Legacy Review: Alan Wake's American Nightmare
Alan Wake’s American Nightmare
*Note: I have not
played the original game Alan Wake, and so cannot make a comparison between the
two.
https://store.steampowered.com/app/202750/Alan_Wakes_American_Nightmare/
One
Paragraph Review
Alan Wake’s
American Nightmare (AWAM) is a horror
action game with a unique combat
system, aesthetically pleasing game
worlds and a well written story.
Unfortunately though, the game suffers from a bad case of repetition as you have to endure a game loop three times over to make your way through the story. Also
lacking in any real stimulation in
the form of diverse enemy types, weapons and skills, AWAM as a whole is
a game that simply needs several
improvements to stand out as a great game. It is for these reasons that I cannot recommend this game unless you
are a fan of Alan Wake or if it is on sale and you have an interest in stories.
Introduction
Alan Wake’s
American Nightmare (AWAM) is a horror action game where you are a writer thrust
into a bizarre and frightening world full of shadowy monsters out to get you.
With nothing but a torch and gun, you have to fight your way through these
vicious creatures to save a typical damsel in distress.
Why are you
in this weird and frightening world, you ask?
Well, the
reason for that is an “evil twin” called Mr.Scratch who hijacked your life and
wife out of jealousy.
And thus,
here you are trying to battle all the evil surrounding you to destroy
Mr.Scratch and get your life back.
With the
premise of the game out of the way, let’s examine the game’s gameplay, world
and story in further detail to ascertain whether this game is good or not.
Gameplay
As
mentioned earlier, your main task in the game is to use your torch and gun to
fight the enemies of darkness.
What’s the
catch?
They cannot
be hurt with your gun until you actually blind them with your torch first.
Honestly, I
did find this mechanic to be interesting as I’ve never experienced this type of
combat before. Having to focus your torch on advancing enemies whilst
desperately backing away before finally breaking through, turning the tables on
them and shooting them in the face was admittedly an exciting prospect for me
at first.
And the
gameplay was challenging too. Many times, enemies sneak up on you from behind
and over time, this really creates that elevated feeling of either terror or
alertness, which greatly adds to the game’s value.
Usually,
enemies attack you in packs too, and that adds another layer of challenge to
the gameplay.
So far so
good, but this is where I have to stop singing praise.
Variety
As
interesting as the gameplay may have been, before too long, it just became
rather shallow and repetitive. This is because there are only a small variety
of enemies to fight against, and really they just never “stood out” as
individual species to me.
I mean,
sure. You had your splitting enemies and big towering enemies, but that was as
far as the game went to induce some form of diversity.
As the game
progressed, fighting enemies quickly went from an exciting experience to a
simple chore. Luckily, the length of the game was a mere 5 hours, so this problem
of enemy diversity never became too pronounced.
Ok, so
enemy diversity is bad, but what about character diversity?
Well, as
this game is not an RPG, Alan does not gain experience or level up from killing
enemies, so what you get at the start is pretty much what you have at the end.
There are
different guns to use, but sadly the guns are cumbersome to unlock and don’t
actually add any value to the gameplay. I mean, regardless of what gun you use,
the gameplay is still the same.
Shine
light. Shoot. Repeat.
The only
things you really have are flash bangs and batteries to charge up your torch,
but I never really bothered to use either of them. All they do is make the
battles easier. They don’t add any actual value.
Clearly,
the game has room for improvement when it comes to its diversity.
How would I
improve it?
Well, one
thing I can suggest is colored lights. Different enemies can be susceptible to
different colors (elements). This way, you can add real diversity to weapons
and equipment that can have stronger or weaker effects towards different groups
of enemies. Even upgrades to equipment and Alan himself can be added in to
compliment this.
Obviously,
that would also allow for many more enemies to be brought into the game, each
with different attack patterns corresponding to their element. When every
single enemy behaves in roughly the same manner, you just aren’t delivering
such a great experience.
Game
World
Ok, I will
start off by saying that the game worlds were aesthetically pleasing. They
looked realistic and seemed to be worth exploring.
