Posts Tagged ‘alan wake’
Podcast: The Writer (Alan Wake)
Podcast: Virtual Remedy
Virtual Reality began as early as the 1950s and slowly progressed into the goggles that released now. Remedy Entertainment is responsible for several unique titles including Max Payne and Alan Wake. This week we talk about the history of virtual reality and celebrate the development studio Remedy Entertainment.
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Here is the link for the podcast from the end of the show: https://soundcloud.com/user-143230139/batman-vs-superman-spoiler-talk/s-tv39j
Documentary: The Making of Alan Wake
I love Alan Wake. Remedy has always done a fantastic job with its games (even if they take more than five years to come out) and while I dug Max Payne, Alan Wake is like nothing else I played last generation. I may be over selling it a bit, but thanks to the Limited Edition I purchased when this game came out, now you can see this fascinating 3-part documentary on how Remedy formed, started making a thriller title, and eventually ended up at Alan Wake. There are also some E3 demos from way back when the game was in early development that I threw into the video description for those that want to check them out.
Review: Alan Wake (and American Nightmare)
Platform: Xbox 360, PC (Windows only)
Released: 2010 (360), 2012 (PC)
Developer: Remedy Entertainment
Publisher: Microsoft
Digital Release? Yes, this game is available on all released platforms digitally
Price: $8.55 (disc only), $10.00 (complete) per Price Charting
The wind howled violently outside, coupling with the darkness to generate an atmosphere of dread. Had it been raining the scene would be complete. On the other side of the window, a reviewer sat down and began to play a new video game in the dark. While the gentle glow of the television provided just enough light to see around him, it was as if he were transferred to the fictional location of Bright Falls along with the game’s protagonist Alan Wake. What unfolded over the next dozen or so hours was impressive. This game was not unlike others he had experienced in terms of what to do or how it looked and felt, however thanks to thoughtful plot progression and deep character development the reviewer was able to let other faults go. He was repeating the same steps over and over again, the algorithmic nature of the confrontations were drowned out by the need to proceed forward and see where the story went. He wasn’t even sure what was going on anymore because, in truth, the plot was convoluted. It didn’t matter, the experience was begging him to move forward. He hoped it would not end. This was Alan Wake.
Podcast: Releasing Vaporware
This week Fred and Jam chit chat about vaporware (ie: games stuck in development hell) that actually came out. The most obvious example is Duke Nukem Forever, but as the guys prove there are no lack of “is it coming out?” games, some of which are still in the void today.
Feature: Max Payne – A New Perspective
Growing up, I played Max Payne for the excitement I got out of the gameplay, that slow motion diving and shooting mechanic. It felt perfect when I was in my teens playing these games for the first time. It was over-the-top action fun. I wasn’t looking for realism or a great story, I just wanted to shoot things. The Max Payne games were a perfect fit with their smooth and methodical gunplay.
I’ve played through Max Payne 1 and 2 about four times each, always playing the second title just after the first. It isn’t hard to do. Each game is only about 5 to 6 hours long. If I wasn’t completing one of the games in less than 6 hours it sure as hell felt like I was.
Other things that kept me coming back were the locales. They’re iconic and memorable – a frozen New York City, a grimy subway station, a sleazy hotel, an old church turned gothic nightclub, just to name a few.
Even though the locales were iconic, the gameplay superb, and the playtimes short, the story of Max Payne was something I had never paid attention to. I haven’t played the first two games in years, but I recently went back and finished them again before playing Max Payne 3.
Suquels: Newer Isn’t Always Better
Okay so the title (pronounced “suck-wells”) is a tad unsophisticated as is the concept it implies, but frankly I’ve had it up to my ears in recent sequels that don’t even remember what made their predecessors great. Congratulations gaming, you’ve now entered into the same dangerous realm Hollywood has where production budgets are so great that the slightest tweak can result in a hit or miss product. Don’t get me wrong, this isn’t a new problem – ask anyone who was around for the crankfest that was the Mega Man series on the NES and they will tell you that it peaked at either Mega Man 2 or 3 and then tapered into oblivion. Don’t misunderstand me, though, these games aren’t bad by any stretch, they just can’t live up to the quality of the previous game. I know what you’re thinking, you’re wondering how one goes about topping Uncharted 2 within the same series or competing with the achievement of Legend of Zelda. In short, perhaps you don’t. Maybe its high time that publishers, because they are the boss, understand that some games run their course. On the other hand God of War 2 was definitely the apex of that series but thanks to a console generation between the second and the third, it was refreshing to receive a sequel that looked so much better. There’s a formula that works, so stop worrying about your own personal issues or listening to too many focus groups and do your best to capture the magic of the property. Please keep in mind that like the mantra of Scream 2, trilogies are not considered sequels in my eyes and thus are awarded certain liberties as a result. That doesn’t mean I’m not going to rip into the entire trilogy once the third releases if obvious oversights weren’t dealt with.