My name is the needle, and I finally decided to make the video, I got great pleasure from the process, I will continue and improve the quality of the content, so I will be grateful if you look at it – there are many cups that have arisen at the stage of production, I will not transfer half to this article, but there will be a slightly expanded version of this view, because in the long -term process of the installation of some thoughts Saved, some appeared. But here is the key word "A little"). And, of course, I will be glad to any feedback and advice, I am waiting for both the first and second, and something third that you want to tell me in the comments)
Pit. Yes. Another.
Well, read, read, we are the authors … oh yes.).
Greetings all lovers of stories about guys with glass eyes. Yes, the main character will blink only in katsets – suddenly what will miss the important while running through the forests. Let Remaster and Visual, for many, he became an occasion to get acquainted with this work – including for me. Therefore, there will be a conversation about the game itself, and not about what was brought in a reprint. You will learn how this acquaintance has passed, what narrative symmetries and other nishtyaks can be found in the process of passage, and, of course, whether the 2010 Alan Wake is worth 650 rubles. Yes, I will answer the last question allegorically – a point assessment – in my opinion, it is more eloquent.
2.Plot.
Toner: Protagonist guess what they call on vacation with his wife Alice, being in a creative crisis being a popular writer in the thriller genre – from the very beginning a narrative recursion is being built, which I would call the top of the anxberg top, such, you know, a miniature. Yes, in the game in the genre of Triller is a character writer in the thriller genre, where he will write a thriller script in which he himself will be the character of the script of the genre “Triller”.
Further, the spouses fall into the damned house on the lake, in which the wife disappears, after which the husband wakes up in a completely different place with a loss of memory, he finds out that there are no houses on the lake for a long time, Takeen (English are clicking in the game of the obsessed people (English. – obsessed)) and Mortal battalion commander, who interfere with him, Lear. Hero, night walks, that he is a character of his own text, and to everything else, the world wants to capture black and dormant darkness (dark essence).
In general, the plot, at first glance, is categories B, if you take the content – predictable, barely intriguing, slightly fascinating, emotional influence – almost zero, but it is more likely to be guilty of the project, for it is responsible – I am an incredibly emphasic person, I can literally sob both from sadness after one film, and from joy after another, and my emotions from the vernika thermometer – if I do not act, means that I do not act Something is wrong, while games, it would seem, themselves should be a little more immersion.
Structurally – the hero runs from point A to point B, receives information there that he needs to run to point C, and so the whole game. Yes, sometimes you are thrown at the end of the journey to another location, but again, you again need to run from it already in another location. Yes, most of the games are being built, but usually these are such designs that the skeleton is not visible, but here it is as if it is exposed and not disguised in any way.
Naturally, the hero almost always runs at night for not very, but with rare exceptions, while the fact that the hero moves in the dark, that is, during the greatest danger, plot is properly justified, except in a third of all cases. For example, closer to the finale, the hero moves in sunny time of the day, and suddenly – a squeezer and night. Just like that, because it was too lazy to somehow make up for a narrative. No, the screamer in the middle of the day and the change at night is not a justification, as well as the fact that everything happens according to the script of an idiot, corrected by dark darkness – also. Here you need to pay attention to the variety of these locations – from mine to boarding house. And what else is worth noting is that there are plenty of synergies with each other here, which adds a narrative of some kind of depth and compositional harmony.
Firstly, the light of the flashlight often rhymes with a clean sheet – both in the plot rollers themselves and directly in the gameplay – only sheets of manuscript are illuminated from all selected objects.
Secondly, the classic confrontation of light and darkness in the wake is not only literally (light destroys darkness), but also the relationship of the word and clean sheet mirror, on which it, the word, materializes, that is, indicates the duality of light, which consists in creative and destructive functions. And, if not for this literality, I would say that it is trite, but, in my opinion, this primitiveness looks precisely as the plan of the authors of the project.
Thirdly, a few words about the central antagonist – entities. The appearance of the dead wife Zane (Zane is the first victim of the essence, the writer) is far from accident – the shell of an dear person, literally filled with darkness, is the embodiment of human loss. Which, in turn, is in this case one of the functions of an essence playing the role of a shadow as an archetype. From the very well -known structure of the myth, yes, this archetype. Plus, the essence is a mourning outfit, which rhymes both in color and in meaning with loss, sorrow, the same shadow as an archetype, and, of course, darkness in the literal sense of the word.
In fours, yes, this https://vanguards-casino.co.uk/ is not even the end of the numbering, we’ll close the topic of the wives. Fear of the wife of Vake himself – darkness. In the plot, it is the embodiment of the ordinary, in the good sense of the word, the world of the protagonist, his light, and, being the light, she is afraid of the darkness as her own nothingness. The narrative rhymes do not end there – after all, it is its disappearance that is the initiative event of the work, it is after it that the darkness comes to the world of Alan.
In the heels, we’ll talk about speaking (engaging about silent) names and names – if Alan’s etymology is not clear, and its meaning fluctuates from the divine to wandering, then the surname is relatively unequivocal – Alan awakened, awakened, which echoes the theme of the nightmare. It could of course translate it as Alan Fooling, if the project was done by Guy Richie, but, alas, it did not work out. The second, and, like, the last character with a speaking surname is Syver Viver (Weaver, weaver), which has a whole network of lighting devices, inscriptions, storage facilities and shelters around the city. Again, if you give speaking names, then, in my opinion, it is necessary to give them to everyone so that it looks more holistic and equally. And since it came to equal rights-the game does not show a single representative of the LGBT community,* not a single African American, around some white heterosexual people! If someone mentioned this on Twitter shortly before the Title exit, this would increase sales-like nothing, black, like a mourning outfit of Barbara Jagger, PR-also PR.
