That doesn’t mean there’s not been plenty of great work done to the Alan Wake remaster. But it’s something that puts me off most remastered games in general. Mass Effect Legendary Edition had the same problem during combat heavy periods due to a lack of gameplay updates when I played it last year. It would be nice to also have a stealth option to vary the gameplay up, especially given the fact Alan’s meant to be a novelist rather than a super soldier.īeing fair, this is the same issue I have with a lot of games getting the remastered treatment. I’d forgive this if combat wasn’t so central to the experience. Alan’s dodge ability is also oddly effective, with it being all too easy to dance circles round enemies once you get used to the timing. Fighting enemies with auto aim removes a lot of the fun of shooting, especially in the easy and normal settings, where ammo is fairly plentiful. There’s no way to turn it off, which is really annoying. This is innovative, but, to make it work, Remedy forces an auto aim setting on you. The game sees you use Alan’s flashlight to aim, with the central circle of light acting as your reticle. I’m also disappointed by the aiming system. The latter is a particular annoyance, as it makes it all too easy to backtrack to previous safe zones when you muck up. Inventory management and crafting mechanics are non-existent and health auto regenerates, removing the need for any form of healing items. There’s no upgrade system for any of them. Outside of that, flares act as a secondary light source for when you’re getting mobbed by enemies and flare guns act as grenade launchers. Your choice of weapons are limited to a basic revolver, a shotgun and a hunting rifle. This largely remains the case now, with the management of your flashlight’s batteries being just as important as how you conserve your revolver’s ammo.īut the gunplay and item management feels a little light for my liking. Alan Wake’s combat was a breath of fresh air when it first launched, with the focus on using light to weaken enemies offering a layer of strategy missing on other survival horrors at the time. However, Remedy has chosen to leave the original gameplay untouched, so there are a few bits that feel slightly dated. You can also find a number of collectibles, including coffee thermouses and pages of a mysterious manuscript by Alan, which offer short details about the unfolding plot. The only exploration takes place between each point of light where there are sporadic item caches, which can be found by following directions that only become visible when you shine your flashlight on them. This is largely helped by the fact that, unlike many modern horror games, such as Evil Within 2, or Resident Evil Village, the game’s chapters are linear, not open world. You can fortunately find a safe haven in well lit rooms or underneath lampposts, but the game does a decent job making you never feel truly safe. The night time settings in the mountainous forest town offer a claustrophobic feel, with enemies literally surrounding you at every turn. The mechanics are fairly simple, but generally quite effective. Outside of occasional flashback segments, each level takes place in a different part of Bright Falls, which is a fictional “rustic” town in Washington State, which acts as a good catalyst for the game’s horror focus. The latter isn’t so straightforward as it sounds though, requiring you to strip enemies, known as “Taken”, of their defences with light before killing them using conventional weapons. The gameplay is simple: monsters in the dark want to stop you from getting from one end of the map to the other, so you need to either sprint your way past or gun them down.
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