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Blogs

  The Problem With Alan Wake
by Marc Bell on 06/14/10 02:13:00 am   Featured Blogs
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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SPOILER ALERT - MAJOR PLOT DETAILS DISCUSSED

Alan Wake suffers from being a video game. While most, if not all, video games do (especially if you take the literal meaning), some suffer from this chronic disease more than others. Alan Wake though seems to be afflicted with a terminal case.

Here I will relate my experience playing through Alan Wake and how, as much as I tried, could not lose myself in the world around me.

Physics

How important are physics in a game? Well, it all depends on the kind of mood you are trying to achieve and how you implement them. In an action game for instance the physics placed on objects can be entirely throw away. Walk through a bench and watch it push to the side. It doesn't matter, that bench isn't meant to be anything but scenery. But in a genre that relies on building an atmosphere with all its world objects Alan Wake seems to lack any semblance of self awareness.

In one area close to the start of the game, trekking through the dark woods as I were, I heard the sounds of pebbles or small rocks rolling down the cliff face to the side. I turned to face the sound and instead of small rocks like the cue would suggest, a giant boulder fell to the ground. That was odd I thought, and ran over to the boulder to take a look. The sound cue didn't particularly lie though I soon found, as the boulder punted away from my character like a blown up beach ball as I came into contact with it. This was my greeting to a world of strange behaviours that would continue throughout the game.

Not much further along and a pile of giant tree logs collapsed in front, this time with a satisfying thumping sound as though it would certainly be fatal if future occurrences were closer. But running up to inspect the logs would reveal they push away from my characters feet as if made of foam.

Character Reaction

Throughout the game TVs are placed here and there to either relate some part of the story or play some metaphor through a supposed unconnected television series not unlike The Twilight Zone. While these are interesting, it's hard to be enthralled or take the content seriously when your character seems to feel quite the contrary.

I noticed this first when one TV I was watching revealed Wake in a particularly interesting scenario. One where he exposes an important plot point and one which involves his wife - the very core and driver of the narrative - and a revelation in the story. The Alan Wake on screen seemed believably excited by the reveal, yet the Alan Wake I was controlling - watching the show in the 'real world' - was entirely non plussed. In fact the very moment the most shocking words were said my character glanced off to the side and shuffled his position like he'd prefer to be somewhere else.

Another TV event occurred during a - what should have been - hurried part of the game. A helicopter with my companions hovered over head, its engine and rotors thumping in my headphones and their voices saying I should get a move on, they'll cover me. But wait, there's a TV here. Why don't I just turn it on and watch the episode while they burn through fuel and the world is being sucked down a black hole? No one seemed to mind, at least, no one mentioned it.

The game is driven by a narrative that is very engaging, yet when the character you control doesn't care, I found it hard to care as well. The sense of urgency just wasn't there.

Another instance involved the narration Wake performs as you walk around the game world. He was narrating a scene that I was controlling, and he goes on to say 'I dug my nails into the palm of my hand to remain focused'. Intrigued, I pan the camera up and look down at his hands, and they simply weren't doing that at all. In fact, they were doing nothing other than flap limply at his side.

This occurred just after I followed the doctor up some stairs as he was revealing some more of the plot, with my character at eye level to his feet. I found it hard to concentrate on what he was saying however as I was transfixed by the doctors feet gradually becoming out of sync with the steps, where by the time he reached the top few his legs were clipping through the stairs themselves.

Video Game Mainstays

Cars in Alan Wake have a problem. A video game problem. After a while they start to smoke for no apparent reason at all other than to tell you that it is fast approaching its limit on how much it can do. This reminds me of a scene in the movie The Blues Brothers. "On no, we've blown a rod!" "is that serious?" "yep", and the car begins smoking and blowing oil all over the windshield. The difference here is that in The Blues Brothers they drove that car a few hundred miles, at top speed, ran into quite a few things, were shot at, chased by hundreds of police cars, and performed back flips. In Alan Wake, the cars seemingly can't go past 20km an hour and can't handle even the most basic off road excursion for more than a few minutes. I just hope that the cars in Bright Falls are cheap.

There's an end boss. While not as jarring as Bioshock's even worse video game boss, there's an extra level of awkwardness. Three platforms separate you and the final encounter, and on the second is a crate with infinite flares for - what is plainly obvious - the encounter itself. Staying here and firing 20 flares, picking up another 20 and unloading them, has as much affect as a water balloon in a forrest fire. Sure, the flares hit, but nothing happens. Perplexed, and after firing approximately 80 flares, I jumped to the next platform and prepared another barrage. To my surprise the boss died on the very first flare. While the first few minutes of the ending played in front of me, all I could think about was the fact that the encounter was somehow trapped in a video game vortex from the 80s where there's mysteriously only one magical spot you can do any damage from.

