REIMAGINING ALAN WAKE
I loved the concept of the game, but not the execution. Its problem can be summed up to being REPETITIVE, compromising the story with a gameplay that, although challenging, don’t offer much diversity.
Before we begin, keep in mind that reimagining a game is always easier than imagining one. I have great respect for the creators of such a magnificent universe. These are just ways to improve it.
Distribution of the Pages
New Pages
Sprint
Combat
Better Use of the Shotgun
The Lantern
Mandatory Walking Segments
Poltergeist Objects
Tele-Flanker
Final Boss
Extras
MANUSCRIPT PAGES
CONTENT OF THE PAGES
There’s no motive for the last fourteen pages. When the player reads it, he doesn’t feel tense or learned interesting information about the characters. It’s boring. He’s already aware of what’s in the page, so why does he have to read it? This way, he doesn’t have interest in opening other pages, losing the possibility of finding one that is really interesting.
DISTRIBUTION OF THE PAGES
A lot of times, even if the player finds one of the interesting pages, it’s found far away from the moment it actually happen, like “Wake and Barry in the cell”, found in the third episode, talking about the beginning of the fifth one. This way, the player neither understand the context enough to be tense the moment he reads it, nor remember when it’s really happening.
They could be disposed in a way that its content is tangible to the player, referring to events that occur, most of the time, at the same episode it’s collected. In addition to this, they could be in chronological order, so that the player can wait for THAT exact moment to happen.
NEW PAGES
Still, putting pages in order could reduce its suspense, because, after some time, the player could get sick of reading what will happen all the time, not fulfilling the purpose of the pages, which is, increase the expectation for future actions. How can it be solved?
Since Thomas Zane passed through situations very similar to Alan’s, Tom’s manuscript pages could be expanded to explore his journey back in the 70s. To reach the player’s attention, the texts could be written in first person, just like Alan’s, and wouldn’t use proper names for the characters, so it’s not clear whether it happened to Zane or will happen to Alan. This way, the player wouldn’t rely one hundred percent in the pages, being surprised if it really happens.
GAMEPLAY
SPRINT
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Max Payne |
In Alan Wake, it’s different. The combat takes place in open fields, with the camera covering a big area around the player, which feels frustrated for not being able to run as far as his eyes can see. Besides that, enemies only appear when Alan is close to the “spawn point”, so there’s no reason for being careful around the forest.
The solution is to create two different velocities. The sprint velocity could be reduced, excluding the possibility of getting tired. However, if Alan goes into combat, it’s increased and he shows a more desperate stance. In this case, Alan could get tired, returning to his normal sprint after a few seconds.
Some people may wonder how a writer could run like that, but, just like his ability of shooting enemies, is acceptable since he wrote the story himself.
COMBAT
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Resident Evil 4 |
BETTER USE OF THE SHOTGUN
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Resident Evil 3 |
THE LANTERN
In this interview, Sam Lake is asked how someone can replace the batteries in a flashlight without turning it off. Even though it had an edge of humor, the idea is promising. With the flashlight failing, the player could get more cautions when replacing it, since it’s a moment of vulnerability throughout the combat.
In addition to that, in Nightmare difficulty, instead of only making enemies stronger, the lantern could stop recharging by itself, forcing the player to utilize batteries, which will change its function from being helpful to being essential.
MANDATORY WALKING SEGMENTS
FIFTH EPISODE: When arriving at the power plant, there’s no need to enter the first time. When Cynthia opens the doors, she directly says that the power to the yard needs to be cut, thus, after fixing the problem, the player doesn’t wait for that much for Cynthia to get to the tunnels because, while she’s walking, he’s picking the items that originally were caught the first time.
SIXTH EPISODE: In the “hangover” flashback, instead of walking slowly from the bed to the TV, Alan could already start at the couch. This way, the player takes the sunglasses and painkillers from the coffee table and turns the TV on, while lying down. When Alice shows up, she’s introduced similar to the Takens, distancing the camera from Alan. The discussion just begins if the player turns the camera towards her or the talk show ends.
Not mentioned sections, like the other flashbacks, could be easily fixed by giving the player full movement of the character.
ENEMIES
Some enemies, even having a cool design, can’t convey a sense of fear to the gameplay. Sure they are a challenge, but sometimes, not for the player’s abilities, but for his patience, because they don’t seem like a real threat, but demand a lot of time.
POLTERGEIST OBJECTS
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Inside |
Instead of having two phases (one charging the attack and the other attacking), the objects could chase the player crawling on the floor ceaselessly. This way, the player needs to be in constant movement, or has to defeat it before touching him, like the “final boss” boat at “The Writer” DLC.
TELE-FLANKER
Technically, this type of enemy would be the creepiest one, moving in velocities the player’s flashlight can’t keep up with. But, practically, they are tedious, running through the map randomly, looking like they aren’t even aware of the player. Besides that, when they stop to attack, it is done far away from the player, giving plenty of time to light them up.To fix it, they could be limited to move just between the player’s blind spots, being able to teleport between them as well. It would be impossible for the player to track them down. In addition to that, his attacks could be more constant and they stop much closer to the player.
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Final boss concept art |
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The Writer DLC |
Another resource that could be used here are ravens made out of manuscript pages (very similar to the ones made out of book covers from the “Signal” DLC) that would come out of the holes. After lighting them up, they are transformed in wrinkled pages that the player can pick up. Each one of them describes a different way Alan died throughout the campaign, therefore the number of ravens coincide with the number of times he died, not showing a single one in case the player survived up to now.
EXTRAS
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The Shining |
HUD
Besides that, there’s no need for a HP bar. Since the game doesn’t have healing items and Alan restores it automatically, the black and white filter is enough.
VISIONS OF ALICE
Alan Wake is not a bad game, but it could have been better. These are just my thoughts, thank you for reading it.
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