Showing posts with label Remedy Entertainment. Show all posts
Showing posts with label Remedy Entertainment. Show all posts

Wednesday, October 25, 2023

Microreview [Video Game]: Alan Wake Remastered by Remedy Entertainment

Just wait for Alan Wake 2.


Alan Wake
was one of those games I never got around to on my Xbox 360. After three Red Rings of Death, I decided to give up on the console and, by extension, any exclusive games I had yet to play on it. Within the past few months, the recently released (2021) remaster of Alan Wake was offered up on PlayStation Plus, so I figured I’d give it a shot with the next game releasing on my birthday. I must say, despite all the curiosity I’ve built up over the years, I was rather disappointed.

Alan Wake
begins with the titular character arriving at the Twin Peaks-esque Bright Falls in search of an escape from his ridiculously long two-year writing block. Visually, the game looks fine. It’s an updated version of the 2010 game so I wasn’t expecting an overhaul. To be clear, this is a remaster, not a remake. Some of the animations range from decent to awful, and the same can be said for the rest of the game. The game doesn’t hold up particularly well in this regard, but it isn’t atrocious. The best visual moments I experienced were when I was surrounded by darkness, but then again, flaws are easily concealed with deep shadows. Though I want to give the game a pass due to age, it came out in the same year as Red Dead Redemption, God of War III, and Mass Effect 2. Not to mention a few years after the likes of Uncharted, Bioshock, and Gears of War. Alan Wake was aged when it was originally released, and it carries over into the remaster here.


And all of this would be fine and dandy were everything else top tier, but that isn’t the case. The gameplay is two-pronged; the gun combat can be enjoyable, but the traversal is irritating. Eliminating a group of enemies by shining a light on them until they’re weakened is a unique mechanic that takes a bit of strategy to manage (particularly when there are more enemies on screen). Shining a light on an enemy not only briefly stops/slows an enemy, but eventually allows Alan to eliminate them. Using a flashlight, flash-bang grenades, flares, and flare guns to cast out the darkness can be exhilarating. In some instances, however, it can be frustrating. Whenever the game decided to spawn enemies behind me without a visual or audio cue, I wasn’t frightened, only annoyed. Nothing like getting hit by an axe out of nowhere. This happens frequently throughout the adventure but isn’t as egregious as the poltergeist props in the game. Oh boy. At some point in the story, random things fly at and attack Alan. It wasn’t a fun mechanic to navigate and I hope to never see it in another game again.

Many of the irritating gameplay elements would have been tolerable were it not for the traversal input. Alan feels fine when aiming and shooting (for the most part). When he needs to run, you will constantly find him running out of breath and slowing down. This is, in my opinion, the most irritating aspect of the game. Stamina meters make sense for some games, they can force a balance between a player’s skill and a character’s power (in Souls games, for instance). In this game, it’s just a hindrance. It doesn’t build tension, and it doesn’t keep Alan’s power in check. It makes him an annoying weakling, and the sound of his panting became grating over time. And let me not forget about the unreliable dodging mechanics. I’d still get hit with an axe while trying to dodge. Fun.

Once again, this would all be fine if the story was captivating to the point that I couldn't put the game down. And, once again, this is not the case. Alan Wake is a jerk to most people, and in some cases is completely insufferable. Some of the other characters, like Barry, are given significantly bigger roles than they should have. I didn't laugh when the game attempted humor, I wasn’t shocked or upset when someone got hurt. The pacing wasn’t great and I found myself uninvested. This was one of those stories where I wasn’t sure if what was happening was real or imagined. Unfortunately, that’s my least favorite type of storytelling, and I was no wiser by the end. The final scene of the game ends with an ambiguous line that does nothing to pull it all together.

Though much of this review comes across as negative, I will say this; the game works. It can be frustrating at times, and I did run into a few areas where I needed to reload the last checkpoint due to getting stuck in the geometry, but overall, it does what it needs to do. The soundtrack is decent with a few standout songs, my favorite being “The Poet and the Muse”. While Alan Wake’s basic premise revolves around the age-old “save a helpless woman” trope, its story becomes a bit of a convoluted mess that Alan couldn't write himself out of. I understand what Remedy was going for here, but they couldn’t stick the landing. When I completed the game, I decided I didn’t even want to bother with the downloadable content. I just looked it up instead. I’ve heard great praise for Control, so I’m eager to see if the studio has evolved since Alan Wake, which may prod me to eventually try Alan Wake 2. But as it is, I wouldn’t recommend this game to anyone who has no nostalgic attachment to the title. If you reminisce frequently about Alan and Barry, then this is the best way to play a game that hasn’t aged too well.


