Alan Wake has been 6 years from original unveiling to launch. A game with the heritage and weight of Remedy's previous hits (such as the phenomenal Max Payne series) to carry on its shoulders, could this be the killer exclusive app that Microsoft desparately needed in order to lure over gamer's from their Sony black box?
Story
First and foremost, this story is unlike any other on the Xbox 360. Featuring that same distinctive and warped/crazy quality Remedy are notorious for, the way the entire game has been scripted (from the character's [lead and minor roles] all the way to the settings) have been mastered to such a high level you can't help but admire Remedy's work.
In essence, you play as Mr Alan Wake. Famous, esteemed and well sort after published author, and on the back of his most recent and biggest selling book to date. You and your wife (Alice) decide on a romantic retreat away from it all at Bright Falls, to escape the PR, the strict schedule and to attempt to cure Alan's progressively degrading hangovers.
Without spoiling the deep complexities and intertwining story-lines surrounding each character that you meet in Bright Falls, you find out there is something odd going on. A darkness, using the face of a local resident to manipulate, control and strike fear into its environment. It's your job - after Alice has been 'captured' - to rescue her.
Now, you're reading that thinking "yeah, yeah. Princess Peach and Mario anybody?" but this game is so much more complex than that and to further delve into the story will only detract from your experience for yourself.
Gameplay
The use of light in this game is paramount to the core gameplay elements. There is something about the 'dark' that manages to control your foes, be they of human form or poltergeist manipulating projectiles surrounding you. To counteract this, you are equipped with a torch (or, in American-ish a "flashlight") used to startle the human forms in order for the easy take-down kills or to rid the 'blackness' and remove the power possessing the projectiles being hurled in your direction.
Alongside the more basic lighting equipment - in order to defeat several enemies - flashbangs are here and are more powerful than in any game I can recall. One blast will rid a whole horde of enemies in an instant. Flares are used to give you breathing space and time to reload, collect your thoughts and allow your health bar to slowly regenerate and throughout the game there are floodlights - often requiring the activation of a fuel generator to get them going, by means of a short quick time event - and these act as rest points, ammo refill points and checkpoints (that's a lot of pointing).
These can often determine which tactic to use when fighting a mass swarm of enemies; you can choose to unleash a torrent of gun fire on the weapon toting mad men, or simply make a break for it and dart towards the light where, of course, the enemies can't follow. Alan is no Linford Christie though, and quite often a barrage of axes will be thrust upon him as he wheezes and pants his way to safety.
Obviously, torches and flashbangs and a few streetlights are all good but a bit lacking in credentials. So, the maker's have decided to arm you with a revolver (which is nice) and a few hunting rifles and shotguns (including pump action) for your arduous journey. Weapon refill points are regular, but try and aim for the head and time it well to conserve your ammunition and your flashlights, as there's only so many Lithium Energizer batteries around.
The game plays out like a standard survival horror come adventure game mix, very akin to Max Payne but with the balance of survival horror and action orientated gaming is tipping slightly towards the horror element. There's some puzzles dotted around, they're infrequent and welcome breaks amongst the exploration of dark woods, creepy deserted town centres and sheer cliff faces and are simple to understand what is going on with suggestions being made out loud by Mr Wake himself if you begin to struggle.
There are a couple of minor niggles that I found, these are regarding the puzzle elements whereby accurate and slow manouvering of Alan is crucial. A perfectly timed jump, for instance, is very hard to pull off with the way Alan reacts to your input on the analogue stick, with him jarring forward or completely missing the jump you swear you just timed to perfection. Other bug bares are the 'dive out the way at last minute' by hitting the left bumper button; it's great if you pull it off just in time, as you're often greeted with a bullet time/slow motion action shot of some crazed mentalist just scraping the coat of alan with an axe, but other times when you press it, the game denies you of this and Alan takes one for the team and gets brutally battered.
On the whole however, the balance of flashing some one (with the torch, obviously) then firing your pistol or whatever combination you happen to be using is extremely satisfying, very intuitive and highly rewarding. Driving elements between distant locations, cart's that wouldn't be out of place on set at the latest Indiana Jones film and mazes to find your way around all add to the constantly evolving story and plotlines as your journey sees you from pillar to post at Bright Falls.
Graphics
Predominantly set in the dark, the vivid lighting from the moon glowing behind the dense forrest with towering mountainous backgrounds all adds to the tremendous feeling of being engulfed in this massive, idyllic haven. The use of a halo-like state for lit areas, whether these be from car headlights, street lamps or inside buildings make these feel genuinely upliflting and a welcome and necessary relaxation for a moment as your demonic pursuers make off into the shrubbery to escape the light.
Everything has a really highly detailed and polished feel to it. The water effects from the start of the game and the daytime settings scattered throughout reveal a completely different town, with a genuinely friendly, upbeat and welcoming ambience, a feeling so distant to the oppressiveness from when the sun goes down.
Just a shame the guys in charge of the lip-synching didn't spend a little more time in those 6 years sorting the mouths to move properly, instead of leaving poor Alan Wake in a constantly surprised dramatic squirrel like pose. All in all, the game is a graphical triumph. It's very rare to see such a beautiful, awe inspiring game from the smallest object (such as fully functioning televisions) all the way to the tallest mountains sharing the same amount of attention and detail.
Music (Soundtrack/score)
I usually describe this part of the review as "sound" but that description just doesn't do the score in this game justice. The ever developing backdrop score from where enemies spawn behind you and go "BOOO" in a slow motion action-panning camera view, where the music builds with the tension and the action, as your feet pound the ground on your way up towards the safety and sanctuary of a generator, constantly glancing backwards to startle your 'tails' chasing you down really is heart thumping.
It's a unique score, after each of the chapters - as a sort of chillout zone - you are rewarded with a custom tune written and sung especially to compliment the game which is a genuinely nice touch. It's the small things like this, that really bridge the gap between games, books and films to a revolutionary result. I honestly believe that the way in which sound, voice overs and music in this game has been mastered, will become the standard to achieve for all other single player titles to come.
Summary
This game is a triumph. The story, gameplay, audio work, voice acting, character portrayal, presentation all feel somehow believably real, as if watching a genuinely gripping and well acted film. You actually care about your character, interested in what happens next, and ultimately what happens in the end. From start to finish (around 6-8 hours), you'll be gripped, stunned and wanting for more. A must have for every 360 owner.