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Old 06-12-2005, 03:28 PM   #1
edifice

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Six reasons why Alan Wake could be a whole barrel of Awesome

So! It appears to me that of the purported 'next-gen' games, Alan Wake will be one to keep a close eye on! The enquiring reader must certainly ask why, and, for your good fortune, I will explain thus.


Preface: There are a number of very promising 'next-gen' games that may soon (relatively) become available for the consoles (XboX 360 ; PS 3) and for the PC. Every single one of these includes a level of graphical finery that, in its own way, is very impressive. The graphics capabilities for both consoles have been much vaunted by both companies, with the PR departments in seeming overdrive to woo potential customers and developers. But, while all this is certainly a marvel of technical accomplishment, what matters is this: how developers use this technology.

Using and Abusing Technology.


Okay, so, great graphics are wonderful because they are 'reel purdy ta looks at', but also because great visuals can really be immersive, suspending disbelief; making you feel like you're there. But, all the graphical polish in the world won't matter a jot if the game doesn't support human logic!

"What?".

Yeah, I can hear you guys at the back, late comers too. Take a seat, the doors are now being locked and you're here for the duration. The suspension of disbelief, is a term I like to frequently use, not only because it makes me appear clever to impressionable youths, but also because it's a poncy term for this: Feeling like you're in the game (I'll get to the good bit soon, I just want to elucidate on this term). Some of you must read for pleasure. If not? You watch movies or TV programs. You use computers and are interested in gaming. You must be a little - if even only a teensy-weesie bit - geeky. No, don't worry, this isn't a problem. In fact, it's a boon. The thing of it is this: geeks like"" a decent, cohesive universe or world within which they can immerse themselves. Actually, "like" is a pretty dilute word to use. Geeks love a detailed and vibrant world which they can really get into. Need proof? Everquest ; Star-Trek ; Lord of the Rings ; Games Workshop ; The Matrix. Still disagree?

Get out. ;-)

(Note: Okay. whilst Star-Trek might not be everyone's cup of Earl Grey, and different people are drawn to, and interested in, different situations and genres, a congruous and cohesive world is far easier to 'get into', and infinitely more rewarding.)

Now, human logic & why technology does not a game make. Graphics technology is great. It looks silky smooth, it enables detailed environments and allows deeper and more complex operations: from facial animation to beautiful particle systems. But this won't matter if three factors are lacking, while not entirely interdependent (meaning that if one is missing or poorly realised, then the others are at a detriment because of this), in games such as Alan Wake where what you're expected to experience is a, relatively, sophisticated realisation of an actual world that mirrors our own. This means that the three factors are much more important in this type of game that something like a platform game.

The Sacred Computer Games Triangle.


The three factors are: Gameplay - Graphics - Story (there are other factors, but in my opinion, these are the three PRIME influences that determine the End Result. Anyway three is a nice number and who wants to explain the Sacred Gameplay Dodecahedron?)

.....Gameplay........
......../....\...........
....../........\.........
..../............\.......
Story ___ Graphics

This is the Sacred Computer Game Triangle, (I thought that term up, feel free to propagate). As I mentioned before - and in relation to the broad spectrum of games - these three factors are not entirely interdependant. But, in games of Alan Wake's ilk the relationship between them becomes increasingly important. There's more (human logic), but I'll give a brief explanation of the Triangle:

-The triangle consists of, naturally, three sides. Each side represents a facet, or factor that contributes to the End Result. Like Captain Planet uniting the five rings, with these powers combined you get the End Result: Entertainment. The quality of the entertainment relies upon each factor and their interaction between each other-

Human logic & suspending disbelief!


Remedy have taken great pains and have, seemingly, gone to great lengths to create a believable, immersive environment. Creating this kind of game world is of paramount importance to Alan Wake, and I will explain why:

Alan Wake is a thriller, but also a horror game. Not of the splatter fest variety. Of the Jacob's Ladder-esque, quiet, dark, gnawing fear and terror. If you're to truely feel this fear, you must suspend disbelief and feel that you're actually experiencing these situations and events, and having a great looking - and most importantly - realistic environment goes a long way to achieving this. So we have an amazing world to inhabit. We have real-time dynamic enviroment systems. Wind affects trees, they gently rock in the wind working their way to vast swaying motions on tornado like conditions. Water too feels the effects of the mighty gust, pools lightly lap and shimmer. And in torrential conditions? Much has yet to be revealed and, of course, a lot of this is information, speculation and extrapolation. But, we can expect a wonderous environment.

