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Alan Wake Preview

Xbox 360 Preview by Kristan Reed

5 October, 2006

Apologies to any Alans reading Eurogamer today, but it's always been one of those names that conjures up visions of the ultimate grey civil servant. Like Norman. Or Kenneth. Or any number of folks in the Conservative Party, not-at-all-coincidentally. As far as game character names go, it joins the pantheon of boringly named game heroes, like Gordon Freeman, Monty Mole and um, Eric from Skooldaze. But as someone pointed as we weaved through the streets of Barcelona, would Half-Life have hit quite as big if Valve's seminal opus was called Gordon Freeman?

Maybe in Remedy's homeland of Finland, Alan sounds like an Everyman. Frankly, with a game as intriguing and spectacular as this, they could have a worldwide hit with Cuthbert Jones.

Shown off behind closed doors at last week's X06 by Remedy's lead writer Sam Lake, the 20 minute presentation gave us a glimpse at what could easily turn out to be the game of 2007. Following on from the impressive taster we were given at E3 2005, the Remedy chaps once again reminded us that Alan Wake is a psychological action thriller set in a sleepy Pacific North-western town. Heavily inspired by Stephen King and Twin Peaks, the plan is to craft a movie-like atmosphere, but structure the game like a television series, complete with episodic progress and cliffhangers.

Something wicked this way comes

'Alan Wake' Screenshot sun

Don't let the sun go down on me...

Alan Wake is a troubled author who has relocated to the seemingly idyllic town of Bright Falls following the disappearance of his girlfriend in circumstances that mirror his own best-selling fiction. Suffering from a combination of terrible nightmares, insomnia and writer's block, he hopes to find solace and a cure for his affliction in more peaceful surroundings so he can get his life back on track.

But strange things continue to happen to Alan. He finds more written passages appearing in his own handwriting that he has no memory of - and then finds out that these events also play out in real-life, and this is where you come in.

Picking up the thread at the very start of the game, Remedy wastes no time is demonstrating its incredible environmental technology. Capable of rendering vastly detailed cinematic landscapes with no pop-up or slowdown, it's clear that the undulating, forested terrain of Bright Falls is easily the most ambitious looking openworld environment seen in a videogame. Panning around this breathtaking scenery, we're told it measures an incredible 10x10km - and then promptly zoomed in at superspeed to a view of Alan stood on the side of a hill. Good start.

Switching to a more traditional third-person perspective, we're shown Alan running around on the way to starting the opening mission, with the screen furniture largely absent save for a hand-written mission prompt. Coat flapping in true Remedy style (they were big fans of this in Max Payne, you may recall), a gas station attendant tells you to go to a nearby mountainside cabin. With his inner monologue forming part of the game's narrative device, you get the sense that Alan is cheerily ignorant of the wider significance of his problems - just the desire to get to the bottom of them.

Never pick up a hitcher

'Alan Wake' Screenshot abba

Alan realises his Abba CD collection's just gone for a burton.

We then see a short sequence where Alan gets into a car and drives along a winding road, with thoughts of his latest writing that predicts a hitchhiker will appear. Sure enough, Alan picks up the hitcher and mentions how strange it is that his 'book' told him about picking someone up - to which the hitcher makes the not unreasonable assumption that he's supposed to be the killer. On the contrary, the hitcher gets killed, Alan informs him. Run Alan! Run the hell away!

And then, around the next bend we see what appears to be a hit and run accident. The guy lying prostrate on the tarmac looks dead, but Alan goes to investigate. Meanwhile, the hitcher does, indeed, get killed by a passing lorry that ploughs into Alan's car at high speed. Stranger still, there's no sign of the body when Alan goes to investigate, noting that the hitcher's later significance in his writing, where he's supposedly going to stalk him in some way. Blacking out, he comes around just as it's getting dark. Uh-oh.

Somewhat stranded in the middle of nowhere, Alan's left with no choice but to head off on foot for the nearby cabin up on a hillside half a kilometre or so away. As he approaches over a wobbly rope bridge, the scene's illuminated only by the streetlights on either side, lending it a foreboding air. But in extremely spooky fashion, every time he runs towards one of them, it explodes in a crackle of electricity and broken glass. And just as Alan gets towards the cabin, torch in hand, some kind of spectral apparition starts approaching him from behind. And just before we can get a handle on what it is, or how he deals with it using light as a weapon, the scene fades out and we're shown no more of the game... for now. All Remedy would let on is that enemies draw strength from the shadows, and light is your greatest ally - ensuring that you must skilfully combine your use of light with more conventional weapons. Gaffa tape plus torch plus machine gun = winner.

