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Demos have been the best type of "review" you could ever ask for.

Indeed. Demo's have saved me a crap load of money. It's rare that a demo has actually encouraged me to buy a game that I was on the fence on. It usually makes me not buy a game.

There's a lot of action in Alan Wake, of the ok-but-not-amazing kind, and this is one of Alan Wake's two large problems. There are just too many salvos of bullets fired during all the walks through the woods, which gets in the way of what could have been a really scary adventure. Alan Wake could have used more introspective mind****s, more surrealism and more puzzles or exploring. It's the wrong kind of Lynch-esque atmosphere. A sequence towards the end, where Remedy plays around with Alan's perspective (in more than one way), is brilliant and I wish there had been more of those.

The second problem is the story. A game about an author that's written a novel automatically sets the bar pretty high for itself, and I can't really say that Alan Wake's story is more interesting than any other action game of this kind (and yes, I've read all the novel pages I've found in the game). Add an almost insultingly anticlimatic ending and you end up with a rather bland final product. I won't give away more about the ending except that the fact that Remedy doesn't either. It's like it's made for the coming downloadable episodes, and I have a hard time to swallow it. It's one thing to be inspired by television narratives, another one to embrace them fully.

The seven I'm giving it is a strong one, though. Alan Wake is far from a bad game, but it's certainly a disappointment for me. It's not the playable version of Twin Peaks we were hoping for, but still an atmospheric action game with great graphics. Remedy should get some extra cred for daring to contribute to a nice trend for the gaming medium, where storytelling and atmosphere count as much as explosions, technology and multiplayer modes. It's a good sign. A waking up, if you want.

Gamereactor - 7/10

You get the feeling that the developer is pushing its luck at times, but it all holds together for the duration. The cliffhangers at the end of each 'chapter' are genuinely televisual. And the fact this is the first game we've called 'televisual', instead of that easy cliché 'cinematic', lets you know that this is a game with a new gimmick feel. But the praise comes with reservations. Not all TV is great, and Alan Wake has a generous amount of bad writing. If you've played Max Payne, you'll recognise the gruff, dead tone of Alan's narrative voiceover. He provides descriptions, unnecessary nudges and mostly needless hints, all in that emotionless growl.

But Alan Wake isn't the monotone pulp noir atmosphere of Max Payne, where cheesy dialogue and lousy similes made sense. At times - when the manuscript manages to squeeze two similes into one sentence, or the laughably abysmal Night Springs episodes that play on the TVs - it makes sense as a parody of overwritten horror. But the game doesn't seem dedicated enough to that premise to convince you that it's not, in fact, simply written badly. If you stray from the obvious path and explore the woodland, you'll be rewarded with Wake's collectibles.

There are 100 utterly superfluous Thermos flasks to be found, chests filled with torch batteries and bonus weapons, and the manuscript that forms the backbone of the story. We'll say nothing more about it - but the way the manuscript interweaves with the game is one of the aspects that works perfectly.

Alan Wake is a strange beast - a great story, told clumsily and strewn with odd characters saying vaguely unbelievable things in an earnest way that might or might not be a joke. However, as baffling as it can be, it really does hold its own, keeping you nervous, excited and rolling your eyes indulgently so regularly that it simply won't occur to you to stop playing. It may not be a triumph, but it is a great success.

Official Xbox Magazine - 8/10

Computers and Videogames

It's a simple and satisfying combat mechanic that's made more gratifying by an array of spectacular particle and lighting effects. The constant juggling of torch and gun makes for frantic, intense enemy encounters, which fits perfectly with the tone of the game.
The lengthy main story (which is split into several 'episodes' complete with 'previously on Alan Wake...' segments) is unashamedly linear, but this allows for some truly epic, crowd-pulling set pieces. When the action's at its peak, you'll madly sprint Alan through supernatural war zones as cars, trees and pieces of buildings violently fall from the sky and smash the ground around him.

