Tag Archives: Alan Wake

Alan Wake – Day… Something

So I ranted quite strongly about Alan Wake. And I have not changed my mind. The game is simply too hard in it’s “normal” mode to appeal to novice players.

However, since then, I have seen my husband complete Alan Wake, and even further, gotten the strategy guide to further my own attempts. Knowledge is power, and knowing those four guys are coming up really helps in that I save my flares and shotguns until that point.

I like Alan Wake. It has everything a good game “should” have. An engaging (if not terribly original) story. A hero and characters we as players identify with. Good voice acting with decent writing and good dialog. Great and varied environments. A simple gameplay that is slowly complicated over the course of the game but never gets to the point that it feels like a different game is being played. Wonderful set dressing and side notes about the world and characters. And best of all, “Omg wtf was that? Did you see that? Did I see that? Was that supposed to happen? That was AWESOME.” moments.

Except it is missing one thing. An ending. The game has an ending and quite a stellar one in fact. The opening strains of “Space Oddity” was more than enough to set my heart at ease let me slump back on the couch with a sigh. But then the unthinkable happened. “Alan Wake’s journey in the darkness continues.” As it turns out, in an attempt to get players to hang onto the game, they are putting out DLC this summer to continue the story (and another even later after that). I like DLC, I am a proponent of logical non-greedy DLC. But to so clearly add it to a game that didn’t need it, and in doing so RUIN the ending of a game… I was more than annoyed.

Even if they shipped the game certain they would be creating a sequel, they didn’t need to give the player anymore than “It isn’t a lake, it’s an ocean.” A small breadcrumb that doesn’t break the story or set up the “next week” mentality. This is why we end up with endless numbered sequels and reboots of the same old thing. A game isn’t allowed to just be good and then be done. No we have to milk it for everything it is worth. It isn’t like there aren’t 50 million other horror stories or horror situations we could use this same world, same characters (side ones of course), and same gameplay to explore. No, we have to rehash the story that has already been completed so well.

My favorite part of Alan Wake:

Early in the second chapter Alan is walking down a road alongside a row of cabins, he is looking for a trail to go to a spot to meet the kidnapper. Of course, as an exploration game any good player stops and explores. Inside one of the cabins is a tv set, which switches on when Alan’s flashlight crosses it (as they all do). I had already seen this episode so I turned to explore the cabin while it played as I didn’t want to leave before it was done in case it mattered for the achievement. As I turned something big and dark rushed passed a window. My heart leapt. I gasped and prepared to battle one of the Taken. But as the tv sputtered on, nothing happened. No dark shade came through the door. No creepy voices. No more shadows over the window. So, being the courageous explorer I am, I went outside to explore. Nothing. Nothing around the cabin, inside it, under it, or even on top of it. Nothing. “It must have been a trick of my eyes.” I thought. But always the one to test, I reloaded and made my way back down to the cabin. I double checked the perimeter and then headed inside. Nothing. Flashing the tv I quickly turned back to the window. And the thick shadow washed across it. Once again I ran outside to see nothing. What had it been? What had I seen? What designer in their right MIND would put such a cool little one off so few players would likely NEVER see? Clearly a good one. /salute.

Alan Wake – Day 1

After watching my husband play Alan Wake for an hour or so I decided I definitely wanted to play this game. The deeply dark and wonderfully creepy atmosphere of the game appealed to my love of horror. The gameplay for Alan Wake is very simplistic: 3rd person action, with a flashlight and a gun. It is extremely linear and very scripted with long and elaborate cutscenes, but really all of this fits the story being told. You have stepped into the role of Alan Wake, a horror writer with writer’s block. Until he goes to backwoods creepy town and all hell breaks loose.

It isn’t about splatter gore or stupid teenagers. It is about deeply paranormal and crazy events that twist the player and character’s minds. One of the better design decisions was to have pages and coffee thermoses as collectible items. These are often hidden in out of the way places. So the game promotes exploration in a tense and eerie setting. One of my other favorite additions was the inclusion of hidden chests, the location often marked by yellow paint that only becomes luminescent when the player’s flashlight moves over it.

I dove into the game with relish, quickly catching up tot he point my husband had played and the surpassing him. And then it happened. As a game designer, one would think I would be “good” at games. And I am. But I suck at twitch games. So I generally play on the easy setting and make sure I am over geared and muddle through as best as possible. Unfortunately this method doesn’t work on every game. Especially games without easy settings.

Alan Wake only has a normal setting. First off, bad designer. You are inherently creating a stepping away point. A stepping away point is when a player gets frustrated with your game and stops playing due to frustration, lack of understanding, annoyance, or boredom. Each time the player does this, there is a greater chance they won’t come back. And then they won’t remember your game. When their friends ask them what they have been playing recently, they will say “Nothing good.”

Second Alan Wake has auto saves. I have nothing against auto saving in general, except when design decides that auto saving means if the player loads back up from that point they load with whatever health, ammo, and such they had when it forced the auto save. Why does this bother me so much? It is far too easy to get a bad save. This happened to me in episode 2 of Alan Wake. I am saved, with 16 bullets. And right after the save I get jumped by 4 guys, who take 3-4 bullets each to kill. I have to play perfectly. And I can’t. I tried 3 times. So I walked away from the game and came on here to rant about it.

I don’t think this is a hard problem to solve. Allow players to save when they choose. Allow players to carry more ammo or health. Always have auto saves load the player with max health and ammo. If design is worried about “exploiting” the auto save, have a punishment for loading. Borderlands does this with a money transaction when you die. Good enough for me.