Analysis: Why Alan Wake Is Too Well-Made To Work
May 26, 2010 12:00 PM | Simon Carless
[Could Remedy actually have harmed Alan Wake's fear factor by... developing it too correctly? Gamasutra's Leigh Alexander looks at why it's not that scary, and where design best practices fail the horror genre.]
What truly scares us? Uncertainty, desperation, feeling lost in the darkness, a sense of lurking threat, or a sudden moment of immediate danger. And these are elements that can't feel deliberate or engineered -- they should be organic, personal and spontaneous.
It's because of all of this that Remedy's Alan Wake isn't all that scary. Sure, it has its moments -- the fluid, shadowy enemy bodies are completely creeptastic, and when one suddenly hits Alan with a projectile, making his vision go red, it can be arresting.
Alan Wake is a game whose overall sum is actually harmed by how well-made are its parts. It sounds counterintuitive, but bear with me.
Game design is continually evolving to better couple depth with accessibility, to better communicate with players, and to avoid frustrating them. One primary way of achieving these ends is to use clear communication -- auditory, environmental, verbal and user interface cues, for example.
Alan Wake employs these tactics brilliantly. The work's over-arching light-and-dark language and the eerily luminous paint cues that lure the player smartly in the right direction are effective and immediately comprehensible.
In fact, perhaps they're too comprehensible. Thanks to the creative execution of the concept that "when you're in the light you're safe, and when you're in the dark, you're not" -- plus the subtle, cinematic application of environmental sound and atmospheric music -- players always know when they're liable to be attacked and when they're not. Element of surprise, gone.
And those gilded paint signatures hidden elegantly in the dark, visible only when they reflect light? Brilliant as player guides... that often lead to hidden caches of extra supplies. This means that when resources are low, the player can have at least some confidence that they'll soon uncover more. Cross off the element of threat, too.
Aside from the goal of making games accessible and deep at the same time, game designers are continually challenged to find creative ways not just to communicate clearly with players, but to do so without without being literal. This means teaching through evolving gameplay rather than forcing a tutorial, for example, or providing information with environmental cues rather than on-screen text.
But in the "thriller" genre in particular (what we'd call "survival horror" in the heyday of Silent Hill and Resident Evil), if the environment is communication-friendly, the fear factor is gone. Fear and tension is derived from one's inability to understand the environment around them. A player that never gets lost, tricked or frustrated won't be scared.
Alan Wake's story doesn't help it much either. Its tone and conventions should be fairly familiar to anyone who's ever read the back of a Dean Koontz paperback in the grocery store line. Those paperbacks, of course, have sold jillions, so it makes sense that a game developer wanting to build a broad-audience product would take cues from it. Nonetheless, familiarity's not frightening either, and neither is predictability -- plus, the faint gloss of pulp breaks investment.
Alan Wake does show just how many lessons have been learned since the clumsier, more frustrating survival horror days. But while no one wants to go back to bad combat, punishing difficulty and hours wasted on unclear objectives, those games were somehow much more frightening.
Remedy did everything right here, but the result is illustrative: games haven't gotten horror quite down yet, and maybe it's because the "best" way to make a broadly-appealing video game doesn't necessarily apply to the genre.
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3 Comments
Pretty much dead on. Also the fact that the game was also so painfully literal about the light & dark- to the point of having "God" come down and literally say "Light is good, dark is bad"- really ruined any mystery out of this game for me.
This plus no red herrings, which I'd say is one of the biggest parts of keeping players uneasy and not knowing what to expect.
Mike M | May 26, 2010 10:21 PM
Great write up, but I completely disagree. I found the game relentlessly oppressive, and at times I was torn between playing on to experience more of the amazing atmosphere, or bailing for a while to passively watch something wholesome, probably by Disney.
I haven't been frightened by anything since SH:2 (excepting a few moments in Dead Space). And I consider myself a rather rabid survival horror fan.
I was worried that Alan Wake's self-aware hokey-ness, and the television series format, would prove to be too large a barrier to suspension of disbelief for me.
Instead, I found it even more engaging than I expected.
You mention the flash of red from a thrown blade as a harrowing moment for you. For me, the horror was much more pervasive. It's true that I became desensitised due to the repetition by the end, but all in all it's by far the most harrowing game I've played in a looooong time.
My only complaint is that I played the game on hard, but was rarely challenged.
Boon | May 27, 2010 2:05 AM
Personal preferences aside, I find it reasonable that we should contemplate the full width and diversity of the horror genre as it exists today. I wasn't aware that Alan Wake ever aspired to become a dangerously frightening experience - or even close to that. Its approach to horror is presented precisely in the same balance and proportion as the sources (in different formats of fiction) from which it is so clearly inspired. And if you acknowledge that you'll likely understand how it does work and quite exceptionally too.
It's not wise nor fair to condemn the game for belonging to a different category of horror than that of your preference or expectation. Yes, it's not Silent Hill: but was it ever meant to be like Silent Hill? - not even Silent Hill is like Silent Hill anymore and that's far more worrying from where I stand.
Bruno Figueiredo | May 27, 2010 8:04 AM