One impressive scene later in the game has Alan madly sprinting to cross a bridge as possessed pieces of steel and metal brutally snap from their structure, and hurl themselves straight towards Alan's tiny frame.

At points, thanks to gorgeous visuals, a standout score and deafening, psychedelic sound effects, Alan Wake really does feel like an interactive Hollywood disaster movie. During the review process our television screen attracted a crowd of slack-jawed games journos more than once.

A special nod should also go to the beautiful world that developer Remedy's created, which still shows its open-world roots and is vast and detailed in unprecedented measure.

90/100

Very nice.

Videogamer

A special mention has to go to the audio work, too, which will make the hairs on the back of your neck stand up if you've got a good surround sound setup. It adds an immeasurable amount to the game's atmosphere, which at times is so thick you'll want to remain rooted to the spot, flare held aloft while you take a moment to calm down. The use of licensed music is a great touch, too, with the soundtrack being one of the best and most memorable I've ever heard in a video game.
Much has been made of Alan Wake's less-than HD resolution, but the bottom line is that it's a stunning looking title. No game released so far this generation features lighting effects more impressive, or so much going on. At times, with the wind blowing, smoke in the air, objects flying around, flares alight and enemies coming at you, there'd be an argument for this being one of the most visually striking games ever released. It's that impressive. During certain dramatic moments the game even pauses and pans around Alan, giving you a chance to take it all in.

9/10

Examiner

It is a complement to Alan Wake that--to paraphrase a movie critique cliche--many gamers will find themselves starting a new, harder playthrough the moment the credits finish rolling. The game's concise design will be unappreciated by many, but seldom has there been a game like this where linearity is a wholly positive experience. It is equally impressive that the manuscript page set-up is not merely an arbitrary collectible (typical in many other adventure games) but actually has important relevance in the game's overall story. The ending is arguably satisfying, leaving enough open in the story to justify a follow-up. Remedy fans will certainly not allow the same seven-year gap between Max Payne 2 and Alan Wake but perhaps DLC-format releases might work, provided Remedy can make a commitment similar to that of a full game. It will certainly be Game of the Year for a number of media outlets, which is not an easy accomplishment given this already-jam-packed year of AAA titles. The game's lightning accomplishments will be hard to beat come awards time and writer Sam Lake once again does his share in legitimizing the video game as a serious storytelling medium.

(This review was based off an 10-hour playthrough of the game on its Hard difficulty setting, as well as a 45-minute Nightmare playthrough of Alan Wake's first episode. 35 out of 50 achievements were earned for a total Gamerscore of 660. Gamertag: Circle Of Vice.)

I am getting so jealous! I can't wait for my PAID copy of Alan Wake LE to arrive!

In conclusion

Video games are growing up, and this is a great story told very convincingly. The problem is that I liked the game much more as a gamer than as a reviewer. The short play time, the product placement, and the repetitive combat made this a title that's hard to give a "buy" rating, but if you enjoy a game with strong characters and a surprising sense of humor you're going to enjoy your brief time with Alan Wake. A good game moves into your head, and you can remember key scenes and lines from your play-through. Alan Wake is filled with such memorable moments and story reveals, and it ends in a way that's chilling.

The lighting effects highlight the strong graphical presentation

This is a game that will be discussed for some time after release, and we think that the conversation is going to be a good one. It's a flawed game, but a striking one. You owe it to yourself to give it at least one play-through.

The Good

Strong story, good voice acting

The characters and settings feel real and fleshed-out

Genuine scares and surprises

Reading the manuscript to get new insights into the game world and the people in it is a neat way to deliver exposition

The ending is one of the creepier moments in gaming

Even the lowliest enemies can pose a threat

Wonderful use of licensed music

Sense of humor that doesn't seem out of place

The episodic nature of the story and gameplay keeps you interested in what's going to happen next

The faux TV programs that play throughout the game are hilarious

The Bad

The game is rather short—expect around eight hours to beat it

Some of the sections where you're simply walking or driving from one place to the next are tiresome and drag on way too long

The product placement is seriously distracting and out of place

The Ugly

People who enjoy their stories ending with a neat conclusion, all wrapped up in a bow... are going to scream when they finish this

Verdict: Rent

so this will be a rental at most for me... 8 hours and no MP is not worth a purchase IMO. Battlefield i have gotten 30-40+ hours of out, well worth the purchase, call of duty games i usually get the same with MP. 70 bucks on 8 hours... no thanks.