Imagine...


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Imagine you're in the game, open your third eye. Imagine walking down the street of a small mountain town. A Diner sits across the road. Bright sunlight shines down upon the land. In the distance you can see trees that line the mountain sides, and closer, the smaller trees that trace the town's limits. Cloulds slowly crawl across the sky in their majestic procession. Strolling slowly along the paths than line the mostly vacant roads, you notice a slight breeze. Stopping to look above as the swaying trees catches your eye. You notice the sunlight cascading through the heavy foliage of the tree-tops, casting its beams through the gaps between the leaves. You see a deer walking along the ridge, nature in all of its glory. Perhaps the deer stops, and bends low to sip from a nearby stream, quietly stirring with light sounds of sun-dappled water, slowly flowing away to the sea. This is the harmonic symphony of nature, and it's beautiful. Now imagine you turn slightly to the right, you notice a weapon. It's a crowbar, only it's floating a foot above the floor. With a big pink HUD icon around it. A car turns the corner only it doesn't roll on its axis with centrefugal force, no. It turns sharply, and at ninety degrees. A group of NPCs walk past. They all walk exactly the same, most are in sync. They all walk at the same speed and when two meet upon the same path, they collide and judder, the character model lift slightly from the pavement.

Can you see how, even now and in your imagination, the scene is broken? What was once beautiful has become an innacurate simulation and - even just for a few moments - the sense of disbelief has returned. You've been dragged out of the game by your own mind. Human logic.

Realisation.


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To be an immersive world, the game must mirror the rules that affect our reality. Granted, you can create fantastic events and great set-pieces by running contrary to these rules, but for the most part, you must satisfy them. Once the foundations are in place, only then can you create the wonderful edifice that will capture your audience's imagination, money and time.

Wow, that was a rather large preface. If you're still with us, congratulations are in order. Now for the fun bit!

Six Reasons Why Alan Wake Could Be a Whole Barrel of Awesome (for real now!)

  • Reason 1: A wondeful free-roaming landscape: I've spoken a great deal about the environment above but I'd like to elaborate upon it just a little more. When playing games, one of my prime points of interest is the locations and architecture. Gameplay blueprints remains pretty much the same for the duration of most games. Kill-advance-kill-search-kill, rinse and repeat. What matters is where you do it. Great levels can make or break a game. Remember the Xen levels in Half-Life? Nah, me niether. That is before I paid to undergo deep regression hypnotherapy to uncover just where those missing hours went. Aliens? Nearly. Spontaneous coma? Possibly. Bad level design? Bingo!
  • Reason 2: The most detailed enviroment system to ever grace a game: A dynamic weather system that allows for vast scale interplay between the elements? Well we've told about wind, water, and yes, even earth. But, what about fire? So far fire, to the best of my knowledge, has not yet been mentioned. However, we'll talk about the thing closest to it. Light. The lighting system for Alan Wake is, frankly, amazing. We've had games with dynamic day and night cycles, but nothing on this scale. Look at THIS PICTURE. See the beautiful bump mapping? Imagine that anywhere across the landscape, upon any surface, at any time. But triggered not only by car light, but every single light source in existence in the game world. Now that's an impressive scale. And Remedy have not even mentioned how you'll use light to combat enemies.
  • Reason 3: Product proven gameplay: All of Remedy's games have been fun to play, from their first venture to both Max Payne and its sequal, all have had the golden touch of gameplay: replayability. Being able to, not only, enjoy it the first time round, but to be able to replay the game over again and still have fun. The Max Payne series will be rather more similar, gameplay wise, to Alan Wake than their first game. But the use of vehicles is a good indicator that Remedy know what they're doing. With regard to level design, Remedy have a good track record. Vehemenently excluding the two dream/valkyr maze-like levels in Max Payne. You know the ones, inch-wide beams of blood with a baby screaming as a backing track. I paid for deep-hypnosis therapy to try and cover that one. (Note: It didn't work, some experiences just run to damn deep)
  • Reason 4: Self Funded: Funding the production of Alan Wake by themselves allows Remedy full creative licence over the game. They can allow their imaginations to run riot with little or no censor, save that which doesn't fit the theme. You thought trippy drug experiences, a blood spattered crib and a dead baby's voice were spooky? You haven't seen anything yet! Another advantage of a self-funded project is that they can truely release a game when it's done. Or when the money runs out. And judging by the sales of the Max Payne series, that eventuality may never happen.
  • Reason 5: The Story: In this David Lynch/Twin Peaks inspired world of Bright Falls, darkness is afoot. Mystery too. I wouldn't be suprised is they bring their friends suspense, horror, intrigue and discovery along to the party too. The plot, only partially revealed (click here for details) will no doubt lead you upon a trail that will touch our darkest primal, and innate fears. It's going to be a corker.
  • Reason 6: The Franchise: With Alan Wake, Remedy are introducing the characters, locations and story. This will be, in effect, series one of the Alan Wake odyssey. If Remedy can pull this off, we can expect a long term commitment from the developer that will steadily expand both the ambition, and the scope of the brand. How deep will the rabbit hole go? Only time will tell.

