AlanWake is a 2010 action-adventure game developed by Remedy Entertainment and published by Microsoft Game Studios. The game was released in May 2010 for the Xbox 360, with a Windows version following in February 2012 and a remastered version released for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, and Windows in October 2021, as well as a Nintendo Switch version in October 2022. The story follows bestselling crime thriller novelist Alan Wake as he tries to uncover the mystery behind his wife's disappearance during a vacation in the small fictional town of Bright Falls, Washington, all while experiencing events from the plot of his latest novel, which he cannot remember writing, coming to life.
In its pacing and structure, Alan Wake is similar to a thriller television series, with episodes that contain plot twists and cliffhangers. The game consists of six episodes, and the storyline continues in two special episodes, The Signal and The Writer, that were made available as downloadable content (DLC) in the year of the game's release. Additionally, a six-episode live-action web series called Bright Falls acts as a prequel to the game, and a number of related books also expand upon the Alan Wake story.
Written by Sam Lake and Mikko Rautalahti, Alan Wake took over five years to create. The game was originally developed as an open-world survival game as an antithesis to Remedy's prior linear Max Payne games, but the team struggled over three years to merge the gameplay with an action-thriller story. In two months, the team reworked the game into a more traditional linear game with an episodic approach that better supported the planned narrative structure, and which allowed the team to reuse previously created open-world assets.
The player controls the eponymous protagonist Alan Wake, a well-known novelist who is going through writer's block. In the game, a "darkness" is taking over humans, animals, and objects. These enemies, dubbed the "Taken", are murderous shadows that attack Wake, wielding weapons of their own, ranging from mallets and knives to shovels and chainsaws. They vary by speed, size and the amount of damage they can take, and some can teleport short distances.[4] Besides the Taken, the player must combat flocks of possessed ravens and animated objects. When enemies are close, Alan can perform a slow-motion cinematic dodge maneuver.
The Taken are protected by a shield of darkness, initially rendering them impervious to attack; they can only be injured with a firearm after exposure to light, which burns the darkness away. This puts significant emphasis on flashlights in conjunction with conventional weapons, such as a revolver or shotgun. Flashlight beams act as a reticle.[4] The handheld lights Wake can carry can be boosted, which destroys the darkness faster, but also reduces the light's battery level. Besides the conventional shooter gameplay need for reloading ammunition, the player must also insert fresh batteries into the flashlight when they run out, or wait for it to recharge slowly. The strength of the darkness protecting an enemy can vary among the Taken. The amount of darkness "shield" remaining on an enemy is represented by a corona of light that appears when aiming at an enemy. Instead of traditional health bars, this shield is represented by a circle that decreases in diameter as it weakens. A stronger darkness may recharge after exposure to light over time.[4] When a Taken is finally destroyed, it disappears.
The player is often encouraged to take advantage of environmental light sources and places, and to use other light-based weapons and accessories, such as flare guns, hand-held flares and flashbangs. Wake can use searchlights to take out massive waves of Taken. Streetlights and other light stands can provide a safe haven, which the Taken cannot enter, and will regenerate the character's health faster. Otherwise, health regenerates slowly with time, when not taking any damage.[4] In certain sections of the game, it is possible to use a car to traverse between locations in Bright Falls. When in a car, the player can run down Taken on the road, or boost the vehicle's headlights to destroy them.
A major element of gameplay is the optional discovery and collection of manuscript pages from Alan Wake's latest novel, Departure. Although Wake does not remember writing this book, its storyline seems to be coming to life around him. These readable manuscript pages are scattered around the game world, out of chronological order; they often describe scenes that have yet to occur and act as warning and instructions for proceeding through upcoming challenges.[5] Other optional collectibles include coffee thermos flasks scattered around the game world (100 in all), as well as discovering television sets which show different episodes of the fictional Night Springs series, radios airing talk and music from Bright Falls's local radio station, and textual signs around the town.[5] The radio shows and signs provide a deeper understanding of the town's history and culture. The game's downloadable content episodes introduce other collectibles such as alarm clocks.[6]
Alan Wake (voiced by Matthew Porretta) is a bestselling crime fiction author from New York City who suffers from a two-year stretch of writer's block. He and his wife Alice travel to the small mountain town of Bright Falls, Washington, for a short vacation at the advice of their friend and agent Barry Wheeler. Before arriving, Alan has a nightmare about shadowy figures who try to kill him, when an ethereal figure in a diving suit intervenes in the dream and teaches him how to utilize light to fend off the shadows.
