Alan Wake Remastered (PS4, 2021)
Alan Wake is a game about Alan Wake, a writer who goes on holiday with his wife to the secluded town of Bright Falls to get away from a period of writer's block after finishing the last book in a long-running series. You play as Alan Wake, the world's most unfit man. The game starts with Alan and his wife Alice landing at Bright Falls and going to the cabin on the lake they're staying in. While you're there Alice surprises him with a typewriter and a pile of paper. Alan storms off in a huff because he wanted to get away from writing, and the next thing he knows he's outside it's dark he hears screaming and he runs back into the cabin only to see that Alice has seemingly jumped off the deck and into the water, so he jumps in after her.
I had never played Alan Wake originally and didn't know anything about it. I knew it was a third person horror game but that was about it. My assumption was that I'd like the game, since the premise is largely something that appeals to me. Ultimately, I enjoyed its literary pretensions. Although it seems obvious in a game and story about a writer, there's a lot of narrative depth and complexity. Reality is often subverted in a way which suggests Alan is responsible for all of the things happening to him, which is an interesting premise for a story. You can't argue with that.
The problem is that it doesn't do this well. It does pretty much nothing well. I've played this game from beginning to end twice. I've read the very detailed Wikipedia article. I've read all 144 collectible manuscript pages you find in game. I still don't know what the plot is. I'll try and summarise it.
It turns out the cabin Alan was staying at doesn't exist. Only it does, or did, but there was a writer there some decades before called Thomas Zane who stayed there. He had a girlfriend called Barbara and they disappeared. When Alan turns up, Barbara is actually the one who steals Alice away and holds her to ransom, trying to force Alan to write a book to get her back. She actually is taken hostage, Alan ends up following one of the kidnappers who he later discovers is in cahoots with a psychiatrist who works in Bright Falls. He deals with struggling artists and Alice secretly planned to get him to see Alan to try and help him. But it turns out that Thomas Zane and Barbara are in The Dark Place and The Dark Place turns various objects and people against Alan in the present - it gets dark, swirly, people appear in the woods and in town covered in darkness trying to attack Alan. If you defeat them you get away, but more come. Alan and his agent Barry go to this farmhouse outside of town owned by two old, viking-obsessed former rock stars who brewed their own moonshine and wrote a song about how if you drink the witches brew then you can find out where she is, so Alan and Barry get plastered and this gives them insight into getting Alice back. Thomas Zane pops up periodically too, for some reason he's in an old fashioned diving suit and looks like a Big Daddy from BioShock. Then... I think eventually you get Alice back. I don't even remember how it ends, and I'm writing this much earlier after finishing the game than normal.
In my old age and relative social seclusion there are times I think I can feel my brain deteriorating in real time. Not anything serious that I'm going to go into detail on here but just not getting things. I felt like that when I played Alan Wake the first time. By the end I realised it wasn't my fault. This game's plot is incomprehensible. As I said, it's an interesting premise. That's where it ends though. You end up struggling so hard to follow it you stop caring. By the time it reaches a resolution it's so contrived it's not worth it.
And that's before we get on to the characters. Weirdly, for a game about a writer there are very few characters who react to things the way an actual human does. When Alan arrives in town he goes to the local diner and meets a waitress who's a massive fan. She gushes about how much she loves him, all his books, the usual stuff. Later she gets possessed by The Darkness and she calls him telling him she has the manuscript he's working on to free his wife. Hello, Alan. Yes. I have the. Manu. Script. You should. Come. Over. It's like Smithers' screensaver. When Alan turns up at her house and asks for the manuscript she instead offers him coffee, and he accepts. In the same voice. The coffee is then drugged, because The Darkness which wants him to write a book things making him waste time running around after his wife will help. He wakes up at night and Rose is gone and there's no manuscript. When will his luck turn?!
That's just the lack of logic, there are plenty of characters who are just plain irritating. There's Alan's obnoxious agent, Barry, who manages to do a better job of embodying Alan's self-doubt than all of the possessed people and objects trying to kill him. There's the rogue FBI agent who turns up... in fact I don't think I know why he turns up. Or why he constantly tries to shoot Alan whenever he appears. I do know why he calls Alan by a different writer each time though - someone thought this would be funny, and they're badly wrong. Hey Stephen King! Hey Hemingway! Hey Brett [sic] Easton Ellis! Hey Dan Brown! I'm not kidding, there's tons of these. There are pretty much no sympathetic characters anywhere in this game, and it's because they're all written like people who just don't behave the way people do.