Well, for sweet – Bright Falls. I would not include it here if the main translation of the word Bright was not one of the main characteristics of the light. It is difficult to translate unequivocally, but here are the most optimal options in my opinion: “light sucks”, “light passes” – other literal translations in dozens of combinations that I have crossed, or do not make sense, or are attracted by the ears – although I do not exclude that I did not find the necessary. And no, bright waterfalls are not the desired translation – in what place is there, the gang, the waterfalls? *
Throughout the game, we find sheets with a script, according to which everything in the game is happening-another piggy bank in the piggy bank of the recursion, but I did not find any other meaning or function of these pages-although I repeat, I repeat, this is really cool, but, still, it was not brought to mind.
Modern scenarios, although not all, have long come to the point that the antagonists have, as a rule, have a polar point of view relative to the protagonist, and they may have it, but the player will never know about it – the plot lines of two of the three key doors in history that oversaw each of their episodes simply break off – without the disclosure of enemies as characters, without a hint of their motivation – nothing of this. This can be justified by the fact that everything that happens in Alan Wakea goes according to the script of the character himself, and the character is an idiot, but … it is like making an antagonist fatty and mentally fuss, who can only fart, eat and fish, and he will run to him when he meets a protagonist, he will stumble on a banana and die on a stone and die on a stone and die. Also the plot of the character, yes? Only this ending would be acceptable by virtue of my fun, my God, but in this example I even revealed it as a fisherman and a fan of eat, albeit talking directly, even this is not there!
We finish the analysis of the plot by the fact that in the game there are TVs with fragments from the last week forgotten by the protagonist, shot from the angle of a hidden camera. And this is not bad, but only the hero, when he looks to himself, does not react to what is happening. No way. At all. Think about, show you, voiced your thoughts in your voice, and even in spontaneously turning on the TV, this happens every day.
Yes, there are still TVs with programs. One of them I seemed to look, because I knew how it would end. And it really ended with this – despite the fact that I have not seen this game before, but as a gameplay – very cool.
3.Gameplay
It would seem – a shooter from 3 faces, but here everything is done a little not according to the canon and quite inventive. A sight in the usual form of plus, points and other things are not here. But there is a flashlight performing both the function of this sight, and three more additional, but no less significant:
1. Removal of invulnerability from the target
2. Destruction of obsessed raven, obstacles on the way and inanimate objects.
3. Stan – if you concentrate the light of the flashlight, invulnerability will subside faster, and enemies will not be able to attack you in most cases – while the focus of the flashlight for everything else interrupts almost all enemy attacks.
The player also available a set of weapons of varying degrees of effectiveness, however, which part of the enemy to aim – it does not matter, because each type of mob needs a certain number of bullets. Once, fortunately, there were more enemies, there were more enemies than cartridges in my revolver, and I had to trample 20 times to run to the next checkpoint – after all, the hero barely runs, runs slowly and quickly gets tired – I had to turn around, drive them out with a flashlight and run with my back, until I ran into a dead end and all the time was re -repeated again.
By the way, about enemies, in fact, there are four of them:
1. Flying/taking off, killed by light
2.On wheels, killed by light
3. On two legs, first with light, then a firearm
4. On two legs with a chopped wind down, first with light, then light, then again with light, and only then a firearm
Yes, the 4th type is something like mini-bosses, because there are no bosses in the game, as well as other types of enemies, and all of the above differ only in the degree of their own fat. And these enemies also love to jump on you from the bushes, jump out of the corners and try to scare you in every way. At this moment, but not always, the game turns on the slow and gives a chance to react-this shows how bad left-design can be made good with just one simple step. In terms of the fact that one is supercompany another and comes out cool. Well, yes, the dynamics of battles with mini-bosses is horror. You stand, spin with a flashlight in your hands for three minutes, very interesting, very exciting (no). The idea is clear, the factor of surprise, the horror-element, but only the mechanic of the slow, spoils the idea-is never scary-only boring.
There are reasons for reiglating in wake, there are collected useless items, such as thermos with coffee, transcles with transmission, etc., well, another level of complexity, initially inaccessible. In general, a feeling of very monotonous gameplay with simple spatial puzzles is created, which personally caused me a feeling of discomfort rather – there is a concept of working for food, then its analogue is to play for the sake of plot scenes.
Why I want to praise the game is for how training has been made in Alan Wake – it is completely integrated into the narrative and is not felt artificial and stretched, even the sudden appearance of God from the car is plotly reasonably reasonably. Why I don’t want to praise the game, so these are primitive QTE. Maybe in the 10th year it looked dumber, in the 21st year it looks just disgusting – pluck a button, the character will shift the trolley, click the button in the timing, the character will run the generator ..
The plot of category B, albeit well-erected, diluted with primitive gameplay in the setting of the devilry, a la Twin Pixes, just as if a glass of water was adding a glass of water into the dietary supple. Roughly speaking, the authors decided to make a game from a mid-budget TV series. Yes, the gameplay copes in places in order to keep the player in suspense, but in the overwhelming mass I almost did not receive pleasure from him, and any mid-budget TV series will surpass the Mr. Wake, because it does not force himself to get to get the plot. And Alan Wake literally makes, for which he receives his 5.5 out of 10 points. Yes, despite all the coolness of the narrative, this is primarily a game, and playing it was quite tiring – I hope I could explain why.
* The activities of the International Public Movement of LGBT are recognized as extremist and is prohibited in the Russian Federation
