About the game
- Alan Wake
- X360
- Published by Microsoft Game S...
- Developed by Remedy Entertain...
- French release: 2nd quarter 2010
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Page 1 2 >>A shame it's not on pc anymore. I would have loved to see this on my new HD5870 card. But I still own an xbox360, so I can still play the game. I wonder how the controls will be with the flashlight which is the most important weapon apparently.
Right now theres much tearing going on and I would have liked to see the game running smooth on a PC....
It's true. PC version has been postponed indefinitely. I didn't know it either until now.
Good news for the Xbox 360 version though, since developers will concentrate to have it as polished as possible. I hope they did the same for Splinter. (have they?)
it looks very cool. i do kinda wish the enemies wernt supernatural tho. it kinda takes a way from the game a bit.
It all depends on what the story will be. And I think the story will be great knowing Remedy and what they did with Max Payne.
Well they've said from the start their inspiration is shows like Twin Peaks and X-Files. There always was from the beginning of it being shown a supernatural element all the way back in 2006 when it was first shown.
Like Heavy Rain, I guess? They've already done hardboiled detective anway...
Well they've said from the start their inspiration is shows like Twin Peaks and X-Files. There always was from the beginning of it being shown a supernatural element all the way back in 2006 when it was first shown.
the more i see the less excited i am about it for just this reason. its looking a little bit "typical", kinda what we've come to expect from the genre, corridor like level structure, tourch light, dark levels, monsters, missing character to search for, it sounds more like a silent hill game as evey day passes. again, not that that is a bad thing, but with such a high qualioty dev like remedy at the healm, i kinda expected more.
hell, maybe i'm wrong and it will do all those things, but if that's the case, i kinda wish they'd show some of it to ease my mind a little.
I really, really hope this turns out very good. It could be one of the defining games this gen.
its still based around an open world... but the games all about its narrative.. so story structures obviously important. So say you need to go to a wooden hut.. the story wont progress untill you reach that hut, but i'm pretty sure you can reach it any way you choose.
In an interview with Edge, Alan Wake's lead writer Sam Lake has stated that the heavily-delayed psychological-thriller won't be the open-world sandbocx title that was originally claimed.
"We did try a more free-roaming approach at one point but decided that's not really the way we wanted to go."
"That being said, this path that the player is on is quite wide at times and all through the game there is a lot for the player to explore, but it's not a free-roaming sandbox," he added.
With the emphasis at E3 placed on action and combat it does seem as though the psychological-thriller is heading down a more traditional route than originally intended. Let us know what you think; are you still interested in Alan Wake or has the horror writer's window of opportunity passed?
i seriously hope it isnt a dissapointment, since it's one of my most anticipated games of next year on the 360 after conviction and mass effect 2.
I think the game has promise, but so little is really known that Im far from ready to get excited about this game until I see quite a bit more.
Should be interesting to see how this game plays out.
"The game is still built on openworld technology, but we consider ourselves storytellers, and in order to deliver that well it has to be a more linear experience,"
"In short, then, Alan Wake drops you into tightly-scripted cinematic set-pieces, but it lets you determine your own way of making your way through them. You can see a lone, abandoned farmhouse in the distance with the light left on, and figure out how to get there yourself"
Oh, and theres some vids on marketplace showing the driving sections.. everything still in there
http://www.eurogamer.net/articles/alan-wake-previe... - all of which i said, and all reported in a much more upto date preview
well i guess i can do with the slight sacrifice to the game. but wouldn't that have been awesome to be able to pull your car over on the side of an empty highway at night and just walk into a forest? then be stalked by a bunch of enemies hidden around you. one day developers will realize that its situations like that which get gamers more involved in the gameplay.
it seems now remedy have gone for a more linear approach, where THEY dictate the time of day in any given "scene" or "episode". i'd have loved to be given the freedom to play how i wanted. imagine the scenes shown so far where you begin the scene in daylight, and in safety, but you know if you stay night will fall and the "nasties" will reveal themsevles, do you run back to the safety of your car, or do you plow forward and reap the benefits (be it an item, or a page from his novel, or a plot point etc)
i mean, i'm fine with linear experiences, hell, i think they are the better way to approach a story driven experience, my beef is with the fact remedy promised this was going to be an open, fully explorable area, and now it's not. i kinda feel a little cheated, in the same way i did with fable 2, that too was promised to have a more open and explorable environment, but what it amounted to was the odd corner cut on a very defined and linear path.
The problem with that, KORN, is that not all players will have it in them to actually make the game exciting themselves. Remedy want's to tell a story with the game and that's what they are doing. They have to balance storytelling and game mechanics so that it comes out in a certain way. I mean, even in open world games there isn't really that much freedom aside from the shenanigans you get around to when not questing, but as soon as you start a quest in oblivion or take a mission in GTA the game basically tells you what to do and where.
the 2 games you used as examplkes of linearity are also perfect examples of games that manage to do both open world (exploration) and linearity (story telling) the best.