The setting doesn't help in this regard either. The game's development actually shifted from an open world to a more linear experience, but with aspects of both making it into the final game. The result is a fundamentally linear experience - you have an objective marker you need to follow (but no minimap) to a place to advance the story. But there are also large open sections which feel like they were designed to be explored, but aren't. Often they'll just be a stretch of road where you can drive a car while Alan's voiceover dumps some exposition if you haven't been following what's going on. The result is the setting and Bright Falls are less impactful than they probably should be. I don't have any investment in the location because I'm just being funnelled through an array of corridors, with nothing detailed or interesting to find.
In addition to the nominally interesting story conceit, there's also potential here with gameplay. You do have guns for stopping the possessed people, but you have to shine light on them first to get rid of the Darkness on them. You have a torch which you need to replace the batteries for, along with things like flares and flashbang grenades in some places. You can also use environmental objects occasionally, like exposed electric cables, to guide your enemies to their death. This aspect of gameplay is about the only thing I can praise the game for, as it's both straight-forward and consistently varied enough to be interesting. It's also undeniably satisfying launching a flaregun into a group of four howling monsters and watching them evaporate.
Sadly, there are problems here too. Shining your torch at an enemy is fine. Only it doesn't stop the bigger ones from moving towards you. If you then back off you'll end up backing into a wall or an object you can't see, you'll get stuck and they'll catch you and you'll die. If there's more than one enemy then you can't shine your torch on all of them, so you'll back up and you'll die. You need to get rid of the Darkness on them to be able to kill them, so unless you have flares or anything to stop them (and there are occasionally bigger enemies like lumberjacks or bulldozers or combine harvesters), you're going to die. The shooting also doesn't have much weight to it. It's really not a satisfying gameplay loop, apart from those few occasions you get a big group kill.
Speaking of which, this is one of those deeply annoying games which aspires to the cinematic. Frantically backpedalling from three or four guys surrounding you, pulling out your last flare to buy yourself some space? The game will slow down and rotate the camera 360 degrees in slow motion to show you just how dramatic the danger you're in is. Only now you don't know which direction is which and you're probably going to die. Press the dodge button just in time to avoid a clawing hand? Slow mo camera time. And here's another thing that annoys me, you know how in third person games if you press the right stick it swaps shoulders for the aiming view? Alan must be left handed, because if you do this the game just switches you back to the other shoulder a few seconds later.
In the game's brief tutorial section at the start which explains the combat, you're told that it's often a better option to run into light rather than try and kill every enemy. You'll find streetlights and other things periodically which act as safezones and checkpoints. This is fine, and obviously based on what I've said it would seem preferable to actual combat. The only problem is it's one of those games where your character can sprint for about three seconds then needs an oxygen mask and a cup of tea before they can think about doing it again. It doesn't help that there's no stamina meter (he breathes more heavily but he can't sprint even when this stops) or that it's the same button to dodge and sprint. Why? This isn't a game newly released, it's a game that was 'remastered' ten years after it first came out. Based on what I've looked at it was relatively well-received. How?
The game doesn't look or sound nice either. For a gameplay premise centred around the contrast between light and dark there's very little in the way of style or atmosphere. I actually got quite far in the game before I realised I had the brightness turned up too high. When I was in the woods I could see everything with no problems - trees, rocks, enemies, that sort of thing. When I turned the brightness down it just felt like my TV wasn't working. The sound quickly gets irritating too, with the same music cue every time enemies 'suddenly' appear and the same nondescript swirly noise in the background just before. I also think the PS4 version has an uncapped framerate, because during cutscenes my console was silent, during gameplay it turned into a jet engine. And this wasn't even utilising any HDR settings. I'm not going to tell you I'm the most technically minded enjoyer of video games, but this seems like easy thing to rectify. If everything else didn't annoy me so much I might not have been so bothered, but here we are.
Quite early on in my time with this game I realised what it reminded me of. It's like Deadly Premonition written by David Cage. A surreal love letter to TV shows like Twin Peaks and the Twilight Zone, only without any of the skill or insight to make something as engaging as those were. There are probably more details about Alan Wake that annoyed me as I was playing but I'm honestly surprised I've been as restrained as I have here. At some point in my time with it I realised this is technically probably one of the worst games I've ever played. And yet, I never really hated it. There were times when I played on the hardest difficulty I really questioned what I was doing with my life, but that was about it. Despite the amount of words I've typed here, it's not going to live long in my memory as a benchmark of anything. It was just a very stupid, unenjoyable period of my life where I ended up feeling quite aggravated in the process of not achieving a lot. If you think it's impressive that it's managed to make me feel so unenthusiastic about video games, then I suppose that's something. It's probably not what anyone was going for though.