the first time, and the second time an instant death when the cutscene finished. Luckily I didn’t encounter anything else like this in the game.

The driving handling also leaves something to be desired. Like many third-person action games that implement limited driving section (*cough* Alone in the Dark) the vehicles feel very slippery and difficult to control at any speed above walking-pace. In particular holding the thumbstick for longer than a moment when cornering could send the car spinning as if they were driving on ice. Luckily the driving sections tend to be short and more focused on just getting from A to B so no real fancy driving is necessary.

Something else I noticed was the large amount of product placement in the game. Their car is a Lincoln, with Microsoft Sync on the dashboard. Verizon is the mobile carrier of choice and represented on billboards as well, while Energizer supply the flashlights and batteries.

Not a huge problem, and not to the extremes Metal Gear Solid has taken the concept, but it can drag you out of the world when you see real-world logos that are abnormally large or cameras at the exact angle to show the brand name. I can’t really blame them however, funding the hugely long development time would be very costly for an unproven game not attached to any known franchises.

My final minor complaint is the collectibles. Yes, like most action / adventure games Alan Wake has its own collectibles: coffee thermos and stacks of can pyramids to shoot over. Not a bad thing, but in this case they seem to be collectibles for the sake of collectibles. They serve absolutely no purpose and do not unlock anything except an achievement and a number of the ‘Statistics’ screen. So why are they there?…

Now, an explanation of the ‘episodic’ nature of the game. There are 6 episodes in Alan Wake, each of which will typically take you 1-3 hours each. At the beginning of each is a recap of the story so far to make sure you’re always aware of the purpose of your actions, but really it’s a fancy name for ‘levels’ (although these are far larger than most game levels).

The lack of loading screens is great too. But one of the great things is the ability for Remedy to add more episodes via downloadable content, the first of which is scheduled to drop in July to extend the story without having to wait years for the next game. And yes, after playing Alan Wake I’m already looking forward to new episodes.

Forza 3 lovers – Your Alan Wake fix is here

• Grab your Alan Wake Dodge Ram Livery by starting up your Forza 3 and going to XboxOZ360′s Forza 3 Storefront and see more livery images at his Flickr pages

Grab your copy NOW!

So in the end what do we have? A fantastic thriller / horror game that weaves a great yarn and provides many ideas and elements that make it stand out from the crowd both in terms of visuals and gameplay mechanics. But most of all, the perfect game to play alone (in the dark) and let yourself be absorbed into the atmosphere.

In this case sharing is not caring: it will only dilute the effect of the experience. Some small problems do persist, many of which can be fixed up via patches but they do not significantly affect the quality of the game as a whole.

If you want something different, something not involving space marines, Ferrari’s, oversized weapons or elves, you’ll be wanting to get this game. Heck, you probably already have.

9.0/10

©2010 Alex Baldwin

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7 Responses

  1. I like the game alot, they have really acputured that horror felling

  2. thing i hated most about alan wake is the ending.
    it rolls you up creating such a atmosphere i was expecting a massive bang and a flood of answers, but all i got was a pop and more questions.
    its a massive cliffhanger, the game is constantly hinting at things but never confirms them or denies them id love to use a example but wont because it spoils the game.
    its always winking to you, saying is this true?
    no its not.
    or is it?
    no its not.
    or is it?
    jesus tap dancing christ make up your god dam mind!!!!!!!!!!
    alan wake has such a fabulous story, id say the best in a video game ever!!! but its seriously let down by its ending.

    i was expecting alan wake to be a propper thriller, kinda like infamous.
    have a few twists in the game, than at the end reveal everything and have the player saying wow i never ever expected that.
    that is the whole point of a thriller, NEVER! in alan wake did i say wow i did not expect that.
    thats what really disappointed me, i was expecting a few real shocks but they never came.

    thats my main gripe with alan wake, but the other one is the combat and level design.
    everything is the same.
    the 2nd level feels the same as the first, the 3rd feels the same as the second, the 4th level feels the same as the third ect ect.
    some variety here people!!!!!!!

    i really hope they hurry up and release that DLC, im dying to find out the ending, close everything up.
    if they move on onto a different path and leave the game open im going to be seriously pissed!!!
    they had such a good buildup but no climax.
    WTF????????????

    o, another thing that really disappointed me was its not at all scary.
    i was expecting to be cowering like a school girl but i was not.
    every time a new enemy enters your vicinity they show you.
    WTF?
    wheres the enemies jumping out at you out of nowhere?
    alan wake really had the chance to be the best game we have seen this gen, it really had the chance to be a great but it fell well short.

    if they had the shocks and twists i was expecting, the pants wetting moments i was expecting, and actually have a really good intriguing i never saw that coming ending like i was expecting than this could of been the best game not this gen but of all time!!!!!!!!!!

    alan wakes the type of game id really love to work on once ive finished my tafe course, i love horror and thrillers and i really believe this could of been the best game ever made if done right.

  3. Good review but not great. You don’t even mention how the game draws Infleunece from so many shows books movies and other writers. Te story whilst somewhat original takes from other things. You don’t mention any of this which is a major part of the game as a whole.

    Pretty disappointed with that.

    • Absolutely, it’s been highly influenced by non-game media such as TV (the effective episodic format), film and novels – Stephen King in particular, both in content and pacing.

      I didn’t want to go into the story or it origins as much, because it can be a very subjective element. Take Avatar for example: simplistic story that many people criticised, yet has had a large effect in other areas such as the eco message and parallels drawn with current conflicts.

      Basically, other than the short introduction mentioning its shaky development (which could warrant a whole article in itself, it’s quite interesting), I wanted to review what was sitting in front of me alone, without thinking about the influences or other similar games which could colour my view. When other products or media are considered, it can end up being a comparison which does a disservice to the game.

      For example, you’ll probably find a better narrative in most novels, but for this game it worked in providing enough detail without causing confusion or limiting gameplay.

      But who knows, I might be able to catch up with Remedy at E3 and see if they want to shed some light (har har) on the narrative influences and origins. Personally I’d really like to know if the narrative was revised when the development switched from open-world to linear.

      Thanks for the comments! =)

  4. I loved this game, the review is fair and balanced and I agree with pretty much everything except the advertising. You write that it takes us out of a game, but I was put more into it. This place is real and has just as much advertising as a real town, I was immersed because of its believability but I guess it all comes down to opinion.

    • Yeah, the advertising wasn’t too bad, but I think it was more that it uses US-localised advertisements.

      I’m not sure if you’re an aussie or not, but for me seeing Verizon mobile and Lincoln cars was distracting more because they don’t exist here but I’ve read a lot about them (Verizon in particular) online.

      The batteries looked a bit out of place too, using direct textures from Energizer battery packs that looked very detailed and bright, contrasting a lot with the darker surroundings.

      But even if the product placement wasn’t there, I’d still be giving it the same end rating, so it didn’t pull it down enough to have any significant effect on my experience, which I guess is what they’re going for.

    • have to agree with you there re the advertising mate. It does make you feel like part of the environment, someone walking through that world.

      A world that would normally have advertising throughout it, not devoid of it. And while there’s probably heaps that could also be added to the review, you can only cover so much in under 2000 words, most only give you 500 words.

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