Character Design

There was one character that remained interesting throughout, Alice. Wake's wife and the driver of the story. So that's a relief.

However, every other character was wooden and mannequin like in every aspect (that's not to say Alice wasn't, but she at least had some sort of urgency built up around her, and some emotional ties. One that would pose a problem for me later).

Cut scenes were less an exercise in sitting back and taking in the passive parts of the story, and more with trying to look past the fact no one's lips move with the words, nor do they look like human beings. This generally isn't a problem in games. As avid gamers we are used to horrible lip syncing, or indeed no lip syncing at all. Static screens with text have been the norm for decades. Yet here it is a problem, because all the characters are screaming to be engaging as this is what this genre relies on. The characters need to be believable in their own world. Impossible with their mouths flapping away like a fishing line attached to their chin while the puppeteer can't hear the dialogue.

As for the issue with the involvement of Alice's character. There's a scene late in the game where you replay the events that took place when she first disappeared. You play as a hovering camera watching Alan Wake react to the events that unfold. Alice screams, and the narration mentions you can finally follow what occured. Instinctively, and genuinely interested in what happened to Alice on the top floor of the cabin and how she ended up in the lake. I control my camera up to the cabin, turn left into the front door and head for the stairs.

But I can't get up the stairs. I push into the stairs again and again but there's some kind of invisible video game barrier there. I wasn't meant to see what happened to Alice, I was meant to be following Alan Wake. I turn around and head back out, only to see I'd missed the point of the scene and Alan had already dived into the water from the balcony. I didn't care about Alan Wake, but I cared about Alice. The video game however had other ideas.

Alan Wake is a good game. But with all its problems it can never go past that for me. There were constant reminders that I was playing a video game, and the world never got a chance to take hold. It had its great moments; Barry was hilarious in a number of parts. The music too was excellent throughout. Nick Cave and David Bowie? Yes please. Even the songs that were far too much like video game songs were enjoyable, though another reminder of the medium in which I was listening to them. And in the end, that's what the problem is with Alan Wake.

There's an old tale wrought with the mystery of Tom
The poet and his muse
And the magic lake which gave a life
To the words the poet used

Now the muse she was his happiness
And he rhymed about her grace
And told her stories of treasures deep
Beneath the blackened waves

'Till in the stillness of one dawn
Still in its mystic crown
The muse she went down to the lake
And in the waves she drowned

And now to see your love set free
You will need the witch's cabin key
Find the lady of the light gone mad with the night
That's how you reshape destiny

The poet came down to the lake
To call out to his dear
'When there was no answer
'He was overcome with fear

He searched in vain for his treasure lost
And too soon the night would fall
And only his own echo
Would wail back at his call

And when he swore to bring back his love
By the stories he'd create
Nightmares shifted in their sleep
In the darkness of the lake

And now to see your love set free
You will need the witch's cabin key
Find the lady of the light still ravin in the night
That's how you reshape destiny

In the dead of night she came to him with darkness in her eyes
Wearing a mourning gown, sweet words as her disguise
He took her in without a word for he saw his grave mistake
And vowed them both to silence deep beneath the lake

Now if its real or just a dream
One mystery remains
For it is said on moonless nights
They may still haunt this place

And now to see your love set free
You will need the witch's cabin key
Find the lady of the light gone mad with the night
That's how you reshape destiny

And now to see your love set free
You will need the witch's cabin key
Find the lady of the light still ravin in the night
That's how you reshape destiny

 
 
Comments

Buck Hammerstein
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interesting article marc. i have been a fan of adventure style games since the dawn of video games. alan wake has many great points going for it and should be checked out by as many players as possible but it was not a AAA title for many of the points you raise.



personally, right at the beginning of the game some bird jumped out of a trash can to create that jump-from-your-seat experience but i was looking elsewhere. when i turned around to see what the commotion was about i put two and two together and shrugged. the difference between stealing control from the player to guarantee focus on a scripted event and hoping the player is looking in the exact direction when it occurs can be argued but here free movement failed.



the final boss and the final cutscene seemed rushed and poorly conceived. almost a cop out given the amount of effort put into the storyline. SPOILER::: i just didn't care if alan's whiny wife survived. the game was more about alan's survival and having barry point out that alice was holding alan back with her nagging and seeing cutscenes of their unraveling marriage had me feel no love for her. i had the idea in the back of my head of what a nice holiday he would have had if he had divorced her a few weeks before heading to bright falls.



just imagine if ico's female companion complained to him the whole game that he stayed out too late last night and needed to work harder to be a warrior...

