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.
So what happens when a SOFTWARE engineer tries to review hardware? This. This happens.
Top 64 Videogames
Lists of 'best games ever' are dumb and annoying. But like a self-loathing hipster I made one anyway.
The Opportunity Crunch
No, brutal, soul-sucking, marriage-destroying crunch mode in game development isn't a privilege or an opportunity. It's idiocy.
The Disappointment Engine
No Man's Sky is a game seemingly engineered to create a cycle of anticipation and disappointment.
Joker's Last Laugh
Did you anticipate the big plot twist of Batman: Arkham City? Here's all the ways the game hid that secret from you while also rubbing your nose in it.