That “The Shining” moment is a great illustration of how this game sets up something smart and then immediately blows it. In The Shining, the axe-through-the-door moment was one of terror and screaming. But here we have Alan Wake talking to us in his soothing voice as he points out the very obvious reference. How can I get emotionally invested in this scene, when the protagonist himself is so detached? Alan is just talking about what he’s seeing, which is like carefully explaining a joke before you deliver the punchline. It suddenly feels like the game designer is talking to me, and that he doesn’t think I’m very bright.
On the other hand, I think the narration works for the “adventure game” stuff. When we’re hanging around in town and talking to people it helps us get to know Alan. I actually really look forward to these sections.
Anyway, sorry for apologizing so much Mumbles. Including this one. No, that’s not true. I don’t apologize for this one. You’re just going to have to suck it up and deal with this apology. Sorry.
The Witch Watch
My first REAL published book, about a guy who comes back from the dead due to a misunderstanding.
Two minutes of fun at the expense of a badly-run theme park.
A stream-of-gameplay review of Dead Island. This game is a cavalcade of bugs and bad design choices.
C++ is a wonderful language for making horrible code.
Dear Hollywood: Do a Mash Reboot
Since we're rebooting everything, MASH will probably come up eventually. Here are some casting suggestions.