Upon arrival in Bright Falls, Alan goes to a diner to retrieve the keys to their cabin from Carl Stucky, the landlord, but instead encounters a mysterious old woman, who tells him that Stucky had fallen ill and she was entrusted to give Alan the keys. The woman directs the couple to a cabin on an island in the middle of Cauldron Lake, a volcanic crater lake, where Alan experiences a vision of the old woman. As they unpack, Alice reveals that the real purpose of their trip is to help break his writer's block by arranging for him to see a famous Bright Falls psychologist named Dr. Emil Hartman. Alan is infuriated and storms out, only to rush back when he hears Alice crying for help. He returns just as Alice is dragged into the lake's waters by a mysterious force. Alan dives in after her, blacking out as he submerges.
After yet another hallucination of the old woman, Alan regains consciousness, apparently having driven his car off the road with no memory of how he got there. He attempts to reach a nearby gas station but progress is hampered by murderous, shadowy figures resembling those in his dream. While fighting the shadows with light, Alan repeatedly encounters an ethereal figure in a diving suit similar to the one from his dream, who leaves behind pages of a manuscript entitled Departure. Ostensibly written by Alan, he has no memory of writing it. He soon discovers that the events of the manuscript are coming true and that the shadowy figures, named "Taken," are townsfolk possessed by a dark force. After killing a possessed Carl Stucky and reaching the gas station, Alan tries to alert Sheriff Sarah Breaker of his wife's disappearance but Sheriff Breaker states that there has been no island or cabin in Cauldron Lake for decades after it sank in a volcanic eruption. Breaker believes Alan is mentally unwell and takes him to the police station. Meanwhile, Barry arrives in Bright Falls in search of Alan.
Alan and Barry attempt to retrieve more pages and attract the attention of FBI agent Robert Nightingale. Alan leaves Barry behind and flees Nightingale, who chases him through the forest unsuccessfully. He meets Mott again to deliver the pages. As he arrives at the location he witnesses Mott being tortured by the mysterious old woman, confessing that he never actually had Alice. Alan and Mott are then attacked by a dark tornado that hurls Alan into Cauldron Lake.
He awakens in the lodge overlooking Cauldron Lake under the care of Hartman who claims Alan is experiencing a psychotic break, triggered by Alice drowning. He claims the supernatural phenomena Alan has been experiencing were all fabrications of his imagination. Alan attempts to escape the lodge as the shadowy force starts to attack it, learning in the process that the fake kidnapper was employed by Hartman to lure Alan to him. Hartman tries to stop Alan from escaping, and gives the impression that he is aware of the supernatural events surrounding the lake. Barry helps Alan escape the lodge before the shadow subsumes it and all those inside.
Alan and Barry are arrested by Robert Nightingale but the Taken assault the police station and drag Nightingale away. Sheriff Breaker, now convinced of the Dark Presence's existence, helps Alan and Barry to reach Cynthia Weaver, a hermit who knew Thomas Zane and prepared countermeasures for the Dark Presence's return. Weaver leads them to the "Well-Lit Room" containing a light switch known as the Clicker, which, through the power of Alan's writings, possesses the narrative ability to destroy the Dark Presence. Alan returns to Cauldron Lake alone and dives in, finding himself in a surreal alternate dimension known as the Dark Place, where thoughts and ideas become reality. Alan encounters Jagger and destroys her with the Clicker; realising he must maintain balance in the story, Alan completes Departure by freeing Alice, but strands himself in the Dark Place in the process. Finishing Departure, Alan writes the final line, "It's not a lake, it's an ocean."[7]
Continuing from the end of the main game, Alan finds himself in a surreal version of Bright Falls and realises he is still trapped in the Dark Place. Zane directs Alan to follow a signal through a cell phone in order to "focus" and guide himself through the Dark Place. While navigating the realm's shifting, dreamlike topography, Alan encounters television screens depicting a more maniacal version of himself, who uses the power of the Dark Place to narrate circumstances that plunge Alan into danger, sending hordes of Taken after him. Alan also encounters an ethereal version of Barry, a figment of his subconsciousness, who helps guide Alan safely across the abstract landscape.
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