It’s funny how easily certain genres become inseparably
associated with each other for little to no reason. I mean, you couldn’t
imagine the word “sandbox” being used without the word “crime” to describe a
game, even though a sandbox game focusing on literally anything other than
working your way through the ranks of a criminal organisation would be vastly
more interesting than doing infinite odd jobs until people respect you at this point.
And for some reason, for the past 20 years it’s been forbidden to even think of
making a “horror” game without the word “survival” appearing somewhere nearby.
Why can’t we just have a nice dark atmosphere and a creepy story without having
to constantly count supplies like we’re doing a fucking stock take during a
power-cut? Well now we can, thanks to Alan Wake.
You play as Alan Wake, shockingly enough, a famous writer whose
wife is kidnapped but then it turns out she’s been taken by evil forces and you
have to fight them to get it back only to have the whole story revealed as a
paranoid delusion maybe and the manifestation of a story you apparently wrote
but maybe didn’t oh I don’t know! The story is incredibly dense and Post-Modern
with seemingly endless layers of reality making it virtually impossible to tell
what’s currently happening and whether it, or indeed any of the events at all,
is actually taking place or if Alan’s just dreaming all of this up while
wearing a Jack Daniel’s foam dome and bashing his head against a wall as I
imagine James from Silent Hill 2 doing. I finished the game once and I only have a vague inkling as to the story’s true nature but it’s the kind of thing that’s
supposed to be replayed, interpreted and discussed, with any number of explanations
possible for all of the madness that takes place. My favourite kind of story.
One “problem” I do have with the story is the somewhat vague
characterisation of the main characters. It basically goes as far as “You’re a
writer. Here’s your wife, you love her because we say so. Here’s your agent,
he’s your best buddy because of reasons.” Very little effort is made to make us
care about these characters and even less to make the player feel as if they
are playing as Alan Wake, a decision I’m assuming was made consciously. It
feels as if the developers weren’t trying to make this feel like an immersive
experience at all; it’s immersive in that the story is absorbing but not in the
traditional videogame sense that the player feels like they ARE the
protagonist. The episodic structure reminiscent of any US drama series and the
narration-style similar to one that a protagonist in a book would have to use,
not to mention the wearing of the developers’ Stephen King and Alfred Hitchcock
influences not only on their sleeves but in massive cock-shaped tattoos on
their foreheads, give the impression that the aim here was to create an
experience more in line with film or literature, in that you’re experiencing
someone else’s story instead of following your own. A point driven home
particularly humorously when we see Wake reading pages from his own book
explaining what’s about to happen or watch him watch himself write the next
chapter, practically telling the gamer “This is fiction. All videogames are
fiction. Deal with it and try and enjoy it anyway.” Fantastic for story and
meta-narrative purposes, but if you’re the kind of gamer who wants to feel as
if you’re involved in the action then you may find this a tad irritating. Maybe
I’m giving them too much credit and they did want to create a wholly immersive
experience. If that’s the case then they sucked at it, but I’ll give them the
benefit of the doubt on this one.
Gameplay however is a somewhat blander affair, consisting
almost entirely of modern action gaming clichés. You’ve got over the shoulder
shooting using pistols, shotguns and rifles stolen wholesale from Resident Evil
4, entirely pointless vehicle sections with pauses for more gunfights scattered
throughout that have more padding than Keira Knightley’s bra on a big night out
and of course quicktime events. A great man in a hat once said that quicktime
events work if they’re a core part of gameplay but given that you do maybe one
for every hour of gameplay they’re very difficult to predict and as such
are just fucking irritating. As stated earlier, there is very little ‘survival’
in Alan Wake’s horror, your inventory is basically reset between sections and
weapons, ammo and flares are in plentiful supply so you can pretty much have your
fill of mindless violence. I have to applaud the use of pacing; far too many
games these days are all killing all of the time so it’s nice to see a game
calm the fuck down for a bit to give the fights some genuine weight when they
do happen. The environments, much like the rest of the game, are extremely
repetitive; you get a big scary forest, an industrial area and a quiet dark
down repeated ad nauseam, but at least the levels maintain a consistent dark
and foreboding atmosphere that creates a constant sense of threat despite the
fact that you’re often heavily armed, glad to see we've learned something from
Doom 3’s failure, and even I have to admit that the scene in which you fight
monsters from a massive heavy metal stage with a giant fire breathing dragon
and fireworks going off around you was nothing less than fucking cool.
I wasn’t entirely happy about the complete omission of boss
fights but given the choice between no boss fights and boss fights in which you
shoot a giant glowing clitoris that Alan Wake would have almost certainly had
then it would definitely be the former. Also, fans of horror movies and books
will absolutely love the near constant references to classics of the genre; an
entire section is devoted to a Shining tribute, for example. Luckily they’re always
used in a way that serves gameplay; being attacked by flocks of birds works as
both an effective piece of gameplay and a tribute to Hitchcock, as opposed to
the Duke Nukem method of stopping you to look at a piece of paraphernalia from
a recent game or film in a move that achieves nothing but furthering my case
for the destruction of the entire human race.
The one aspect of Alan Wake’s gameplay that is unique, to my
knowledge, and incredibly interesting is the use of light and darkness in
combat. You can only hurt enemies after they’ve been exposed to light for a
certain period of time and bright lights will scare them away and also heal
Alan more quickly. Like most great gameplay features, this works as both
powerful symbolism in story terms, as a visual representation of Alan’s phobia
of darkness, and a strong enhancement to general gameplay, combat in this case.
Enemies become stunned in the light but the standard flashlight can usually
only touch one enemy at a time, making the use of flares, flash grenades and
environmental light sources for crowd control fairly strategic, and the fact
that the enemies *have* to be hit with light in order to be killed removes much
of the potential for “running and gunning” found in modern Resident Evil
titles, for example. Great for horror fans, but perhaps not so great for
shooter fans.
One last aspect of Alan Wake that deserves praise is the
soundtrack. Not the in-game soundtrack, which is fairly minimal and ambient,
but the choice of licenced music for the game. Each episode has a song that
plays over its ending and pretty much all of them are excellent; Roy Orbison
and David Bowie were particularly inspired choices, “Haunted” by Poe is one of
my new favourite songs and the various Opeth-meets-3 Days Grace tracks by
Finnish band Poets of the Fall add not only a sense of reality to the world,
acting as Alan Wake’s Lovefist and proving that any world needs rock stars to
feel real/cool, but also many 0s on to their Spotify play counts from me. I
have to remove points for the inclusion of Nick Drake but apparently one of the
DLCs has a Depeche Mode track so swings and roundabouts and all that.
So despite the at times generic gameplay, the atmosphere and
story and just the experience as a whole that Alan Wake provides make it a
pretty great game. So like, get it, probably.
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