The Case of the Ever-Changing Loadout
Part I and Part II of my episodic review.Ragtag group of misfits. |
Some character story arcs were left dangling. At the end of the game, you only truly find out what happened to two major characters, and the rest is left up to speculation. This isn't so problematic as there are only a few avenues of assumption you can take with the remaining townsfolk. But one does wonder! One thing I appreciated about the final chapter is that there were no major plot holes left. Every shred of foreshadowing from the beginning was addressed, and the only questions that remain were purposely left by the writers for the player to contemplate.
The mandatory trope of a horror scene happening somewhere in a church is complete. |
Overall, I really enjoyed Alan Wake. The story, while not overly affecting, is compelling and makes proceeding through the game worthwhile without running on too long. I also greatly enjoyed the overall flow of the gameplay and the combat despite my nitpicking. Neither the combat nor the narrative comes off as tacked on, which is a testament to effective game design. However, I would suggest tossing it up for future entries. In actuality, the only enhancement to basic third-person shooting is the flashlight mechanic, and future iterations with no changes to this would start to feel tired quickly. Hopefully, Remedy Entertainment does more with the light/dark mechanic to keep things fresh. I also hope they keep up the presentation quality. This was one of the better looking games I've played, and the scenery and lighting effects never grew stale. Just some work on the character models and lip-synching is greatly needed.
Don't be fooled. They're lanterns of doom. |
"The Signal" and "The Writer"
The Steam version of Alan Wake comes with the bonus DLC chapters, "The Signal" and "The Writer," which came out after the game was released on the Xbox 360. When you finish the main campaign, the credits scroll, and you are returned to the main menu, so you must manually select these episodes to continue Alan's story. Without spoiling too much, they serve to elaborate on what happens to Alan after the ending of the main story, and they set the game up for a sequel. The story between the two episodes is peculiar but less compelling. Although the goal is obvious, it is readily apparent they are for players who just want to play more Alan Wake more than to offer truly though-provoking revelations about his predicament.
Although mostly intact, there are a few new gameplay elements, which were previously introduced in the very final act of the core game. Due to the surreal setting, ammo stashes and batteries are supplied by words hanging out in the environment. Shining the flashlight on them forces them to release their load. This flows into other areas where words, such as "bridge," "rock," or "climb," reveal objects required to proceed to the next objective. The words also play into combat where "boom" and "fireworks" either destroy the Taken or remove the darkness from them, setting up easier shots.
This feels right. |
All images taken myself via Steam's screenshot feature.
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