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Podcast: The Writer (Alan Wake)

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It’s finally happened, Alan Wake has been taken off the digital marketplace (but you can still download it if you already own it).  This week Fred and Jam are joined by Eric to discuss Remedy’s homage to horror writing.

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Written by Fred Rojas

May 25, 2017 at 11:00 am

Documentary: The Making of Alan Wake

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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.

Written by Fred Rojas

May 15, 2015 at 11:00 am

Review: Alan Wake (and American Nightmare)

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aw_boxPlatform: 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.

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Written by Fred Rojas

November 20, 2014 at 1:18 pm

Posted in PC/Mac, Reviews, Xbox 360

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Feature: Max Payne – A New Perspective

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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.

“Life knows two miseries: getting what you don’t want and not getting what you want.”

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.

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Written by Fred Rojas

November 17, 2012 at 1:22 pm