Gaming
Life Imitates Art: 'Alan Wake'
Published Sunday, Jul 19 2009, 06:00 BST | By Andrew Laughlin

One of the most important aspects in the game's development has been in getting the lead character just right. As with Max Payne, the character's name is a play on words; as in 'Alan, wake up'. However, this is pretty much the only thing that the two men have in common, as Wake is a world away from Payne's hard boiled New York City cop.
"We always set out to make an action game and we had a good picture of what kind of main character we wanted - not an action hero or a commando but rather someone smart and likeable, an everyman in a bad situation," explains Häkkinen. "We also wanted to make a story-driven game, and we knew that narration as a story-telling feature was something that we wanted to implement. A writer, a professional storyteller, all of a sudden just seemed like a logical choice."

Häkkinen promises that Alan Wake will offer a "cinematic action experience" that is packed with "plenty of suspense and cliffhangers". The Remedy team has built the concept "from the ground up" to offer new and unique gameplay. Players will control Wake as he "desperately tries to recover the lost pages of his manuscript to find out what's happening". This is because the scenes penned by the author have a "disturbing habit of coming true" and therefore each page that is recovered will reveal more about the "dark presence that has been unleashed" in Bright Falls. Truly, life is imitating art, with some rather scary but hopefully enjoyable consequences.

Another major part of gameplay will be the use of light as a combat tool. According to Häkkinen, the game will challenge the player to "utilise the light sources around him to defeat or ward off the mysterious dark presence" that is running amok in the town.
He adds: "A light source such as a flashlight is always more important to the player than a firearm. There will be a variation of light sources in the game for the player to cleverly utilise. They will need to intelligently decide how to tackle different situations; stay and fight or perhaps use a hand flare to create a momentary safe haven."

"Alan Wake is built from the ground up on open-world technology, however we've always wanted to give the player the best possible rollercoaster ride through the game, and therefore a linear structure is more logical to deliver this experience," explains Häkkinen. "Whilst the game is not a sandbox structure, the player will have plenty of exploration opportunities should they wish to look further into the game, meet the locals and find the hidden extras."

Häkkinen adds: "We couldn't have asked for more. Being nominated for and also winning so many awards from various media has been a real honour - best action game, best Xbox 360 game, game of show and best original game to name just a few. Now we are on track for Alan Wake to see the light of day in spring 2010."
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