Plan B

'Alan Wake' Screenshot wish

Wish you were here: Some of the stunning views in the game.

Even with the game unlikely to emerge from the, ahem, shadows for some time yet, it looks truly jaw-droppingly stunning in way that only BioShock can rival at the moment. It impresses not just in terms of the obvious visual appeal, but the immensely oppressive atmosphere with which Remedy manages to enrich every scene. With perhaps a little more work on the voice-overs, there's every reason to think that Remedy could succeed in its ambitions to create a true movie-like atmosphere. Hopefully not of the B variety.

Elsewhere in the presentation, we're also shown off the some rather impressive weather dynamics and what sort of effect they might have on the gameplay. Firing a twister into action, we're shown how every object in the game has a definite physical property - from the smallest box to entire buildings and cars. Carving the ferocious twister through the terrain, buildings aren't just destroyed, but literally sucked up in the swirl piece by piece, tile by tile, causing enormous artefacts and tiny debris caught up in the chaos to come crashing down to Earth once released from its grip. Even more impressive was how explosive objects reacted to the violent winds, often blowing themselves apart inside the twister - all dynamically, all real-time. Even large, weighty objects like cars got caught up in the mayhem, twisting frantically alongside assorted debris before unexpectedly crashing to earth mere feet away from where Alan was running to.

And on top of that, we were shown the full day-night light cycle, and how the whole mood of the game could change on the fly by alerting a few basic parameters. With wind applied, we could even see the branches of trees swaying in response. It was effortlessly brilliant, a truly next generation project in action before our eyes.

Although it's evident that the world of Alan Wake is going to be linear and structured like an episodic TV show (but released as one whole game, to be clear), the openworld environment will give players the chance to uncover the mysteries of Bright Falls, where they will "pay close attention", explore and do "other things" that Remedy wasn't ready to elaborate on at this stage. Ultimately, to drive the story forward, you'll still have to approach the missions eventually like you do with any other openworld game, but it's heartening that Remedy is giving players more freedom than it did with the two Max Payne titles. Let's just hope that freedom doesn't blur the focus.

As technologically astounding as Alan Wake looks at this point in time, and as impressive as Remedy's goals are, quite how the game plays is another matter. It's perhaps interesting that at the very moment that film makers like Peter Jackson have eyed the interactive medium of videogames as an opportunity to strike out and do something different with storytelling, Remedy is actually doing that right now with Alan Wake. On paper, the ingredients sound irresistible - mixing Stephen King inspired narrative with a Twin Peaks-style environment and adding a dash of unhinged Silent Hill mystery is practically our dream game. Let's hope this one comes off.

Alan Wake is coming to Xbox 360 and PC sometime in 2007, and will be published by Microsoft.

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Comments: 1-50 of 104 in total | next 50 »

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disc
05/10/06 @ 12:02
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It's not as if game-makers haven't been doing something different with the storytelling from the beginning of story-based games.
coojam
05/10/06 @ 12:06
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Yeh, Microsoft announced last week they'd got the exclusive on it.
KraftWerk
05/10/06 @ 12:06
#3
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This game looks absolutely stunning. Hopefully the promising contents of the game will follow up. Possible even ending up being what Silent Hill should have evolved into. I'm watching this game closely.
Dizzy
05/10/06 @ 12:07
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Sounds awesome. The first Stephen King game? ;)
squaylor
05/10/06 @ 12:13
#5
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But will it have Cliff Racers?
glaeken
05/10/06 @ 12:14
#6
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Any comments on the 360 version? I think the media doing the rounds at the moment is from some uber PC as I think the game was being shown off to demonstrate Vista's gaming ability. It will be interesting to see how it looks on the 360.
pjmaybe
05/10/06 @ 12:15
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Good job I love both of 'em then!

Sounds superb. Can't wait to see how the 360 version pans out. May not look as pretty but if the game's intelligently written and put together nicely, the visuals may not the be all and end all

(I dread to think what PC rig this is going to need)

Peej
belziah
05/10/06 @ 12:21
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this looks particularly tidy

by the way, did I mention I've got a Xbox 360!
Stickman
05/10/06 @ 12:24
#9
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Must buy an HDTV for this! It looks amazing.

edit - hang on, the article says this is about the 360. Are those shots 360 or uber-pc?
Edited 1 times, most recently on 05/10/06 @ 13:26
foxy2006
05/10/06 @ 12:26
#10
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yep, looks fantastic, hope theres a first person viewpoint included. a la Oblivion..
Azazel
05/10/06 @ 12:26
#11
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Suffering from a combination of terrible nightmares, insomnia and writer's block, he hopes to find solace and a cure for his affliction in more peaceful surroundings so he can get his life back on track.

