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PostPosted: Mon Dec 19, 2011 5:09 pm 
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http://www.next-gen.biz/features/remedy ... -nightmare

The key quote being 'And why Wake's latest chapter owes more to Tarantino than Stephen King.' I really do think they are going the wrong way about this. The combat was the worst part outside of the awful acting. Great they added in an open world but the the direction they are taking is very risky one. Alan Wake wasn't a huge hit that was expected to be, alienating the fans who actually bought the game seems a bit backwards to me

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PostPosted: Mon Dec 19, 2011 5:15 pm 
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Hmm, I wouldn't worry. I don't think Night Springs represents a new direction as such, so much as an opportunity to try a lot of different things and see what sticks.

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Alan Wake is our own IP and we absolutely love it, and we feel like we can do many things with it; custom versions for different mediums.


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It’s a nice place to experiment and then feed what we learn back into bigger games.


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American Nightmare is made for [XBLA]. We can go wilder with the weapons and include the kind of enemies that you would never expect in the Alan Wake universe. The Night Springs setting has enabled us to try out things we wouldn’t have been able to try out in the first game.


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PostPosted: Mon Dec 19, 2011 5:54 pm 
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AKA: Anung
Glad of it cause I'm not a huge fan of this grind house sensibility. I would like a true Alan Wake 2 at some point.

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PostPosted: Mon Dec 19, 2011 5:57 pm 
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I would guess that a true sequel is what Remedy are hoping for off the back of Night Springs and the PC release of the first title.


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PostPosted: Tue Dec 20, 2011 2:42 pm 
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DT Preview

If the original Alan Wake was the perfect accumulation of the psychological thriller, American Nightmare hopes to do the same for fans of pulp-action. Inspired by the likes of Quentin Tarantino and films such as From Dusk Till Dawn, Alan Wake's latest decent into madness turns the action up to eleven while still maintaining Remedy's penchant for atmospheric storytelling.

Taking place in the Arizona desert town of Night Springs, fans of Alan Wake might remember its name from the Twilight Zone-esque program that could be watched throughout the original. See early in Wake's career, that talented author lent his skills to writing a few of the show's episodes. And now, not only does Wake find himself trapped in this strange town, but also reliving the events of his past work.

To make matters even worse, Wake's evil doppelganger (called Mr. Scratch) is tormenting him, leaving behind video messages, while on the hunt for his wife Alice. Similar to the first game, these videos are portrayed with live actors -- capturing that Sega CD era FMV vibe. The only scene I witnessed was expertly done and strangely enough, made the supernatural serial killer extremely likable. Hopefully, there are a good amount of these scene in American Nightmare, as they are by far the highlight of the narrative.

American Nightmare's story has all the fixings -- from the limited amount I was shown -- to satisfy the staunchest of fans. My only complaint with the delivery of the story was in the somewhat stiff character performance that took place between Wake and the woman seen below. Similar to the first Mass Effect, each character just stood in place, fairly motionless, as they talked to each other about all the strange occurrences going on. I'm optimistic if this will be addressed, but thankfully everything else, especially the combat, is animated beautifully.

Speaking of the combat, the action in American Nightmare is faster, more frantic, and even more intense than its predecessor. The compelling light versus dark mechanic is back, but has been greatly improved upon to hopefully attract a wider range of players. New exotic weapon types, wilder enemies -- with even more aggressive behaviors -- and a more dynamic and destructible world help create a thrilling pulp-action environment.

My favorite of the new weapons, by far, is the nail gun. Similar to an SMG, it quickly rips through foes and offers a decent amount of "rounds" per clip. With more sinister enemy types -- such as ones that continue to split into smaller and faster beings -- having a weapon that can spray a lot of ammo rapidly comes in quite handy when things get hectic. For the more careful shot, there is also the crossbow which hurts enemies even without the aid of light. It's slow to reload, but packs one mean punch.

While the eyes-on demo I witnessed was clearly built to showcase the games improved combat, there's still a balance created for fans of the original. For starters, the folks at Remedy made it clear that there is plenty of optional story content -- extra dialog amongst NPCs, manuscript pages, and radio programs -- for those looking to connect the dots to Wake's endeavors in Bright Falls. Music, as well, also still plays a big part in American Nightmare, with licensed tracks -- like Kasabian's Club Foot -- supporting some of the game's most suspenseful moments.

Perhaps the biggest addition to American Nightmare and the one that makes it much more suited for the XBLA experience, is the game's "Fight Till Dawn" mode. Similar to Gears of War's Horde Mode, this arcade-action fest has Wake fighting waves of enemies, with limited resources, hoping to survive 10 minutes to make it safely into dawn. It's not just surviving though that's important, as setting a high score, on the modes leader boards is ultimately the task at hand.

I was able to go hands-on with the game's cemetery map -- one of five available maps at launch -- during my preview. Similar to the story mode, this map exuded a great sense of fear throughout. With the difficulty of each wave building as the time wound down, managing resources while fending off each attacking horde proved as stressful as challenging. While not scary per se, this mode still was just as nerve racking as I remember some of the most tense parts of the original Alan Wake. In the end, I made it through to dawn, but my cowardly skills were highlighted by my measly two-star rating.

