There's a moment in Alan Wake,
where the titular protagonist reads a passage that goes, "The new one
will be a masterpiece, I know it! You must tell him not to listen to the
trolls in the forums saying 'Departure' will never get finished. He
should take his time and make it perfect. I can wait." Normally I'd view
such a passage as a random piece of filler, but it seems especially
apropos in light of the time and the near-vaporware status that Alan
Wake has obtained over its long development time. Did Remedy make Alan
Wake perfect while taking its time? I wouldn't go that far, but Alan
Wake is still a damn fine game.
One question that's popped up whenever I thought about Alan Wake during
its development is, "what kind of game is it?" I managed to avoid
recent coverage, and started my playthrough only knowing that you
wander the Pacific Northwest, and that a tractor tries to kill you at
some point. So, after finally finishing it (about 14 hours of gameplay),
I have an extraordinarily simple answer to that question: it's a Remedy
game. It alternates between standard-shooting-plus-a-central-mechanic
(for Max Payne,
it was bullet time, for Alan Wake, it's the use of light) and
delivering a story through extended dialogue and narration. In
comparative shorthand, if Max Payne was Remedy taking The Punisher and turning that concept into a videogame, then Alan Wake is what
happens when Remedy takes Stephen King's The Dark Half and tries
to make a game out of that (don't worry, that's not a spoiler -- though
the two plots share some similarities).
Click the image above to check out all Alan Wake screens.
As mentioned, the moment-to-moment shooting reminds me a lot of Max
Payne, and I mean that as a compliment. You can tell that Remedy has
spent a lot of time honing and tuning the "feel" of the combat, and for
the most part, it's nearly perfect. Alan shoots where his flashlight
beam points, there is no lag or interface hiccups when moving or
shooting, and the game provides ample player feedback.
However, all of the enemies you face are cloaked in shadows that makes
them invulnerable to gunfire; the simple, yet not
boring-despite-constant-repetition accompaniment to shooting is using
light to "burn" away that darkness. This means that while your firearms
are limited to "just" a revolver, two types of shotguns, and a hunting
rifle, it also means that light items are much more lethal. Your regular
flare is crowd control; your flashbang grenade is a lethal weapon; your
flaregun is a freakin' rocket launcher.
When shining a light on your enemies, your controller vibrates, the
target(s) sputter with sparks, and there's an otherworldly sizzling
sound, all of which do an excellent job of letting you know you're
putting on the hurt. The way the gunshots snap in the air plus the
additional flutter of embers as your rounds hit their target impresses
as well. With light as the central weapon, mundane flares become
incredibly potent, and one of the best visuals I've seen in an Xbox 360
game is when Alan lights a flare; the blinding light, the shower of
embers, and the colored and billowing smoke all result in a "check out
my HDTV" moment. Heck, even the more mundane slow-motion sequence that
occurs when dispatching the last foe in an area imparts satisfaction.