Yeah. Cause he heard it worked so very well for Jack Torrence...
MyWifeNowDave
05/10/06 @ 12:28
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"the whole mood of the game could change on the fly by alerting a few basic parameters"

Altering perhaps?
silver jon
05/10/06 @ 12:29
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WHen Alan Wake first appeared on the radar I could barely be less interested. Reading this preview - and having played "Fahrenheit", however, and it's a different matter. this is starting to look like a really exciting game.

Never mind the graphics - Now that they're reaching a near film quality (compared to, say, 5 years ago) it's about the structure, plot, and playability of the game that can immerse the player.

Or maybe it's just me getting old. :-)
belziah
05/10/06 @ 12:30
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those pictures are from the Intel Quad-Core demo

I still want it
Stickman
05/10/06 @ 12:33
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"those pictures are from the Intel Quad-Core demo

I still want it "

Hmmm, that's a bit cheeky, but me too!

Any reason you've put this up under 360 and not pc?
UncleLou
05/10/06 @ 12:34
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I don't know, having seen the Gears of War HD developer walkthrough, I am not so convinced the 360 won't be able to produce pretty much these images.

Not that I care, mind. ;)


/pats beige box*

*um, my PC, not a 360
Edited 1 times, most recently on 05/10/06 @ 13:34
glaeken
05/10/06 @ 12:35
#17
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I don't think if this was running on an uber PC or 360 is just about the graphics.

If you look at the environment interaction e.g. tree branch's swaying in the wind and the whirlwind demo that looks like it's going to need some serious CPU power so I wonder if these features will make it to the 360 version? I think elements like this could be pretty important to the games atmosphere.
skillian
05/10/06 @ 12:39
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I wonder if Stephen King has actually seen any money from this? He must be pretty peeved if not.

Game looks fantastic though, and has a touch of American Gothic about it too. I am praying this turns out well as it has a ton of potential and sounds like a unique game, the style of which has never been attempted before (that I know of).
haowan
05/10/06 @ 12:40
#19
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I like to compare PC shots of Oblivion to the 360 version, PC shots of FEAR to the 360 demo I played and then extrapolate those results to create mind-mockups of Alan Wake on the 360. It looks all right, but nowhere near as good as these shots. Still, the concept is great and I hope the game will be great.
space ace
05/10/06 @ 12:49
#20
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why doesn't the car cast any shadows?
skillian
05/10/06 @ 12:50
#21
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It's a Ford Vampire.
asphaltcowboy
05/10/06 @ 12:50
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Sounds great!
morriss
05/10/06 @ 12:51
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Sounds awesome. Truly stunning.
UncleLou
05/10/06 @ 12:53
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why doesn't the car cast any shadows?


It does. In the first shot, the sun is probably so low that it shines through under the car, and you only see the shadows of thy tyres. In the second shot, there's a shadow anyhow.

Alternative answer:

It's not final code. :p
Blerk
05/10/06 @ 12:53
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Sounds brilliant, I can only hope it lives up to its promise!
Cyclone
05/10/06 @ 12:54
#26
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Really looking forward to this game. I'll have to invest in an XBox 360 before it comes out. I'll still try to hold off getting one until the price drops a bit, and to see if MS bring out a version with an internal HD-DVD drive, regardless of how much they claim they won't.

@pjmaybe
You're not wrong about it requiring a serious rig mate. The developers recently said that the game would be unable to run on a single core cpu.
Yossarian
05/10/06 @ 12:56
#27
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"Yeh, Microsoft announced last week they'd got the exclusive on it."

actually they announced this at E3
insane_cobra
05/10/06 @ 12:58
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Physics are done on a single core, which still leaves us with one (dual-core PCs), two (Xbox 360) or three (quad-core PCs) cores for other functions. I have no doubt the game would look great on both systems, those visuals look well within the Xbox 360's capabilities. Remember that Doom 3, Half-Life 2 and FarCry have all been ported to the original Xbox without losing much of their graphical - and physical - splendor (except for lowering the resolution, of course).
Stormflood
05/10/06 @ 13:05
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I can see it now: The mountains, the road leading nowhere, the sun rising above the trees, and the sound of a bird being completely drowned out by the 360 on full drive and fan speed. This is the one game I'd rather have on a quiet console. Shame.