Yay! More reviews for people to read and enjoy rolleyes.gif

Alan Wake Review: Transcending Its Medium

Alan Wake promises to deliver a new style of storytelling to the Xbox 360: A "psychological thriller", "riveting plot", "multilayered character interactions", all bullet points that scream: This game could be really bad.

But it is a game by Remedy Entertainment, the creators of Max Payne. And it's an intriguing idea, taking on the role of an author who travels to a tiny town tucked away in the foggy mountains of Washington State in search of his muse, only to find a nightmare world of tenuous reality.

So which is it: Really bad, or really good?

Loved

Concept: The notion of giving life to darkness, transforming it from a hiding place for evil to its personification, delivers players into a world of slowly cresting fears. Shadows envelope life at night, transforming what is basically wholesome into something stuttering, unexplainable and just wrong. To fight back, you have to first temporarily rid your attackers, be they once friendly townsfolk, animals or shifting objects, of their shadowy mantle with a flashlight, and then you can unload into them with a gun.

The duality of your attacks means you have to keep an eye on not just the ammo of whatever weapon you happen to be carting around, but the battery supply of your flashlight. It also means you have two things to worry over. As the game progresses, your arsenal grows, delivering hunting rifles, police flashlights and even, occasionally, floodlights. You'll also have access to flares and flare guns, the most powerful weapons in the game because they can serve both purposes.

Always fighting with flashlight in one hand and gun in the other, also adds a layer of complexity to the battles themselves, something that makes each encounter more satisfying then a simple gun fight.

Go to the Light: Light isn't just a weapon in Alan Wake, it's also a literal save point. Throughout the game's plentiful night encounters you'll find spotlights, lamps, industrial work lights, some lit, some needing to be started, but all of which mark a spot where the game will save. The emotional impact of seeing a light in the distance as you run through darkened woods, howling shadows at your heels, cannot be overstated.

Frighteners: This is a scary game. A game that wants to be played in a darkened room, but one you may want to leave a light on for. People tend to have an innate fear of the dark. When that darkness can come to life and reach out for you, can enshroud a person and make them slowly, methodically stalk towards you with a half-raised ax, there's a reason to fear it.

What I found most frightening was the game's ability to create situations that were naturally scary. This isn't a virtual haunted house packed with monster closets and things that drop from ceilings, this is a small town with its lights out. When Alan Wake scares you, and it will, it will be completely unexpected, the product of a slowly-building, maybe even unnoticed, dread that suddenly comes to a panicked head.

Having an Episode: Alan Wake is essentially a television series, at least in the way the game is delivered, broken up into six, similarly-sized episodes. Apart from the opening episode, Nightmare, each starts off with a summary, delivered in a tightly-paced series of cut scenes, of what's happened leading up to the episode you are about to play. Each ends with a dramatic moment, often one that pulls you into the next episode.

The reason this episodic game play works so well is because each of the one to two hour episodes have their own story arc, but also contribute to the overarching story. Someone with just enough time to play for a couple of hours can have a satisfying experience, one that feels complete, playing through a single episode of Alan Wake. But it's going to be very hard for them to stop with just one.

Story: The story of Alan Wake is as gripping as the gameplay is frightening. Delivered from Wake's perspective, the story never gives you enough time to sit back and absorb what's happening to you, to analyze the bits of information you find in dialog, encounters and the wayward pages of your unfinished manuscript. The result is an ending that drops on you like an avalanche, leaving you to mentally tie together the final strands of the story as the credits roll.