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The Math


Objective Assessment: 5/10

Bonus: +1 for flashlight/gun gameplay. +1 for some catchy soundtrack songs.

Penalties: - 2 for everything else.

Nerd Coefficient: 5/10

Posted by: Joe DelFranco - Fiction writer and lover of most things video games. On most days you can find him writing at his favorite spot in the little state of Rhode Island.

Monday, September 16, 2019

Microreview [video game]: Control by Remedy Entertainment (developer)

Bigger on the Inside


Control had some work to do right out of the gate. Quantum Break wasn’t exactly an unqualified success and Remedy’s relationship with Microsoft seemed to disintegrate from it. Now back out on their own and paired with 505 Games, Control is a bit of a return to form for Remedy. Smaller in scope than Quantum Break, but doing more with less.

Control is a third person shooter with mind powers. You play as Jesse Haden, a woman who walked into the Federal Bureau of Control, and assumed leadership by bonding with the weapon of the former director. If that sounds weird, we haven’t even scratched the surface. The FBC is charged with protecting the nation from supernatural threats, and it’s been invaded by a threat called The Hiss.

Control is a pitch-perfect blend of creepypasta, Lost, and The X-Files. There’s lot of talk in memos and audio logs about containment and neutralization of Altered Items and Objects of Power. Jesse can bind with some of these OOPs to get new powers, starting with the ability to throw stuff with her mind. Littered all over this game are collectibles describing the supernatural effects of these items and how the FBC are working to contain them. There’s also a series of videos that look like someone took the Dharma Initiative videos from Lost and made their own. These all star the same guy who played Alan Wake. Speaking of Alan Wake, there’s also a series of videos starring the guy who voiced Max Payne. This whole game is stuffed with creepy fiction and Remedy all-stars and I loved it.

The gameplay is also well suited to the atmosphere. This is no cover shooter. Jesse has the archetypal shooter weapons: pistol, shotgun, sniper, etc. Augmenting these are the mind powers, with the first and most useful being Launch, which throws stuff. Essentially every piece of set decoration can be picked up and tossed at the enemy. It does a healthy amount of damage right out of the gate and it’s extremely satisfying. More abilities trickle out later, but Launch is a mainstay through out of the game. Both weapon ammo and mind powers are on a delayed recharge, so combat is usually a matter of emptying one of those meters, and then emptying the other while the first recharges. Enemies also explode with health pickups when they die, so it makes no sense to sit in one place and shoot things in the distance. Eventually you need to get up close to heal. There’s a good variety of enemies, so the mix of weapons and mind powers have plenty of uses and combat essentially never gets boring.

There are two things that take away from Control, and that’s the environments and difficulty spikes. The whole game takes place in the same extradimensional building (think House of Leaves or the Tardis from Doctor Who), and eventually I noticed that it’s an awful lot of poured concrete. It’s good looking and well designed but there’s just so much grey I can look at. Jesse is also fairly fragile, and I found numerous points in the game where difficulty spiked really hard, to the point that I sometimes just walked away from a mission and did something else, or quit out of the game entirely from frustration. There’s a brutal section near the end of the game that took me at least a dozen attempts to get past, and required that I play the game differently from how I spent the rest of the game playing it. It wasn’t fun. Even now, there are a couple side missions I may not finish because I’m past the ending and they’re annoyingly difficult.

Despite these fairly minor quibbles, I absolutely loved Control. It’s creepy, it plays well, and it looks great. Control is an excellent storytelling game.

The Math

Baseline Assessment: 9/10

Bonuses: +1 collectibles worth collecting, +1 gameplay that punishes inaction

Penalties: -1 same-y environments after a while, -1 brutal difficulty spikes

Nerd Coefficient: 9/10 (very high quality/standout in its category)

***
 
Reference: Remedy Entertainment. Control (505 Games, 2019)

POSTED BY: brian, sci-fi/fantasy/video game dork and contributor since 2014