Remedy promised tons of unlockable rewards for Fight Till Dawn mode and they hadn't ruled out the possibility for more maps in the future. But for those who find the five maps easy, there is also a Nightmare mode that, while not shown, should give even the most diehard action gamer a run for their money.

It's kind of funny, when American Nightmare was first created it actually started off strictly as an arcade action game, Remedy told me. They had this new world of weapons and of monsters with a greatly enhanced combat mechanic, but no real setting to call home. Thankfully, the rich idea of Night Springs fit perfectly into place. As excited as I am to blast enemies away in Fight Till Dawn mode, an Alan Wake experience is just not complete without a story to completely mess with my head. Hopefully, the wait isn't too long this time around,as I think that just might make my head explode.

http://www.destructoid.com/preview-alan ... 8150.phtml

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PostPosted: Tue Dec 20, 2011 9:09 pm 
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Really cannot wait for this. Mr Scratch sounds like an awesome villain. Can't wait to unravel the story. :wub:


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PostPosted: Wed Dec 21, 2011 1:08 am 
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11min Dev commentary vid, Remedy CEO Matias Myllyrinne talks us through Alan Wake's terrifying new Arcade Mode "Fight 'til Dawn" and shows off the new weapons and enemies you'll face in this demo of the XBLA title:-


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PostPosted: Wed Dec 21, 2011 1:26 am 
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Sounds like a really interesting vid, shall watch it in bed :)

Good find MM.

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PostPosted: Fri Jan 13, 2012 3:48 pm 
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Some footage from CES. http://www.vg247.com/2012/01/13/alan-wakes-american-nightmare-videos-come-running-from-ces/

I really wish Alan Wake was an open world game. I so wanted to just be able to explore that town :cry:


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PostPosted: Fri Jan 13, 2012 4:15 pm 
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Hopefully they'll make it more open world if Remedy do go ahead and make Alan Wake 2.

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PostPosted: Wed Jan 18, 2012 4:00 am 
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Alan Wake's American Nightmare lasts 4-5 hours

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Remedy's head of franchise development, Oskari Hakkinen, told Gametrailers: "The story mode is, it's kind of hard to put a time on it, but I'm guessing for the average player, [it's] something between four and five hours, maybe a little bit more depending how much you explore the optional story content."

A standalone chapter in the Alan Wake universe, the game features a new arcadey, action-oriented gameplay design, including a fresh Horde-style arcade mode called Fight 'til Dawn.

The downloadable title was previously described as being "significantly bigger than any episode of the original game." Häkkinen also says it's a perfect for XBLA.

Alan Wake's American Nightmare will be released as part of Microsoft's upcoming Xbox Live House Party season, which begins on February 15.

http://www.computerandvideogames.com/33 ... -4-5-hours

Also some licensed music for the game has been mentioned here:
Kasabian and Ed Harcourt have contributed tracks to a forthcoming Xbox 360 video game.

The Leicester's band's breakthrough single 'Club Foot' and the London songwriter's track 'Me Watching The Sun Come Up' will feature on the action horror shooter Alan Wake's American Nightmare.

http://www.nme.com/news/kasabian/61467

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PostPosted: Tue Feb 07, 2012 5:00 am 
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Remedy have released a dev diary :)


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PostPosted: Tue Feb 07, 2012 8:46 am 
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I have such a man crush on Sam Lake. :wub:


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PostPosted: Tue Feb 07, 2012 5:48 pm 
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This looks brilliant! :wub:


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PostPosted: Sun Feb 12, 2012 10:13 am 
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The song at the end seems to be a new Poets of the Fall track :wub: Doesn't sound anything like the first song off the new album, so I'm wondering if it's actually a new Old Gods of Asgard song... :shifty:

Hopefully as there's an increased focus on combat they'll have managed to improve the gunplay a little. If it's still as frustrating as the original then I can't see it being very well received...

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PostPosted: Sun Feb 12, 2012 11:30 am 
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Frank wrote:
The song at the end seems to be a new Poets of the Fall track :wub: Doesn't sound anything like the first song off the new album, so I'm wondering if it's actually a new Old Gods of Asgard song... :shifty:

Hopefully as there's an increased focus on combat they'll have managed to improve the gunplay a little. If it's still as frustrating as the original then I can't see it being very well received...

How was the combat frustrating? A bit repetitive towards the end, sure. But it worked fine.


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PostPosted: Sun Feb 12, 2012 11:37 am 
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The slow-mo "here's an enemy lol" camera.

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PostPosted: Sun Feb 12, 2012 11:39 am 
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Frank wrote:
The slow-mo "here's an enemy lol" camera.

Not heard many people complain about the slow-mo. I think it adds something to the combat. Especially when it's mainly used to give you a chance to dodge an incoming projectile etc.


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PostPosted: Sun Feb 12, 2012 12:11 pm 
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It ruined any kind of suspense the game was trying to create...

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PostPosted: Sun Feb 12, 2012 1:01 pm 
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Ok, Frank.


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