Emotional Experience: As I sat on my couch watching the credits slide up the screen of my television I thought "Wow, this is it." For the first time in my life, I have experienced something that plays like a game but has the impact of a movie. The credits roll and I feel a deep sense of longing, the after effects of a being so absorbed in a story, the world of Alan Wake, that I was temporarily, emotionally displaced. That's a rare and special thing.

Figurative Language: From the main character's name, A. Wake, to the half dozen Stephen King novel references, Alan Wake is a game packed with hidden imagery, literary and film references and deeper meaning. This is the sort of replayability that works, not forcing someone to play through a game twice so they can find nonsensical trinkets, but engaging a player so deeply that they want to replay the game to find more references, more plot points, more story.

Night Springs: There are more than a dozen working television sets in Alan Wake. Each has something to show you with the help of what appears to be live, not digital actors. My favorite TV viewing in Alan Wake were the episodes of Twlight Zone-esque Night Springs, a black and white show that managed to deliver a short story and plot twist in three to five minutes. These micro TV shows were not only entertaining in their own right, but also increasingly spoke to the situation that Wake was finding himself in.

Music: Each episode ends with a song. It's a clever emotional hook that sharpens the impact of what you've just experienced and whets your appetite for more. Music has very rarely had such an impact in a game's evocative nature.

Hated

Character: Alan Wake is a powerful ride, an experience bound to leave you thinking about it and wanting more for days after its completion. But there was one thing that really bugged me about the game: The treatment of one character.

The game is packed with memorable people; most key to the experience are Wake himself, his wife, his agent and perhaps the sheriff. But somehow you learn both the most and the least about Wake and his wife. As a couple, insight comes from their interactions, a flashback or two and some mentions of their past. Wake's growth as a person is subtle, but powerful, delivered in cut scenes and gameplay. But his wife, perhaps the most important person in the game, is also the most absent, not only from gamplay, but as a character.

Alan Wake, in its forgetful treatment of so important an element of the plot, gets dangerously close to becoming a story about a damsel in distress. Fortunately, the other pieces of the plot are so well crafted that this slight is easy to miss.

I had perhaps the biggest scare of my adult life while playing this game. And it wasn't something that was designed into Alan Wake. There were no triggers. Instead it was something completely organic, the result of my late night play session, the darkened underground room where my console is, the constant little scares that kept picking away at my sense of calm and then one single moment that literally made me drop my controller. That's what we should expect from all games of this nature. It doesn't surprise me that Remedy Entertainment was the studios to nail it.

I am open to the potential of the year's games, but I still can't imagine that Alan Wake will be topped in 2010. It tells a story that is engaging, and yes, emotional. It makes you care, it delivers scares. But most importantly it redefines interactive storytelling. More aptly put, Alan Wake finally delivers on a phrase so overused that it has become a joke.

Source: Kotaku

Yay! More reviews for people to read and enjoy rolleyes.gif

Source: Kotaku

Thanks Ironman, as usual. I didn't know about this:

Go to the Light: Light isn't just a weapon in Alan Wake, it's also a literal save point. Throughout the game's plentiful night encounters you'll find spotlights, lamps, industrial work lights, some lit, some needing to be started, but all of which mark a spot where the game will save. The emotional impact of seeing a light in the distance as you run through darkened woods, howling shadows at your heels, cannot be overstated.

I can see it now.....the save point off in a distance....and frantically trying to get there. Nice.

A number of reviews docked scores for the game whcih is a third person 'shooter' and yet doesnt have multiplayer. I know it doesnt make sense but atleast i know gametrailers for example docked a whole point for the game not having multiplayer. Is there a way reviewers can start reviewing games but review single player and multiplayer seperately?

A number of reviews docked scores for the game whcih is a third person 'shooter' and yet doesnt have multiplayer. I know it doesnt make sense but atleast i know gametrailers for example docked a whole point for the game not having multiplayer. Is there??a way reviewers can start reviewing games but review single player and multiplayer seperately?