When I play a game, I'm like a sex-starved adolescent trawling through the streets of the red-light district, on his first trip to Amsterdamn. I'm on-edge, I'm wary. I have a dull lust a for visceral, high-octane thrill that needs to be fulfilled with quick, adrenaline punctuated thrusts. But, on the inside, and what I'm really looking for, is a deep and meaningful experience that satiates my soul. I want beatuy, radiated (not irradiated! though I am looking forward to Stalker ;-) wonder and most of all, revelation. I want to drive through the wooded forests, radio on, windows open. Just experiencing the landscape, marveling at it's beauty. I can count the games that satisfy all these desires on one hand. What Alan Wake promises, and what I'm really excited about, is the elevation of the story in the Sacred Gameplay Triangle. For too long we've we've been disappoined by narrative, which is ironic because modern games are progression. Modern games are stories, and Alan Wake is one I intend to read from cover to cover.

Thanks for reading the article. I hope you enjoyed it.
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Old 06-12-2005, 03:55 PM   #2
ADM

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Re: Six reasons why Alan Wake could be a whole barrel of Awesome

Nice article, very interesting read!
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Old 06-13-2005, 10:11 PM   #3
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Re: Six reasons why Alan Wake could be a whole barrel of Awesome

Realy good article, you are a very good writer i realy like the use of words on the article, it made the game seam even more cool nice joob.
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Old 06-15-2005, 01:49 PM   #4
Vilbert
Re: Six reasons why Alan Wake could be a whole barrel of Awesome

First sentence after the title "Realisation" says exactly what I think about immersion; "To be an immersive world, the game must mirror the rules that affect our reality." This is true, yet often dismissed. The immersion from good looking enviroments can be partially destroyed by too heavy "sreamlining" and some gameworld oddities/bugs you wrote about; "They all walk at the same speed and when two meet upon the same path, they collide and judder, the character model lift slightly from the pavement."

I think one word can measure a game, which tries to create immersive gameplay. That is "believability" (using the word "realism" in forums seems to create irrelevant and unwanted counter reaction especially when talking about fantasy CRPG's).

Overall great article. Good job.
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Old 06-26-2005, 08:43 AM   #5
raizok
Re: Six reasons why Alan Wake could be a whole barrel of Awesome

nice article, obviously you are passionate about what you're writing, and rightfully so, this game has HUGE potential as far as immersion goes.

I just hope Remedy gets it right dammit. I want to be blown away by the experience and especially the immersion (wind/weather/lighting/water/ambience/wildlife/modelling/etc)

Lets hope it'll all live up to our expectations!
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Old 07-03-2005, 12:16 AM   #6
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Re: Six reasons why Alan Wake could be a whole barrel of Awesome

This article was very well written. It went me even more excited about the game! All of the other articles are all the same, but this one is much better
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Old 05-12-2009, 09:36 PM   #7
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Re: Six reasons why Alan Wake could be a whole barrel of Awesome

Great article, I love when a game has a great story, and when it's realistic it makes you feel like if you where in the game.

Jesus, can't wait for AW I want to play it now =_=
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Old 05-12-2009, 11:03 PM   #8
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Re: Six reasons why Alan Wake could be a whole barrel of Awesome

Urgh. Earl Grey.

Great read though.
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Old 05-13-2009, 09:48 AM   #9
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Re: Six reasons why Alan Wake could be a whole barrel of Awesome

Pretty old, Danzaiver...
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Old 05-13-2009, 11:55 AM   #10
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Re: Six reasons why Alan Wake could be a whole barrel of Awesome

Quote:
Originally Posted by RTsa View Post
Pretty old, Danzaiver...
Pretty old?

Does no one see the dates of the last posts?
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Old 05-13-2009, 02:29 PM   #11
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Re: Six reasons why Alan Wake could be a whole barrel of Awesome

blimey, now i do.
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