TGS 2009: Remedy’s Sam Lake Talks Alan Wake


I can’t believe that I actually MISSED this video last week. If I only had $60 to spend on a game this coming year (2010), I would spend it on Alan Wake. And this is coming from someone who has spent well over 300 hours in Mass Effect, as well as salivating for Mass Effect 2 this coming Spring. However, Alan Wake has been Remedy’s ‘baby’ for nearly 5 years (or more, possibly), and it looks bloody amazing. Wow. Just wow.

There are a handful of reasons why I want this game and have followed it with the same passion that I followed (and continue to follow) Mass Effect and, to a lesser degree, Too Human.

One: Alan Wake is planned to be multi-titled, with planned support for years to come. Of course that depends on the acceptance and (eventual) purchase of the title in order to keep the studio’s support for the title going. BioWare’s Mass Effect was able to generate the type of overall response needed for a sequel, as well as having such a large universe that warranted sequels. Too Human (also a planned trilogy) ended in a semi-cliffhanger that allows for a possible sequel (that shouldn’t take another 10-years to make). Alan Wake sets up perfectly for multiple titles, given the method with which the story is told. More on that to follow.

Two: the use of conventional weapons (e.g.: guns) is simply not going to work here. You have to be savvy and find ways to use the light against your shadowy opponents. This gives it a very non-combat feel which, in today’s age of FPS- and action-oriented titles, is a welcomed drift from the norm. It strongly resembles, from a gameplay-mechanic perspective, such critical hits as Indigo Prophecy and Dreamfall: The Longest Journey from the original Xbox. Those were some of my personal favorites from that platform, so I get the feeling that I’ll thoroughly enjoy Alan Wake as well.

Third: it’s method of story-telling is unique from a gaming perspective. In TV series, sometimes there is a recap from the previous episode and preview of the next episode at the beginning and end, respectively. Alan Wake uses that model to tell its story as well. It gives the characters in the game more life, like actors rather than pixels. I’m sure that this won’t sit well with everyone, but when has a new method of story-telling ever sat well with everyone? Exactly.

At any rate, I’ll stop my incessant raving about the game and let Sam Lake tell you more about Alan Wake and what you can expect from the game, set to release in Spring 2010. Take it away, Sam.

Source: GameVideos

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