Alan Wake review

Alan Wake is a successful writer struggling to find inspiration for his next book. The torment and haunting presence of a blank page is something we can acknowledge at Gamestyle, nevertheless this project has taken Remedy almost a decade to reach fruition.

Words by , playing on a Microsoft Xbox 360.


Alan Wake

For the creators of Max Payne there was no concern that visually Alan Wake wouldn't stimulate the senses. The end result is an impressive feat as the remote town of Bright Falls is a mix of Northern Exposure and Silent Hill; the first of many similarities. The use of lighting is particularly atmospheric, with your torch a faithful companion throughout the experience and your main weapon against the evil darkness. Alan is thrust into the role of reluctant hero; eager to solve the mystery of Cauldron Lake, defeat the darkness and thereby free his wife Alice. Initially the locals ignore this celebrity in their midst, armed with his bizarre theories that they perceive to be part of an active imagination until events become cataclysmic. 

Remedy initially planned a sandbox approach to the adventure before rethinking the whole project. What we have instead is a game that is split into six chapters, which in real life would make for a novella rather than a fully-fledged novel. Time is a factor if you lack a Pokemon 'gotta catch 'em all' ethic when it comes to reading signs, collecting flasks and finding hidden chests. There is little replay value in Alan Wake and unlike the storyline the actual game play lacks charisma. Two further episodes are catalogued for 800 MS Points each, with the first already available via the Xbox Live Marketplace. To have one of these bundled in the standard game as a bonus extra would have been welcome, rather than this stripped down release.

Ah yes, the storyline is preposterous and makes for enjoyable romp that keeps you amused. Expect plenty of running at night, driving badly and riding an abandoned mine cart; all key components of any action adventure. To label the game 'Survival Horror' is a disservice, as Alan Wake has broader horizons and lacks the depravity of Silent Hill or the sheer fear of Fatal Frame. The pacing is poor with the opening moments practically revealing everything you will have to overcome. After this roller coaster it’s not until the third and fourth chapters that things get back on track. Sadly all the effort is somewhat ruined by a lacklustre finale. 

The finished game is very much a bipolar piece of work. Visually it is bang up to date and whilst lacking the scares of the Survival Horror genre, it irrefutably sets a new benchmark for in-game graphics; with the only downside the stagnant and outdated cut sequences. On the flipside the actual playing experience is stubbornly stuck in the PSone and PS2 era when Silent Hill ruled the genre roost and remains king. The routes are linear with only small detours required to find hidden weapons chests and items of note, yes we're back in the realms of Resident Evil stock control. Remedy on the initial Normal difficulty setting have been generous with weaponry and flares, yet not to the extent where you can play Rambo in the woods. Annoyingly on numerous occasions you will find yourself stripped of weapons, whilst the storyline at times facilitates such situations, at other moments it feels like a cheap ploy from the developer.

Just as frustrating are the 'puzzles' although not very frequent in nature most consist of finding a key to move onwards. Despite being armed with a shotgun, you're forced to scavenge around for the necessary item. Unsurprisingly when Gamestyle was confronted by a garage door (locked with a chain), we spent a few minutes foraging the environment for the required item. Needless to say Remedy had changed the rules and this was the only time your gun would prove effective on a lock.

The ‘Taken’ are those possessed by the evil forces and who cannot be saved. A ramshackle mix of spirits from ICO and John Carpenter’s ‘The Fog’, they will stream towards you. At times running is the best option; it’s here that Remedy’s use of light is effective. Normally just heading to the nearest lighted area is an option that guarantees safety and a checkpoint. An added bonus is Alan Wake himself has become a virtual rechargeable battery, as light will replenish his health meter. Remedy consistently fails to produce any memorable encounters. This is a game in dire need of bosses. The team may have avoided such foes but possessed vehicles are no replacement, although we did enjoy fighting a combine harvester, a first in all our years of gaming. This along with the heavy metal stage sequence is a real highlight.

Alan Wake himself is a cold, moody and clinical character, so much so that Gamestyle felt no affinity with his onscreen presence. We however warmed to the actual gaming experience, but still left short changed and disappointed, especially after such a long gestation period.
Alan Wake You might also like to check out Fez for the Microsoft Xbox 360.
Alan Wake or alternatively Prototype 2 for the Microsoft Xbox 360.