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The PC version was later cancelled for dubious reasons, and marketed as an Xbox 360 exclusive title when it was released in 2010 for Microsoft's console.But the desire to put together a PC version never died out at Remedy, and in late 2011 the studio re-announced Alan Wake for PC, which includes all the same content as the Xbox 360 version plus the Signal and Writer downloadable content packs.
Wake is a famous figure everyone recognizes, all the townsfolk know each other, and they seems more concerned and excited over an upcoming town festival than they are with the dangers encroaching from all sides.The twist is the pages were written by Wake himself, something he can't recall doing.Making sure you explore and collect as many as possible helps to more fully develop the world and story, as well as building tension as the game blurs truth and fiction.The protagonist, Alan Wake, isn't initially an action hero.He's a popular fiction writer attempting to escape the pressures of fame and creative expectation whose vacation in Bright Falls quickly turns Twin Peaks weird.Remedy's skill with crafting spaces that feel lived in is readily apparent.
Locations are packed with detail and feel rusted and worn.
In place are standard cut-scenes where characters interact and advance the action along with plenty of inner monologue voice over from Wake as he comes across new and strange phenomena.
Like in a written work, this allows for insight into the mind of the protagonist without the need for overly artificial character interaction to draw it out, and various other storytelling devices further fragment the order of reality.
Even if episodic gaming isn't particularly original at this point, the style of the presentation fits with what Remedy is trying to accomplish here; delivering a video game experience that feels like a novel presented as a TV show.
This blending of different arts touches all aspects of the game, from how the story is told within each episode, the way the characters are developed, to how you interact with the environments.
Of course everyone has their secrets, some malevolent and some hilarious, and sifting through the radio programs, manuscript pages, and talking to everyone helps solidify their identities.