Review- Alan Wake
A lot of people’s favorite movie post pandemic is Spider-Man
No Way Home. It is a film that brings back our favorite characters from the
older movies and allows them to interact with all of our current characters,
and it also sets up a foundation for Tom Holland to have more typical
Spider-Man circumstances in his life. My problem with this movie (a problem that
I’ve had since the second time I watched it) is whether I liked the movie for
what it does, or did I like the movie for what it was trying to convince me it
was doing. Concept versus execution is the name of the game with this review,
as the video game Alan Wake has a very similar struggle between its story
and gameplay mechanics. Story wise, Alan Wake is an engaging
thriller/horror game, with an intriguing plot that kept me wanting to know more
the entire time, but a rift begins to form in the overall package when the game
side of this game does not deliver in equal measure with what the story is
offering to the player. I enjoyed my time with Alan Wake but was wishing
the entire time that all that creativity just overflowing from the narrative
would spill over into the gameplay more.
The story’s premise is this: Alan Wake (the character)
is a successful yet tortured author, who is hoping to get some much-needed
R&R with his wife in Bright Falls, Washington. Once they arrive mysterious
things begin to occur as Alan unravels the mystery this town is hiding. As
mentioned previously, Alan Wake’s narrative and plotting are both top
notch. The number one reason I was so excited to continue playing was for the
story. Alan Wake’s narrative is like a seasonal show on Netflix, where
each of the game’s six episodes further the overall plot in a cohesive way but
are still unique enough to be differentiated from one another. The best part
about the whole plot is that it continues to keep the player guessing until the
very end, since you’re never really sure what is true in all this mystery for
most of the game.
The game is sprinting in its narrative and stumbling
in its gameplay. The main gameplay scenarios involve Alan Wake with his
flashlight, a dodge, his guns, and occasionally flares of some kind. The main
enemies involved are shadowy figures called the taken (better lawyer up Bungie)
and Alan can kill them if he shines his flashlight on them for a brief time and
then shoots them. Now to give the game its due credit, the idea of a flashlight
and light in general being the main gameplay mechanic is a novel one. Not since
the videogame adaptation of Night at the Museum 2: Battle for the
Smithsonian has a flashlight been this vital to the player character. However,
the game begins stumbling in combat whenever Alan begins to be surrounded by
these taken figures. Alan Wake’s combat is serviceable in a 1v1 but add
more than one taken enemy into the mix and the dodge system almost becomes
worthless. There are also very little sound cues alerting you to enemy
locations, and considering every gameplay section takes place at night, where
the main enemy is cloaked in darkness, I would have appreciated some better
audio cues.
Another criticism I have of the games combat is with certain
enemy designs. In terms of enemies, are three main types of taken: thin boys,
thick boys, and ADHD boys. The thin boys and the thick boys operate mostly the
same with the only difference being how long you have to use your flashlight
against them. The real problem is those ADHD boys, enemies that rarely stay in
the same place and are incredibly frustrating to track and take down. Their
constant movement, coupled with not being able to properly place enemies unless
you have direct line of sight, means that most of the time I just ignored them and
tried to push through to the next checkpoint.
My final main criticism is that the game lacks any big,
interesting gameplay scenarios to spice up the gameplay. There are certainly
efforts to, like one particular fight at a farm that I won’t spoil, but every
fight, including that farm fight, works in the same three ways: Either you have
to kill all the enemies, make it to the next checkpoint so enemies disappear,
or hold your own against waves until the game allows you to be done. It is in
these big set pieces that all these problems: The clunky combat, the poor audio
cues, and jumpy enemies meshed together and were overall my least favorite part
of the whole experience.
Do not paint this review as anti-Alan Wake
because that was not my intention. It takes far less time to explain your
praises than it takes to explain your criticisms. I had a good time with Alan
Wake in Alan Wake, and from the looks of things, Alan Wake 2 is
likely to address that disparity between the narrative and the gameplay, this
time incorporating Alan’s skills as a writer to help influence actual gameplay
scenarios which just blows my mind. I don’t have any clever or poignant thing
to say at the end that perfectly sums up everything I just talked about, but I
imagine that if I did, it would have been really impactful to read.
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