Aaron Truehitt
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I thought how they presented the real life people on the TV was absolutely horrid in comparison to the game. The real life actors did not match in there enviroment. It would have been much more immersive with in game characters fulfiling those tv segments and the talkshow.



I also disliked how Alan Wake lost his weapons quite regularly (about 5 times?). It made getting the hidden items worthless because you lost what you earned, not that they were extremely hard to find, but still. You shouldn't rip the player off on what he earned only to take it away a few moments later and make him start from scratch again.



And the wheeling back of the camera to show you where the enemies are...seriously? In a horror/thriller? Could not believe that. To make someone scared or nervous..you make them lost and not know where exactly things are coming from until its almost to late..



I agee with all of your points though. Alan Wake was a good game. The enviroment was there and atmosphere..but it lacked sorely in everything else. I had a good time with it though..but nothing I'd care to keep. Kinda just wanted to get it over with towards the end there!

Kyle Roberts
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Oh man! You hit the nail on the head so hard with that.



It's really funny too, because the nails digging in the palms, I looked to only to be disappointed.



Bird flying out of the trash can, sorry, I was looking for Thermoses in bushes.



Why does this heavy tree stump float around when I tap it with my toes?



The doc's feet going through the stairs, that's interesting.



I thought I was stupid to even notice those things. But you sir have given me vindication.



The things I normally don't care about become a big deal in a game filled with story and atmosphere. Especially silly things that shouldn't go wrong (is everything made of foam?). Most people ignore things, but when the game is straight up telling you about what the character is doing, and he isn't, there is an issue.



But I loved the game still and am eagerly awaiting DLC. Good on them for creating real DLC that keeps the game going instead of parts of the game that were cut during production and then finished later.

Ian Fisch
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I feel like this is nitpicking. You're not really criticizing a design decision, but the kind of flaws that games have when the developers don't have infinite time and budget.



Doing the kindof physics you'd probably like to see with the tree branch is a lot harder than you might think. Likewise, creating all of the animations necessary for Alan's actions to perfectly match the mood of every scene and the descriptions in every voiceover is a TON of work. The game already had a 5 year development time. Maybe you ought to just try using your imagination.



How did you manage in the SNES days? You must have thrown a fit every time a final fantasy character on the right side of the screen swung his sword and the enemy on the left side of the screen took damage.

Kyle Roberts
profile image
@Ian



I think you're missing the point of the criticism. For a game that relies heavily on the mood and story it is trying to push, when your avatar isn't expressing the things the game is trying to convey to you, through him, there is not just a flaw but a failure.



Things like scripted sequences and thematic scenes that are missed by the player because they have freedom to not see it is a bad design choice (the bird in the trash can). They should have put that in a narrower area where they can really bet the player was focused on what was going to happen. As for the docs feet going through the stairs, that can be let go because that really does come down to time and money sometimes. But most things in the game that are picked up on are picked up by a lot of people because they are very apparent.



I'll repeat, I loved the game. But it won't be able to stand up to Silent Hill or Heavy Rain or anything that will be reviewed later on certain merits if it can't get around glaring issues with it's main components. If Heavy Rain can't get the emotion for characters right, then it fails completely because that's it's biggest selling point.



And for things like physics. It would seem to take more energy and time to code something for physics that to create a static prop that doesn't move (Alan shouldn't be pushing chairs around rooms with his body). The reason it becomes an issue is he pushes things around that he should not be able to move at all because they are heavy objects, and you break and sort of immersion. A friend was watching me play the game (much like we used to do with Silent Hill back when it was fresh), and he laughed at that. What a silly mood killer that wasn't necessary. Like I said, it would take less work on the part of the level designer to not have things move around like that. Just make the prop static and not dynamic. That's a design decision.



I love the SNES days more than anything else. If anything, sprite based gameplay of those days does stand the test of time. Think about Final Fantasy VI. When they wanted to convey a character's emotion in those little sprites, they did a damn good job. I nearly cried back then when Celes tries to commit suicide (http://www.youtube.com/watch?v=T3BWIEm_i2U). If they could do it back then with little sprites, Remedy should be able to get close or at least hit the important parts right.



As long as your core is represented correctly, the nitpicks can go into other areas and be overlooked to a certain degree. But for a game focused so much on character, only to have the stiffest and scariest facial animations around, then you're gonna have complaints. And they are going to be valid.



If there is one good example I can show, it is Wind Waker. People complained about art style and it looks kiddie blah blah blah. But if you really sit and play, and watch it, there is so much emotion from those characters faces that you don't get pushed out of the experience. It's not about realism, it's about good design and smart choices to hide the things you can't do well.


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