Alan Wake Review
by Garnett Lee, May 10, 2010 8:00pm PDTAlan Wake treads ground familiar to dark psychological thrillers. Wake, a stymied horror writer, travels to the Pacific Northwest to get away from it all. Instead, he finds himself plunged into what seems to be one of his own novels: a story in which his wife disappears, he's lost a week of memory, and he must struggle through a nightmarish version of the world he to save her. Alan Wake makes no bones about its references to Twin Peaks and Stephen King; it hopes for recognition of these connections. Embracing them as a shared vocabulary for the genre, Alan Wake creates a frantic, intense, and never-quite-clear-what's-going-on tale all its own, worthy of the cult following of its peers.
Of course, being a game, the big difference is that you don't watch what happens to Wake; you control him. Alan Wake does a superb job taking advantage of that direct involvement to make the gameplay an equal partner in the tension of every moment; a feat few games have duplicated. Nervously scanning the darkness with a flashlight in one hand and a gun in the other, not a step goes by without wondering what might happen the next. The designers strike the right balance, recognizing the build-up of the imagined threat and precision when to unleash it for the maximum effect.
Panic surges when the shades do emerge from the shadows. An inky darkness shrouds the possessed residents of Bright Falls. Only by burning it away with the concentrated light of a flashlight or other source can they be made vulnerable. Beset by groups of all manner of disturbing foresters and townspeople, chaos quickly ensues. Trying to elude attacks while putting enough light on each enemy to get a shot to take them down is challenging. It's a fast, fluid dance and, in perfect keeping with the game, often disorienting. Light-based weapons like flares and flashbang grenades make the increasingly overwhelming fights manageable, if only barely. Even on the default normal difficulty there are patches some will consider frustrating.
It could easily have devolved into an off-putting chaotic mess were it not for the story successfully orchestrating it all. Questions build throughout the game, pushing you on as you form theories, rule them out, come up with new ones, and repeat the process trying to make it all fit into place. Has Wake gone insane? Is he somehow living out pages of his own writing? Has some dark supernatural force awakened in the hills? A cast of endearing, solid characters provide comforting faces along the way. Interacting with them helps open the story up to being more than just the introverted mental landscape of Wake's imagination. But they too come with questions -- which can be trusted? Who will help? You're sure to welcome breaks along the road to answers but no sooner will you catch your breath then you'll be compelled to hop back in and see what happens next. A videogame page-turner, Alan Wake weaves action, story, and characters together with the skill worthy of a best-seller.
Alan Wake will be released on May 18 for the Xbox 360.
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Comments
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Sorry, but throwing up a few laudatory paragraphs about the game without even touching on replayability value (there is none) is no more a review than Oprah Winfrey in a snowsuit is pornography.
And I don't care about excuses, when you tell people its coming for the PC then you yank it, FU.
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Well, here is my own review of Remedy's Alan Wake. Unlike a traditional review however, I am basing my experience of the game purely on Garnett Lee's written word. Here I begin my spin-free evaluation of Remedy's latest game:
How can I really truly begin this review without shitting my pants? Remedy has blown the doors off any and all expectations I've ever had in my life. When you go to or log on to any of our affiliated merchants and complete your transaction, thereby purchasing this "game", you will not just be signing on for countless hours of entertainment -- you will undergo a fundamental transformation of what you define as satisfying and worth living for.
Truth be told: Remedy has literally broken the 4th wall, the coveted cinematic device of such luminaries as Alfred Hitchcock. Previous developers in the electronic entertainment industry have merely beat upon the drum of 3d technology like bewildered monkeys at the Monolith. Alan Wake's creators have taken that very same technology and harnessed it in a way that will make you feel like your monitor is in fact a window to your own soul.
From the moment I saw the main menu screen, to the minute I fell asleep soaked in several Microsoft
representatives' ejaculate, I knew that Alan Wake's environments and atmosphere had left an indelible mark on not only my integrity as a journalist, but also on my perspective of cultural relativity and the birth of the universe.
In conclusion, Alan Wake transcends all forms of art and human experience. In all seriousness, and as the bringer of the "Good News," I pronounce that come May 18th (Alan Wake's triumphant release on the X-Box 360) you will all share in this light. The discovery of fire, the life and death of Piano Cat, and America's victories in the 1936 Olympics will all be rendered meaningless and inconsequential in the blinding radiance of this entertainment masterpiece.
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Garnett, I still think you're making a mistake by not including a score. Reviewers who don't include scores have a strong tendency to get wishy-washy and send mixed messages when a game isn't specifically excellent or specifically poor. It doesn't need to be high-granularity like a full letter grade system or something numeric with fractions. You just need a way to quantify "I like this game x much." Giant Bomb's 5-star no-halves system is perfect for that, in my opinion.
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I knew you'd love this game, you were way too giddy during Weekend Confirmed.
However, in a sea of 60 dollar games, is this absolutely worth $60 game "the robber" stop bucks?
I'm really intrigued by it, but hear its brief and might be more a rent than a real buy...
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I love the Shack and all, but these "reviews" kind of feel like Shacknews is finally selling out. I'm not saying bash the game or anything. By all means if it's a good game tell us so, but this review is so vague it could have been about any number of other games.
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The review talks about what the game is, objectively, and not what your play experience was, subjectively. An "I found" here or there, or maybe a past-tense reference to a particular play session, would go a long way.
Also, and this might be a bit more contentious, I think that it could stand to be edited down a grade level or three. There are a ton of unnecessary subclauses. The opening paragraph has 118 words in four sentences. The review would be much more readable if you straightened out the grammar. Simpler doesn't have to be dumber. There are also a few places where the complexity has led to grammatical mistakes.
For example: Of course, being a game, the big difference is that you don't watch what happens to Wake; you control him. I'm pretty sure that "[the big difference] being a game" is not what you meant. Or look at Beset by groups of all manner [...], chaos quickly ensues. Chaos is beset by groups of all manner?
If you are trying to hit a short word limit, I would suggest writing plainly and briefly, and being open about your opinions. The complexity hurts the readability of the review, and the declarative nature makes it sound like a marketing puff piece.
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The premise is very good. One of my favorite movies of all time is "In the mouth of Madness" which this seems to do a great job of stealing the plot from. The problem is I am just so sick of games with evil monsters that only take place at night - there is a lot of games that can do creepy during the day. I still can't play through Undying because it is so god damn scary. This entire game takes place at night, and due to the flash light mechanic I am sure it is a necessity. The reviews/videos I've all seen make it look very bland.
I love horror genre more than any genre but this just leaves a horrible taste in my mouth. Watch In the Mouth of Madness to see what a better story/setting would have been like.
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I enjoy the style and relaxed feeling i get from not reading a review that is working towards a score. it's just how somebody felt playing through the game.
Although i do take what is said in shack reviews into consideration when buying a game, i do rely more heavily on other gaming sites. and i tend to head over to metacritic to compare scores on their.
But im still glad i can read a short review on here every now and then.
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These reviews are WAY too short for me and lack the depth that would otherwise be necessary to pull anything really meaningfull from them - this literally read like something I would find on the back of the game box :(
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Just a personal preference. Not slamming anyone for liking these. Whatever floats your boat.
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You don't seem to have anything negative to say about the game. I'm curious how you feel about many of the reviews out there that praise the gameplay as you have, but really knock the story as being incomprehensible or ridiculous in parts, and the dialogue writing being fairly corny and/or silly. It's clear to me that this game is a must-play title, but I'm interested in your take on these differing opinions.