I was
always under the impression that Alan Wake was touted as being an Xbox and
PC title. Then, as it neared closer to the game’s launch, Remedy
announced the decision to cancel the superior PC version (zing!), opting
instead to go 360 exclusive (naturally, I blamed on Microsoft Game Studios, not
Remedy). Being a fan of PC gaming, I shed a tear that day… You see, I
happen to be a huge fan of story-driven, single player titles; it’s the reason
I play videogames. I’m not talking RPGs either (although I do love quite
a few of them), but narrative adventures that are best told through interactivity,
which is precisely what Remedy was promising with Alan Wake. Alas, when
it did finally launch on 360 I still fully intended to play it thoroughly…
However,
something strange happened: Every time I saw a copy sitting on a shelf, rather
than pick it up, I couldn’t help but think about what the PC version could have
been. This happened for days after launch… and days turned into weeks,
which turned into months… which turned into December 2011 and the announcement
that Alan Wake was coming to PC in early 2012! So my unintended delay to
buy Alan Wake for 360 wasn’t in vain. In a round-about way, it is the way
it always should have been…
… To
answer your question; yes, I’m intentionally being overly dramatic, but that’s
because Alan Wake has a tendency to bring out that intensity in its players.
Before
talking about how much I like the game (it’s the same game that got positive
reviews circa 2010), let’s first focus on the benefits of the PC version.
Since the game is already almost 2 years old (Where does the time go?), it
doesn’t take too much computational horsepower to get it running masterfully
on PC. Armed with a mid-range GTX 570, I was able to run the game at
60fps with maxed out visuals at 1080p. 16x AF, 8x AA, everything else at
“high” including SSAO and FXAA (which is kind of redundant with regular AA
being maxed). On top of that LOD and draw distance were also set full
tilt.
Don’t get
me wrong, it’s not be the best we’ve seen on PC, but because Alan Wake was
never an ugly game, with pimped out graphics running at liquid-smooth 60fps
this updated DX11 version looks great. The visual fidelity difference
between this and the console iteration is substantial enough to clearly label
the PC release as the definitive version from a graphics standpoint. If
you have any hesitations about playing with a kb+mouse (you shouldn’t as it
handles quite well), the game also has full 360 controller support, so you’re
not really missing anything playing on computer.
Speaking
of controllers, the game’s control scheme feels a lot like Uncharted’s.
Not just because of the third-person perspective, but because of the animations
and stumbling around that both protagonists share… They even sound alike
(albeit with Alan Wake sounding more dramatic than charismatic.) The game
world design is also similar between the two games but locations are
cosmetically different, with Alan Wake taking place in the mountainous forests
of the north-western US, rather than jungles of some tropical locale.
Alan Wake
(the character) was a best-selling writer who has been suffering a
two-year bout of writer’s block. The stress has of not writing has gotten
so bad that it manifests itself in horrible nightmares. As such, Alan and
his wife plan a relaxing vacation in the small idyllic town of Bright Falls,
Washington (lots of trees, mountains, fresh air, wonderful sunsets.)
Anyway, things go from ‘peachy’ to ‘odd’, then ‘odd’ to ‘death-trap’ really
fast upon arriving in Bright Falls. After experiencing one simple little
black-out, Alan wakes up to find that his wife is missing, a week has past, and
the vacation home they were staying in hasn’t existed since 1970… Not good.
The story
is divided up into six episodes, with the two additional DLC episodes included
in the PC release. Each episode is delivered like a television show,
complete with “Previously on Alan Wake” intros and lead outs at the end (the
licensed music of which is excellent, fitting perfectly with the game’s
twilight-zone-style weirdness). During gameplay Alan narrates his
thoughts to the player as you make your way to well lit areas (the only refuge
from the all-consuming darkness). There are also a few pre-rendered
game-engine cinematics to help with exposition, but ironically they look
slightly lower-res and muddier than the real-time in-game graphics all dolled
up. Fortunately it doesn’t hurt the experience (but it is kind of funny).
It’s not
so much a survival horror action game, as a psychological thriller detective
game. In that respect, Alan Wake uses a slightly slower pace than,
for example, Resident Evil 5… It’s more like a spooky/eerie Heavy Rain that
plays like Uncharted (if that makes sense). In my opinion the tension
created by the shadowy enemies trying to kill you in the dark isn’t as predominant
as the tension created by the unknown (which is especially true in the first
few episodes). The driving force behind the whole game – its major
motivator – is the hope that you’ll figure out what’s going on and why.
And pardon the pun, but Remedy continually keeps you in the dark which only
adds to the ambiance of the game.
One of my
favorite features that exemplify this is the manuscript pages that are
scattered across Bright Falls. What makes collecting these pages so
engaging is that they detail the events of the game (the episode you’re
playing), but you’re not necessarily finding them in order. You often
find pages describing the actions of characters you haven’t met yet, giving you
a heads-up for what might be coming. However these warnings are often
completely out of context, only making sense after having played through
them. Overall, there aren’t many games like Alan Wake on any platform; it
engages the player with more than just its shooting and action… I dig it.
One thing
that kind of bothered me – and this is sacrilege for a die-hard Steam
aficionado to admit – is the integration of Steam-Cloud saves. As far as
I can tell (bear in mind I haven’t really looked), the game cannot auto-save
locally unless you forcibly turn-off Steam Cloud support in Steam (not in the
actual game). In my case it kept my checkpoint save, but I lost a couple
of hours worth of collectibles by switching between machines. Moreover,
I’m concerned that if I turn off Steam Cloud now, after re-playing with it on,
I’ll lose all my collectibles again so I haven’t attempted the switch.
This is particularly frustrating as it’s something that is behind-the-scenes
and essentially hidden from the user. I not sure if this is an Alan Wake
problem or a Steam one and I only mention it so players are cognizant of what could
happen if they’re switching back and forth between comps.
Arguably
the best compliment I can give Alan Wake is that it is a console-to-PC port
done right. Granted, both versions shared a lot of development time and
Remedy know their way around a PC, so that might have a lot to do with
it. As a PC game, players who are new to the franchise will definitely
get a kick out of this unique gaming experience; so needless to say, you should
give it a try. On the other hand, if you’ve already enjoyed the 360
version, but didn’t buy the downloadable episodes or were thinking of playing
it again, there is enough new paint and additions here to warrant the $29.99
double-dip.
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