Wednesday, February 20, 2013

Alan Wake Review (By Robert Murphy)


Keep the lights on, please, because you’ll be wanting out of the shadows in the psychological horror, third person shooter that is “Alan Wake”, so make sure your flashlights batteries are change as you set out to fight your way through the darkness. Bestselling thriller writer Alan Wake, suffering from a two-year stretch of writer's block, travels with his wife Alice to the small idyllic town of Bright Falls, Washington, for a short vacation. Alan and Alice arrive at Cauldron Lake, where their cabin sits on an island within it. As they unpack, Alan discovers Alice has set up a typewriter, hoping Alan will try writing on the vacation this angers Alan and sets off for a brief walk alone, but races back to the cabin when he hears Alice's screams. He arrives too late as some entity drags Alice into the lake's water, and without a moment's hesitation, jumps in after her, blacking out upon impact; Alan comes to a week later, crashed after his car went off the side of the road outside of town. As he travels back to town, Alan witnesses multiple supernatural events, such as human figures shrouded in darkness that can only be defeated with light, and an ethereal figure wearing a deep-sea diving suit. He also finds pages of a manuscript for a book titled “Departure”, a work Alan recognizes as his own but doesn't remember writing it; the incoherent pages foretell events that come true as the story progresses.

“Alan Wake” can best be described as a combination of "the mind of a psychological thriller", and "the body of a cinematic action game, the main gameplay happens in various areas of Bright Falls – such as the forest, a national park, or a farm – during the nighttime; mixed with moments of a calmer aspect and non-combative sequences that are set during the day. As players take control of Alan the world around them is quickly overtaken by the "darkness" that’s taking over humans, animals and objects. These enemies, dubbed the "Taken", are murderous shadows that attack Alan, wielding weapons of their own that range from mallets and knives to heavier and dangerous weapons such as shovels and chainsaws. Also these shadows vary by speed, size, and the amount of damage they can take, and some can even teleport between short distances, as if the aspect of killer living shadows wasn’t messing with your head already. The Taken are protected by a shield of darkness, initially rendering them impervious to attack; they can only be injured with a firearm after exposure to light, which burns the darkness away, this puts significant emphasis on flashlights as well as conventional weapons, such as a revolver or shotgun. Your arsenal of light weaponry comes with options as well, while flashlight beams can be focused and used as a reticle, the handheld lights Alan can carry can be boosted, which destroys the darkness faster, but also reduces the light's battery level. Besides the conventional shooter gameplay need for reloading ammunition, the player must also insert fresh batteries into the flashlight when they run out, or wait for it to recharge but this occurs very slowly. In certain sections of the game, it is possible to use a car to traverse between locations in Bright Falls, when in a car, the player can run down Taken on the road, or boost the vehicle's headlights to destroy them.

A major element of gameplay is the optional discovery and collection of manuscript pages from Alan Wake's latest novel—Departure. Although Alan does not remember writing this book, its storyline seems to be becoming real around him and these readable manuscript pages are scattered around the game world, out of chronological order; they often describe scenes that have yet to occur and act as warning and instructions for proceeding through upcoming challenges. This being only one of the in game goodies to be collected however, there are a few different in game optional collectibles that include coffee thermoses scattered around the game world, as well as discovering television sets which show different episodes of the fictional Night Springs series, radios airing talk and music from Bright Falls' local radio station, and textual signs around the town.

“Alan Wake” truly provides for a unique gameplay experience for players, it provides the thrill of a good mystery/psychological horror book with the aspect of living it out as it unfolds right before your eyes. As players explore the well designed and in depth world of Bright Fall, you come across intriguing characters in this former little slice of heaven as well as dealing with a unique and frankly terrifying enemy, the dark; which, let’s face it, everyone has a momentary (if not lifelong) fear of. A problem with the game mainly lies in moving your character, as the third person camera view is already not something for everyone; it is sometimes hard to get going in the right way or to see your enemies which makes things even more frightening. “Alan Wake” however is a hard game to put down once you pick it up and provides plenty of laughs as well as chills and scares.

(Game reviewed on Xbox 360)



Good:
-Amazing story
-Well designed and grounded environment
-A chilling game that’s just so hard to put down

Bad:
-Not much for a lasting appeal after you’re done, except to go back for all the in game collectibles

Scully rating: 9.5 out of 10