News: What the Fear

Better 'Wake' than Never

by Timothy Jennings, Wed., Feb. 17, 2010 1:45 PM PST
Alan Wake

Sometimes it takes so long for a game to come out that it seems like it won't be released until it somehow becomes sentient and releases itself...to destroy us all. Thankfully, that won't be the case with Alan Wake. Although it seems as if we've been waiting for this game forever (due in large part to the fact that we actually have been waiting since E3 2005), we'll finally see the finished product on May 18th.

I recently got a sneak peek courtesy of the game's developers at Remedy and I have to say, I'm pretty psyched to take this one for a spin.

From what we know of the story so far, Alan Wake has, at its core, a fairly well worn tale. A successful but burned out novelist, thirsty for rest and inspiration, moves with his wife to a quaint albeit eerie town that's hiding a dark secret.

If that description rings a Stephen King-shaped bell, don't be surprised. The writer and his works were a major source of inspiration for not only the game's story but its overall tone. Wake's central setting of Bright Falls looks as if it was lifted right out of one of King's novels, while the thoroughly unnerving dialogue delivered by the game's grunt enemies ("The Taken") definitely has King's tone. Believe me, when a raincoat-clad, hook-wielding fisherman matter-of-factly tells you, "Fish is an important part of any healthy diet," while trying to eviscerate you, it's mighty creepy. 

From the "too quiet" abandoned dock on a foggy mountain lake to the cast of archetypal townspeople delivering cryptic messages of foreboding, Alan Wake is full of elements that will be very familiar to horror fans. But, according to lead writer Sam Lake (who actually secluded himself away, Alan Wake-style, in a cabin while writing the game's story) it's exactly this feeling of familiarity that the developers are hoping to tap into to create a more cinematic experience for players, making Alan Wake as much a psychological/supernatural thriller as it is an action game.

How do they do that, you may be wondering? Here's an example. Each time you begin the game you're treated to a "Last time on Alan Wake..." intro sequence, typical of serialized dramas like Lost. Beyond providing basic backstory, Wake's developers hope these sequences will give the game a grander, episodic TV quality, making us feel like we're playing something we'd normally be just watching. Only time will tell if this aspect will become tiresome after you've turned the game on for the 15th time, but from what I saw, it really did rev me up for what I was about to play.

Alan Wake

Alan Wake is primarily a third person shooter with a twist. Players contend against an army of possessed people and objects being controlled by a "mysterious dark force." In order to damage these enemies with conventional weapons you'll have to weaken them first with light. Flares, flashlights, and the occasional car headlight are all available for use but my favorite has to be the searchlight. As I watched Remedy's Head of Franchise Development Oskari "Ozz" Hakkinen torch a mob of murderous lumberjacks with the huge spotlight I couldn't help but think, "That looks extremely satisfying. Me... want... to burn... lumberjacks... too." Sensing a little too much gusto, he gently removed the controller from my general vicinity.

So, will Alan Wake ultimately be worth the wait? We'll see, but one thing's for sure. I can't wait to burn lumberjacks with a spotlight... What?! They're EVIL lumberjacks.

Alan Wake will be released exclusively for Xbox 360 on May 18th. 

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