Or simply, review a game based on what it is, not what they think it should be.

Wow, based on the Kotaku review (which is never scored) I really think I'll love this game. I've been waiting for a game like this for a very long time. w00t.gif

I really hope my repaired xbox comes in before the game arrives from gamefly

What kind of turn around does Gamefly have on new releases? I have considered checking that service out.

What kind of turn around does Gamefly have on new releases? I have considered checking that service out.

Considering you queue your games correctly and what state you live in, they usually ship out a new game out that Monday before launch and it will get to you by Wednesday or Thursday.

If you're interested, pm me your email addy and I'll give you a trial

Okay, this quote from Kotaku is slowly changing this game from Gamefly status to BUY status

I had perhaps the biggest scare of my adult life while playing this game. And it wasn't something that was designed into Alan Wake. There were no triggers. Instead it was something completely organic, the result of my late night play session, the darkened underground room where my console is, the constant little scares that kept picking away at my sense of calm and then one single moment that literally made me drop my controller. That's what we should expect from all games of this nature. It doesn't surprise me that Remedy Entertainment was the studio to nail it.

I am open to the potential of the year's games, but I still can't imagine that Alan Wake will be topped in 2010. It tells a story that is engaging, and yes, emotional. It makes you care, it delivers scares. But most importantly it redefines interactive storytelling. More aptly put, Alan Wake finally delivers on a phrase so overused that it has become a joke.

Worth Playing

Selected quotes I picked out from the review which avoid spoilers:

To call Alan Wake a "game" is to do it a disservice.

To this end, the team has succeeded brilliantly, and the resulting roller-coaster ride is well worth the investment.

Using an interwoven meta-narrative like this isn't the easiest task to pull off, but the scriptwriters at Remedy managed to do it.On its own, the combat within Alan Wake isn't anything revolutionary, but when merged with the environment, the experience is jacked up to 11.

Just like in Hitchcock movies of old, what you don't see is often more unnerving than what you do see.

When you're not engaged in nighttime combat, Alan Wake offers players stunning visuals of the Pacific Northwest. Natural vistas are rendered superbly, with soaring mountaintops and lush treetops.

By and large, Alan Wake is a visually gorgeous game and one that serves to showcase the visual prowess of the Xbox 360. It's not just the visuals that are strong though; the sound is equally memorable.

When it comes to rendering people and faces; try as they might, the faces never quite look natural, and the lip-synching usually feels a bit off from the vocals. We also noticed an occasional bit of screen tearing during the dozen or so hours spent playing the game, but that was the exception rather than the rule.

By and large, Alan Wake is a visually gorgeous game and one that serves to showcase the visual prowess of the Xbox 360. It's not just the visuals that are strong though; the sound is equally memorable.

Alan Wake's sound design shines on three layers: voice acting, musical soundtrack and ambient noise.

This is a game that screams to be played on a surround sound system. It sounds great on a standard stereo setup, but when you turn down the lights and crank the sound on a 5.1 system, Alan Wake does an incredibly effective job of drawing you into the world.

Major kudos.

Given its focus on the single-player experience, you might think that Alan Wake offers little in the way of replay value, but the game offers up a number of collectibles in addition to the aforementioned manuscript pages, along with easy access to replay any completed episode.

All in all, Alan Wake is a brilliant piece of storytelling and one that is going to stand out as an example of single-player gaming done right. The combat mechanics are solid and interesting, and fighting The Taken is often exciting and intense. The light-based mechanics keep the gameplay invigorating, and there's a fun layer of depth in allowing players the option to fight or run. It may not be perfect, but the experience is so visceral that overlooking any small hiccups is an easy task.

  • Score: 9.0/10

Loving my Home Theater....lights will be down that is for sure.

Yes, definitely makes me thankful to have Dolby Digital 5.1 surround sound when a game like this will heavily utilize it. I have really got to stop checking this post though, I think it makes the 18th seem farther away. :p

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