The key
word being “seemed”
You see,
the main problem with the worlds were that they were not only small but also
largely dark and uninviting. Frankly, I didn’t see any point in wandering away
from the settlements in each world to explore because I didn’t want to keep
fighting more enemies.
Perhaps
this was intended to couple with feelings of horror in the players, but I see
it as an opportunity that could have been taken advantage of, but wasn’t. Also,
when I say that my reason not to explore was to *avoid fights*, not *I was too
scared* you can see that this corresponds to my earlier point about the
repetitive combat.
But does
the game do anything to encourage exploration? Well, it does have its own form
of collectibles in the form of manuscripts. These were little bits of paper
that gave the player a tidbit to read and served as a currency to unlock
weapons.
So we
basically have a situation where it seems like the game world was designed to
discourage exploration through fear factor, but then we have these collectibles
strewn around to encourage players to fight against said fear.
Sounds good
in theory, but unfortunately, the manuscripts were not properly implemented.
For one
thing, the manuscripts were proudly displayed on the map, so I’m not sure if
looking for them even qualified as exploration anymore. In fact, if I didn’t
see them on the map, I simply didn’t independently go walking around the
landscape.
Also, as I
mentioned, the manuscripts are used to unlock weapons. But during my first trip
through the game world, the weapon boxes I saw required a ridiculous number of
manuscripts to open. It was frustrating to say the least.
…….
Wait a
second.
Game loop?
Oh-oh.
Houston, we
have a problem.
Indeed,
there are actually only THREE worlds in the game. Three small worlds with
little value for exploration, each of which you played THREE times each.
I mean….
Just…. Why?
The first
run through was fun, I’ll admit that.
But was the
second one fun?
No.
Was the
third one fun?
Not even a
little. By that point, it was just a matter of slogging through the game to
finish it.
And one of
the worlds (the one with the warehouse) was designed poorly too. I wasted a lot
of time in that world getting lost and wandering around the warehouse over and
over again looking for the exit.
Good
graphics does not make a good game. Good gameplay makes a good game.
Story
So, the
gameplay is fun at first but overly repetitive. The game worlds clearly look
good, but are still not worth exploring and are also repetitive. The game even
has a loop, which is generally a bad thing for a game to have.
So…. Can
anything salvage this mess?
What about
the game’s story?
Well….
The story
is actually good. I don’t think I can inherently complain about it. Perhaps it
was the story that kept me going despite all the nonsensical repetition.
I found the
story to be strange and unique and it did actually engage me and helped immerse
me into the game. Not meaning to spoil
anything, but there are parts of the story that will allow you feelings of
satisfaction.
Also, the
little TVs found in the game world where you could watch videos of Mr.Scratch
were a nice touch to add to the overall mood and quality of the game.
So in a
sense, the story does somewhat salvage the game, but even it suffers from some
amount of repetition in the form of the tasks you have to perform.
Random
Comments
The only
thing I can add on is the postgame content which pits you in several arenas
where you can fight against enemies to your heart’s content.
Unfortunately,
when the combat is repetitive, this just doesn’t make sense.
Best
Points
Unique
combat system
Aesthetically
pleasing game worlds
Well
written story
Combat is
challenging
Improvements
The
repetition must be dealt with.
Enemy
variety must be improved. Consider using elements and different colored lights.
Gun variety
is pointless as it offers no value to gameplay.
Character
could use skills and level up over time to make combat more rewarding
Game worlds
are not worth exploring
Hide the
weapon crates at first. Seeing a requirement for such a large amount of
manuscripts right off the bat is simply demoralizing
Conclusion
Overall, I
just did not have as much fun playing AWAM as I would have liked. The combat
system was such an interesting idea at first but it was just plain
disappointing to see it drown in a sea of repetition soon after presentation.
Even just
some color added to the enemies, weapons or main character could have made the
game such a different experience, even (or rather, especially) considering the
need to loop through the same worlds several times.
So
ultimately, though the story of the game is good, I think it’s something you
can live without, but probably still worth picking up on sale.
I’m giving the game a B and not a lower grade
because like I said, the story is well written and the gameplay is fun to a
certain extent. It definitely helps if you put large periods of time inbetween
play sessions of the game to reduce the monotony.
Overall
Grade
B
Comments
Post a Comment