Certain aspects of Alan Wake’s design still feel like they were designed for a sandbox game. The environments are the most obvious indicator – many of them are needlessly expansive and wide, but they end up feeling pointless since a) you can’t interact with them in any way and b) there’s only ever one straight path to walk anyway.
Hence, the bizarre vehicle portions (which I did touch on). Occasionally, your objective is an absurdly long distance away – which would make sense in a sandbox game. So, randomly, the game will grace you with a drivable car.
And yeah, that’s about it. You can consider this post an addendum of sorts. Not only did Alan Wake not live up to its promises of being a sandbox experience, those same abandoned sandbox mechanics are dragging the experience down.]]>
-Mary in SH2 was never properly developed, and still managed to work. I’ll be interested to see whether there is a tangeble difference …
-You really can’t expect the old style of conservation survival horror from modern big-budget horror games, RE4 changed all of that. I would wager that the only way that AW differs from Dead Space is in the convincingness and immediacy of the threatening atmosphere.
-It’s a thin line between homage and derrivative cop-out for some people, this sounds very similar to Max Payne. Remedy were almost Kojimaesque in their cultural references, easter eggs and breaking the fourth wall.
-Certainly sounds like they’ve bollocksed up their narrative focus though …
-My biggest concern is the uncreative objectives.]]>