
Alan Wake is an example of a widespread problem in game design: over-thinking. The game is fundamentally good, but plagued with badly applied frills and unnecessary extra elements.
Arguably this extends to the premise itself, a story of a writer, writing into existence the events of the game in a bizarre and complex attempt to save his wife from a mysterious dark force given power through language. The strange and potentially ridiculous nature of this story is redeemed through some fantastic execution though, and by drip-feeding curious enigmas between genuinely gripping action sequences Remedy have told a tale far more than the sum of it's parts. In the manner of Lost, tantalising loose ends drive the player onwards, while intense action and stirring atmosphere keep them gripped moment to moment.
Alan Wake owes an obvious debt to Lost specifically, a tale of the supernatural told from a realistic perspective with a divisive habit of raising more questions than it answers. This is a hard balance to maintain, mystery being the key ingredient of fear (revealing the secrets of the unknowable monstrous antagonist is always an anti-climax. Stephen King's IT, the black smoke monster, you name it) while fans thirst for explanations. Alan Wake achieves this much more successfully than Lost in my opinion, never becoming overwhelmed by it's own puzzles and plot threads and satisfactorily unraveling enough of it's major secrets that the player can grasp the big picture, while maintaining the fear and mystique of the unknown. This is a laudable quality it shares with Mass Effect, where the incredible, unstoppable reapers have motives beyond human understanding, and are acknowledged as so far superior to known life as to be entirely unfightable. Mass Effect does this better, where the Reapers keep their mystery while still being thoroughly explored and defined, but it's a hard thing to achieve and Alan Wake still does it better than most.
The storytelling is good almost in spite of the writing, which veers wildly from smart and understated to ridiculous and ill-judged, with Alan's voice-over often seeming strangely flippant when referring to the psychopaths hunting him down.
A somewhat less advisable feature to acquire from television is the episodic format, which would work fantastically were the game delivered in such a way, but as it stands is just absurd, repeating events you witnessed or indeed actively played out just minutes before to little merit. If 'Alan Wake 2' is delivered as multiple DLC episodes this approach could become relevant, but this is unlikely and the format as it stands is useless.
Also present on the list of useless features is the collection mechanics on display. Shining Thermoses are out of place in the dark haunted woods of Bright Falls, and aside from ruining the mood and bringing you out of the experience, destroy the carefully balanced direction of the game. Without the pointless collecting, and searching every inch of each area for hot chocolate or whatever, the game would really feel like a panicked chase through the woods, and the 'events' whenever you reach certain waypoints (flickering silhouettes in the mist further down the path etc) would never be in danger of being missed due to exploring behind a tree.
It has long been my opinion that the abstract collection challenges in videogames are due a large re-think. If designers must pad out their games with collection missions, or if they are looking for a way to get the player to explore their painstakingly crafted maps, have the player find unique items or equipment with a measurable in-game effect! Sure, exploration for the sake of exploration isn't a huge draw for most people, but even having no collection system is infinitely better than ruining the pace and fun of your game with abstract glowy orb or meta-game currency acquisition. Have unlocks and acheivements tied to core game mechanics, or one-off explorations. I for one find the prospect of attempting to search down every stupid piece of treasure in a game, no matter what the reward, sickeningly boring. It's neither good storytelling nor good entertainment. It's busywork.
This isn't to say I sometimes don't try anyway, because these dumb missions have instilled in me some kind of proto-obsessive-compulsive attitude for shiny trinkets. I don't even care about the damn thermoses, but if I see one and miss the chance to pick it up I'll be goddamn annoyed. Same thing happened to me with a Gorgon Eye in God of War 2 and I couldn't bring myself to pick the game up again.
Anyway, back to Alan Wake. The game looks really good, the enemies are genuinely unsettling and the environments are incredibly realistic, making the supernatural elements feel all the more creepy and out of place. The lighting effects in particular are beautiful, and while some people have had problems with the faces, which aren't the best, they certainly didn't detract from the experience for me. There is one, huge, glaring flaw with the game's looks though, one which is as hard to explain as it is weird that the artists at Remedy didn't pick up on it. Alan's jacket. It's awful to look at. There's nothing particularly wrong with it, but having to stare at his back for the entirety of the game was infuriating, the visual equivalent of nails down a chalkboard, or drawing with broken charcoal. I can't exactly pin down why I hate it so much, but I really really do.
Anyway, all in all, Alan Wake is a very good game, it feels good to play, and it's a step forward in bringing quality storytelling into the mainstream of the medium. It combines some of the worst features of both dramatic television and gaming, but overcomes these in being a memorable and entertaining game regardless.
Gameplay: 7/10
Unique and textured, it feels comfortable to play, until you have to run or use the dodge move. Likewise, combat is great until there are too many enemies charging or throwing things at you, at which point it becomes an absolute fuckfest.
Art and Narrative: 8/10
Some fantastic lore and visual storytelling, docked one point for being forced into an arbitrary episodic format, and another point for the jacket.