
I’m only three chapters into Alan Wake and I’m already a happy camper in the town of Bright Falls. That could still change before I reach the ending, and I’ve found a few things that are entertaining for the wrong reasons.
For instance, as Alan explores the woods of Bright Falls at night, sudden gusts of darkness will sweep in with violent winds that give a heads up to imminent danger. Of course these are triggered when the player reaches a certain area, and being a curious jerk I’ve spent too much time walking back and forth to trigger it on occasion, like a kid continually pressing his foot against a squeaky floorboard.
While sinking deeper into the spiraling mystery the game offers, I’ve also had the chance to become addicted to a television show within the game – a Twilight Zone knock-off called “Night Springs” that must be good, because I’ve completely stopped to watch two episodes in full – the entire concept of Quantum Suicide is gold by the way.

It seems worth mentioning that some of these elements, while not directly related to the game’s primary focus, have stuck with me so far. I’ve noticed that several early reviews weighed the development time for the game against the results of the final product – I wasn’t aware we were ranking games based on the time it took to make them, and I probably will disappoint those hoping to make a trend of that angle. But what’s really disappointing is that those who have possess a very linear view of game content, as if anything beyond the central play of the game hits them like flies at a picnic.
I will say that small embellishments within the game, even early on as I am into the mystery, have already separated the title from other releases that are so set on the primary pitch that they lose subtle opportunities to invite gamers into the world they mean to create.
It’s not just an issue of attention to detail either, but more of the way in which you can see plenty of additional elements that were undoubtedly spawned during a process that dragged the developers into the evolving landscape they were creating – leaving a game that lavishes in the details and eccentricities of the larger culture club it belongs to.
This post is also a convenient way for me to drag my feet on a longer writeup just yet, because the game is at least good enough to make me want to linger within Bright Falls as long as I can this week.






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Sweet'N Low - My Haunted Weekend
Demo Report - Resident Evil: Revelations
Demo Report - The Darkness II
You Tell Us - The Final Fantasy XIII-2 Demo