Looks bloody fantastic though.
JetSetWilly
05/10/06 @ 13:06
#30
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If it lives up to its promise this is the game that could sell me a 360.
Pike
05/10/06 @ 13:07
#31
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Sounds brilliant, I can only hope it lives up to its promise!

Did you play any of the Max Payne games, Blerk? Remedy are damned good at both narrative and game play. I'm sure it will turn out great.
UncleLou
05/10/06 @ 13:08
#32
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Did you play any of the Max Payne games, Blerk?

You crack me up!

;)
symmetry
05/10/06 @ 13:08
#33
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Sounds like they could be using Havok 4.
Pike
05/10/06 @ 13:21
#34
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Well, MP was releasedon the PS2, so there is at least a theoretical chance that Blerk has laid his hand on it.

I admit it's slim though.
renzo
05/10/06 @ 13:26
#35
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What I'd like to know is that if it does live up to its promise, is he going to buy an Xbox? :)
Blerk
05/10/06 @ 13:50
#36
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I did play some Max Payne at someone else's house but wasn't overly fond of it. Too much shootin'. And terribly cheesy.

And I'll only buy an Xbox is lots of other games also live up to their promises too, renzo. ;-)
Pike
05/10/06 @ 13:53
#37
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The Cheese is part of the charm. It is very tounge in cheek and, IMO, a brilliant balance between pastiche and parody. MP 2 does it even better.
UncleLou
05/10/06 @ 14:05
#38
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Agreed. The cheesyness is fully intentional. And while it's tongue in cheek, they don't betray their characters by making fun of them, so that it still has emotional impact. It's brilliantly done.
kangarootoo
05/10/06 @ 14:11
#39
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"MP 2 does it even better."

I totally agree. However, I don't think strong characterisation is necessarily the same thing as cheese ("Maaax, deerest of all my friends" springs to mind).

I think Max Payne had some genuinely adult dialogue too. By adult I don't mean everyone swearing and talking about booty (xXx films for example), but dialogue that adults might use in more serious films (Fargo for example). Some of it was exagerrated, but for me that was quite in keeping with the noir "detective story" narrative style.

Another game I rate for its dialogue is the "Vampire Masquerade: Bloodlines" title. Much more charactured, as was appropriate for the genre, but some excellently written and acted pieces.
Blerk
05/10/06 @ 14:24
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Fair 'nuff on the cheese, then. But it was still too shooty. :-)
spongebob
05/10/06 @ 14:26
#41
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A must have. It's great that at least a few devs are pushing the storytelling when in games. About frigging time that video games grow up. Not that Alan Wake will do that, but maybe it'll have some new ideas.
Wrobel
05/10/06 @ 14:33
#42
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Blerk wrote: And I'll only buy an Xbox is lots of other games also live up to their promises too, renzo. ;-)

Blerk actually contemplating buying an Xbox 360 shocker!!!!
haowan
05/10/06 @ 14:34
#43
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lol - too shooty? He's called MAX PAYNE!
haowan
05/10/06 @ 14:36
#44
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Next you'll be complaining that there's night-time in a game with a main character called A WAKE!

/slaps Blerk ;)
Blerk
05/10/06 @ 14:43
#45
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Blerk actually contemplating buying an Xbox 360 shocker!!!!

Let's not get carried away here.
Stickman
05/10/06 @ 14:46
#46
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Blerk finds FIFA '07 "a bit too kicky".

More at eleven.

;)
Blerk
05/10/06 @ 14:55
#47
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Blerk finds Fifa 07 a bit too "footbally", to be honest. :-)
reality_cheque
05/10/06 @ 14:58
#48
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Well at least he hasn't complained about Katamari being 'a little too rolly' :)

This game looks bloody awesome.
Xerx3s
05/10/06 @ 15:01
#49
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It's a Ford Vampire.

/buys.

ronuds
05/10/06 @ 15:29
#50
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You all should go to youtube.com and put 'alan wake' in the search. You'll see the demo the article's about. It's amazing. I'd post the link, but I'm banned from the site at work.

I wonder if there will be side missions and such, ala GTA. The environment is huge, so they're going to have to pack it in with something. I just hope they don't make this gigantic environment and fill it with nothing. I'm not saying the game should be anything like GTA, though.

Also, I have little doubt the 360 will be able to handle this. If you watch the demo on youtube, you'll see that the visuals aren't THAT stunning. They're pretty damn good, though.

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