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The original Alan Wake is held up as an example in this generation of a game with a tremendous amount of pre-release hype but disappointing sales. You could probably call it a cult classic, all the same. With the original being a high-budget packaged game, it is something of a surprise that Xbox Live Arcade is seeing the series continued in the form of the digitally-distributed Alan Wake's American Nightmare.
On the other hand, given the amount of effort that the developer, Remedy Entertainment -- based in Espoo, Finland -- put into developing the original game, its universe, lead character, and story, it's not so surprising that the team would want to further explore that world.
In this interview, Remedy's managing director Matias Myllyrinne discusses the creative process that lead to American Nightmare, why the studio decided to tackle the Xbox Live Arcade space, how the game differs in tone and intent from the original, and how he hopes to capture more fans this time around thanks to that shift.
When demoing this game, you've said it "challenges conventions of what makes an Xbox Live Arcade title." Can you qualify that for me?
Matias Myllyrinne: Yeah, absolutely. So personally, and obviously as a team, we love a lot of the titles that we can play on XBLA, like Limbo and Super Meat Boy, and those games are something that we enjoy tremendously.
On the other hand, we felt that in terms of story-driven arcade adventure, there really isn't something like that just in terms the scope and the vibe that we have in American Nightmare, and hopefully that pushes the envelope slightly forward.
It's something that we tried to do with a lot of our games. So even thinking back to Max Payne, we wanted to push the shooter action genre with something new. We brought in slow motion.
Earlier in 2011, we worked with a smaller studio to bring Death Rally back -- our first game -- to iPhone and iPad, and I think there wasn't exactly anything like that on that platform either.
With the original Alan Wake, I hope we tried to push some of the storytelling and bring in an episodic TV series structure. And I know others have also given that a go, but we felt that bringing our story pacing and the thrill ride ... I think it's our thing.
And with American Nightmare now on XBLA, it's a combination of the arcade action that folks expect from XBLA -- it's instant pick up and play fun -- but it also brings in this exaggerated pulp action-adventure with a twisted story that folks expect from us. And I don't think there's anything quite like it on XBLA, which can either be a great thing or [laughs] ... maybe there's a good reason why it doesn't exist. Obviously the audience will be the judge of that, but we're pretty stoked about it.
Primarily, you mean, it's a bigger game?
MM: In many ways it's a bigger game than a lot of the games out there. And bigger isn't always necessarily better, but I think it's something that we would've wanted to play... If you want an action-adventure game you don't necessarily want to have a 10 hour experience; you can also have something more condensed, and enjoy that. So I think we wanted to bring that. We wanted to bring something that gets you straight into the essence of the experience much more quickly, so that's what we wanted to do.
There are games like Section 8 and Hydrophobia. So there have been some things that have been done, like that, but maybe not with a big property.
MM: Yeah.
With your third-person narrator that you have now, I feel like there's a different kind of connection that you have with the hero. How do you feel about the way that the player connects with this person when the narration structure changes?
MM: The narration structure obviously has an impact on how the player perceives the situation, how he perceives the character. So, obviously, in the original Alan Wake we had the TV series "Night Springs," which had a kind of Twilight Zone feel to it. According to our backstory Wake had written these episodes earlier in his career.
And this is an episode of Night Springs written by Alan Wake, starring Alan Wake, so kind of a fiction-within-fiction model. And with the Night Springs narrator, it doesn't directly identify with the player's motives or his aspirations; he can actually be just as an outside commentator on the situation.
But you also have a bigger, different perspective on the situation; you might interpret differently -- the player might. I think it gives us some more leeway to explain the situation, because we're dealing now with almost like an objective narrator instead of a subjective narrator. But I think it works for the context.
I noticed you're also using it to highlight objectives. "This is why he's here in this area."
MM: Yeah, and, "This is why he needs to accomplish this," as opposed to, "Why am I here and what do I need to do?"
Do you feel like the player will have as much connection to Alan Wake as a result? When he's being talked about, it's like he's now a third-person protagonist instead of a first-person one.
MM: Yes, yes. And I think there is a different accentuation there; I'm hoping that people will associate with Wake and his character. But also because there is a more pulpy vibe to the whole experience, this kind of narration and this kind of storytelling is very much in the vein of the supernatural and sci-fi pulp fiction movie classics. So we feel that's the tone to go for, and obviously with the TV series framing of the entire story, it makes sense.
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Huh. Gotta admit, I was kind of angry at LAnoire for letting me pick up cigarette butts and bottles, only to have the character say "this isn't relevent". -> Well, then why did you think it was worth picking it up, Detective?! something strange going on there, with your relationship/trust to the character. I compulsively picked up EVERYTHING. just in case. and then I felt burned.
I'm not sure Remedy "gets this." I dimly remember being frustrated that there wasn't more to do in Wake's apartment flashbacks. And slightly baffled by the placement/point of coffee thermoses. and frustrated I couldn't just zoom in on the tv shows (which I felt compelled to stop and watch, everytime).
