Showing posts with label Alan Wake. Show all posts
Showing posts with label Alan Wake. Show all posts

Wednesday, December 22, 2010

Year in Review: Honorable mentions

All this week, we'll be recapping the year that was. Today: 2010 honorable mentions.

Rough as this year was, there were still plenty of games that I played and enjoyed, even if they didn't end up making my list of the best games of the year. In chronological order of when I played them:

Battlefield: Bad Company 2: I don't think I ever wrote about this game. I am generally tired of military-themed shooters, but I dug the big maps and the vehicles, and I want to apologize to the dozens of teammates I inadvertently murdered whenever I was driving.

Alan Wake: A terrific-looking shooter with a decent gameplay gimmick and a nice sense of pacing. If only this bestselling author hadn't been such a terrible writer.

Super Mario Galaxy 2: Even if I find myself reaching the "it's not you, it's me" stage with a lot of these Nintendo games, the quality is undeniable. You still can't screw with Super Mario.

Hydro Thunder Hurricane: A super-fun throwback arcade racer for Xbox Live Arcade. I really, really liked this game. It almost made my top 10 for the year.

Metroid: Other M: Uneven, especially where the storytelling was concerned, but Other M was a fun and fast-paced update to the Metroid universe. I just wish it hadn't gotten better after it ended!

NBA Jam: I almost forgot it existed, but I had fun with this game while it lasted. God, is that the most mild praise you can imagine, or what?

Mario vs. Donkey Kong: Mini-Land Mayhem!: My first review for Joystiq was also my biggest surprise of the year. This game's reach doesn't exceed its grasp; it accomplishes everything it sets out to do.

Donkey Kong Country Returns: Rock-solid 2d platforming marred only by -- what else? -- shoehorned waggle control. Apparently there's a classic controller mode available, which probably would have helped to know when I was playing it.

Majin and the Forsaken Kingdom: Another surprise. I predict that, a year from now, one of two things will happen: either you'll be able to get this game for five bucks from every bargain bin in the country, or you'll have to get it for a hundred on eBay. Both outcomes seem equally likely.

Mass Effect 2: All right, you bastards. You win. I like Mass Effect 2. Sure, I still find the moment-to-moment play excruciating, just trying to accomplish the simplest tasks, and the plot isn't that good. I've pretty much lost track of the whole thing at this point. The non-stop recitation of alien races and planets is stupefying. And, come on: The Illusive Man? Seriously? WTF kind of lazy storytelling is that? He smokes so mysteriously! And where the hell is he? Is there a bathroom on his solar observation deck?

But, on the other hand, my renegade FemShep is awesome. I like her dark humor and her clear-eyed take on things. She doesn't do the things I would do in her position, but neither do I feel like the game is forcing my hand. I'm trying to get inside this character's head. There are times when it seems like this is exactly what a roleplaying game is supposed to be.

Now let's never speak of this again.

Some Games I Wish I Had Played: Split/Second, Blur, Metro 2033, Joe Danger, Assassin's Creed: Brotherhood, Pac Man CE DX

Can't win 'em all.

Tomorrow: the worst games of 2010.

Wednesday, June 02, 2010

Light show

Above: Flash! Thunder!

My actual review of Alan Wake is up now at thephoenix.com.

I think it's worth spending even a little more time on the lighting. The game plays around with lots of different light sources, primarily Alan's flashlight, but also including road flares, flashbangs, street lights, car headlights, neon signs, spotlights, and many more. Each has its own look and feel, and in a way the lights almost become characters. When Alan lights up a flare, it's nearly as blinding for the player as it is for the Taken. Watching the flare gradually fade and sputter, taking Alan's temporary safety with it, is a tense experience. You find yourself willing it to stay lit just a while longer.

That kind of thing is important, because the shooting itself is pretty easy. There's a heaping helping of auto-aim, and there wasn't a single moment when I felt like I had to conserve my ammo or my batteries. The limited resource Alan has is light, but only when he's got multiple enemies on him. It's very easy to kill one or two enemies, but when four or five are onscreen it's usually better to say the hell with it and run. I still might have preferred to feel a tad more desperate in the course of things, but to me it's always a plus when I can actually get through a game without tearing my hair out.

This is the second game this year, after Deadly Premonition, that is apparently bursting with references to Twin Peaks. Not having seen the show, I can't say myself whether that's true, but it does raise an interesting point: I should probably watch Twin Peaks.

Tuesday, June 01, 2010

Awake

Hello.

Last week, for the first time in awhile, I played a video game. It was Alan Wake. I liked it. Maybe it wasn't as epochal as I might have hoped from a game that was five years in the making and that was pitched, if not necessarily as a killer app, then as a defining console exclusive. That's okay. Not every game has to rewrite the rulebook. Alan Wake is a good, solid shooter, with good, solid controls, and a good story that is more wobbly than solid.

The graphics are terrific, and I mention that not because the game is pretty to look at -- although it is -- but because the high-tech visuals are there in service of the gameplay, not as a substitute for it. In a game about light and dark, it's important for the light and dark to look right. They've never looked better than they do here. Flashlight beams, road flares, and far-off neon signs really do seem to be burning through a living darkness. There's a tactile sense to it all.

And even though the story is hard to follow, maybe that's okay. I suspect it would be less satisfying if I understood it. Still, this is manifestly a narrative game. Alan follows linear paths almost exclusively, with brief diversions to pick up supplies that never take him too far off the road. He picks up his cell phone without player input in order to hold long conversations. Many of the most interesting things Alan does happen only in cutscene form. The game is split into six episodes, none of which takes longer than about an hour and a half, and even if you immediately start playing the next episode, you get a "previously on Alan Wake" recap that's straight from television. Yes, it's clear that Remedy's primary aim here was to tell a story.

Yet the developer apparently didn't have enough faith in the power of their labyrinthine plot to compel players to repeat playthroughs. Instead, they populated their brief game with 100 barely hidden collectible coffee thermoses.

Look, I'm not against hidden items. Alan Wake's world is also dotted with portable radios, which you can turn on and listen to a local radio show. This serves a couple of purposes: one, the host is a minor character in the game's plot, and listening to his program sheds a little light on the spooky happenings in Bright Falls. Second -- and maybe this is just a personal thing -- late-night radio is really, really creepy, and it suits the game's atmosphere perfectly.

But these thermoses... yeesh. I don't know if they serve any purpose beyond the inevitable achievement for finding all 100. Maybe there's a status boost or something. Sure doesn't seem like it, though. They seem to be there only as an incentive to explore, which would be fine if they added anything to the game, but the reason to look for thermoses is just to look for thermoses. That's a nicely rounded circle that Remedy has drawn, but it's kind of like a perimeter fence.

Furthermore, having things like collectible thermoses can undercut the forward motion of the plot. At one point, Alan was charging into a cabin while somebody -- Barry, maybe -- was calling for help upstairs. Bam! goes the front door. Alan storms in, flashlight beam and pistol at the ready. Barry is screaming his head off. And instead of running upstairs, Alan notices a thermos, and takes a detour to pick it up. Then, for the hell of it, he rummages around the entire first floor of the house, looking for Energizer® batteries (hopefully the longer-lasting lithium variety!).

Eventually, the sound sample of Barry's cries for help stops playing, but there's no reason for Alan to stop looking for ammo before going upstairs. Barry's not going anywhere. These are the value systems video games are still working with. Even the "serious" ones.