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Alan Wake in Simple Terms.
Franksmall
Thursday, July 01, 2010

I have to admit it. My first hour or so with Alan Wake was more than a bit uncomfortable. Not because anything about what I was experiencing was bad or off-putting in an unintentional way, but because it felt a bit unreal to finally be playing this long-gestating title. Other than having exploration, shooting and a light/dark concept I think I completely lost track of what the game was going to play like before I actually played.

So that begs the question- What is Alan Wake?

If I wanted to boil it down into the simplest of terms then I would just call the game a survival-horror title with much improved combat and a very strong focus on story.

What that description totally misses, and what I wish was a bigger concentration of the game since it is what ended up interesting me the most, was the non-combat daytime sequences. These are often much more subdued, character-driven experiences where you see what life in the strange town of Bright Falls is really like. Walking around in Bright Falls before the proverbial poop hit’s the fan makes this game for me. Sadly, it is only about 1/6 of the experience.

That is not to say that I didn’t have a blast in the more action driven segments. Actually I thought the combat in Alan Wake was up to an Uncharted/Gears of War level of success. Aiming and shooting just feel right.

I could gush on and on about this title if I wanted to, but instead I will put it to you in simpler terms- Alan Wake is only beaten by Resident Evil 2, Eternal Darkness and Silent Hill 2 in my list of the best survival-horror games of all time.
 

 
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Comments (6)
Brett_new_profile
July 01, 2010


I just finished Alan Wake myself. I liked it a lot. The way the game plays with light is beautiful -- and so are the vistas. My main issue was with the clunky dialogue and the needlessly convoluted storyline. I'm still not sure what happened at the end...


Lance_darnell
July 01, 2010


I have been reading about this game for a long time, and I am still stoked. I have never heard anyone mention the controls or combat. I'm glad to hear they are good. And Silent Hill 2 was realllly good. ;)


July 02, 2010


Interesting take on it. For me it was the opposite: the scary night moments made the game for me. When you're out in the woods alone with your tiny flashlight and the hostility of the darkness surrounds you... man, that  was an incredibly tense feeling.



Brett, I can't believe you thought the dialogue was clunky. The lip sync for sure, but Remedy can really draw their characters well. Even if some were horror genre stereotypes, they still managed to shine through.


Halo3_ce
July 02, 2010


I love the game and agree that more daylight sequences would be welcome. I think we need more of that world-building time in all games. Spending time in a world in it's normal state makes the crazy stuff that much crazier, and it ups the immersion tenfold. These Half Life-esque moments are generally my favorite parts of game. That said I'm having trouble getting through the game because the episodes are so long. It's such a tension-filled experience I feel exhausted by the time I make it through the night. While it's amazing that the game affects me that much I'm having a hard time going back to the game. Maybe I'm just a wuss


N712711743_851007_3478
July 03, 2010


Hm,  I haven't played the game; but it's pretty high on my priority list, for sure.



I'm glad Brett mentioned the vistas, they are what's drawing me to this game.  I know the game is a linear experience, but is it visually engaging to dink around the levels?  Beyond searching for Thermos', anyhow?


Franksmall
July 03, 2010


Heck yes it is. There aren't always cool little things to find, but there are enough that I often wandered looking for stacks of cans to shoot down or well-hidden pages. There isn't always something rewarding for looking around, but there is enough that I always took time to look unless I was desperate to see what happened next in the story.


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