But I totally love the game. so. guess I can't complain. maybe they understand this on levels I can't comprehend.
There was definitely something magical about how they designed the dark fights in the forest levels of Wake. Without the fights, I'd snoop around and find the limits of the linear level design. with the fights, I'd run ahead to the next lighted area, and feel like I was lost in a giant endless forest. I think the game played better when you charged through it.
Wish someone would tackle "why didn't Alan Wake sell?" more directly. Maybe RedDead was just a phenomenon no one could stand up against... but maybe not? I think Alan Wake made an obvious HUGE mistake in it's marketing:
No one wants to be a lonely struggling powerless writer (who is mostly tormented in the dark).
It's just a weird archetype to start with. Makes me think of that Johnny Depp Stephen King movie, Secret Window (which wasn't a great movie). I can't think of any other "reclusive writers" in properties I've enjoyed ... Part of the fun of the game is how they pay tribute to Twin Peaks (a cult show that mostly succeeded because of a writer's strike, and an audience who couldn't believe it was allowed to be on tv?). But Twin peaks was clearly about : an FBI agent. (and a cop. and a kid in leather who rode a harley around. and hot young girls who investigate crime. A rich businessman. etc.). Yeah?
... Max Payne seemed to be pitched as being about a hard boiled dude with a gun in New York (I can't remember if he was a cop or a private eye or something else). Death Rally is clearly about cars and death.
I think whoever marketed Alan Wake failed to get people over that first hurdle. We all aspire to be cops or doctors or superheroes or murderers, not washed up writers on vacation with writer's block.
I would have promoted it as "he's a crime novelist working with the police in a small town to get back his wife and fortune." Then let it derail into the surreal meta narrative that the game actually explores. let people say "it starts off being about kidnapping and local police, but it goes off in some really weird directions."
I'm worried they're going to fall on their butts again with this new American Nightmare, because it continues the same vague "you'll just have to play it, to know why you'll enjoy it. here's your flashlight," approach to marketing.
As a fan of the game, I'm thrilled that you'll be playing through an episode of Night Springs. But I worry that most people way say "what's night springs? some kind of cheesy twilight zone? who am I? some loser writer in a flannel shirt? meh."
hope this makes sense. curious if anyone thinks I'm way off base here. or knows of an article that addresses this?
That's a pretty big generalization. Some of us enjoyed Alan Wake quite a bit. Some of us aren't into games solely to fulfill some power fantasy of being a cop or superhero or murderer.
I'm disappointed Alan Wake didn't do better than it did, and I think general game design issues were the primary factor in its lukewarm reception. But I wouldn't point the finger at the character's archetype.
I found Alan Wake a refreshing character and the game had an enjoyable narrative. For once someone had the guts to put money behind a game that WASN'T about some dudebro blowing holes or slashing through people. It broke my heart to see it fail to reach a wider audience.
I never aspired to "be" anything beyond a good player when it comes to games. I'm also to blame for bias against GTA and it's clones just because it's trying to sell me as a "wannabe", that's enough for me not to like the game. Beyond that, survival horror and power fantasy are quite different genres.
Repetitive gameplay and poor writing would be my guesses.
Also, the game sold well for a new IP. It's just that they spent so much time and money developing the game that "good for a new IP" wasn't really good enough.
@Robert: Can you please elaborate on "poor writing" in Alan Wake? I loved the game, and the only reason I ask is to make sure I'm not missing something. I am working on getting into this industry and I'd like to know what it was, as a gamer, that I found acceptable when it might not be acceptable from the perspective of a developer.
I do know that some gamers get hung up on this, and I believe that's unfortunate, but many not-immediately-appealing characters, or those with some notable character flaws, can provide some interesting variation from a narrative or gameplay perspective.
Perhaps it isn't wise to market the game from the perspective of this seemingly weak character, though. So perhaps it's more accurate to say that not many people are immediately attracted to such characters than to say that they wouldn't find any appeal in them.
I tried to make it clear from the start of my post that I was purely talking about the marketing of the game. (but failed, apparently?).
I really really loved the game. Was hoping to talk more about why people didn't pick it up. (my mind drifts off into wondering why people didn't pick up Psychonauts or ShadowsOfTheDamned. And I feel like it's marketing, not the games, that failed.). anywho.
Interesting to read that it sold well for a new IP. where does one look up these numbers?
(this article is interesting, claiming 900k in sales came from digital downloads, and only 300k from physical): http://xbox360.ign.com/articles/121/1213885p1.html
Incorporating more shooter and action elements into Alan Wake seems a little desperate. But I love that they can use Night Springs - even despite the fact that it's an "easy" thing to do. Just hoping he wont wake up in the end and "find it was all a dream/an episode of a TV-show - oh, but look, some token from the other side is left on the fridge. Maybe it was real after all?" Because that is totally what I am expecting right now.
Meh... Maybe me coming to it fresh off the total high that Red dead redemption represented meant linear shooters in pomo dress were never going to do much for me.