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New Alan Wake Trailer, coming May 2010

#14:
From the top of my head I'll just say about 10k-20k triangles. There's several versions of the character (hmm, did I just spoil something?) and with various item attachments so it's not that exact.

SamiV.

Playable flashback sequences. :)

I am blown away what 50 men can do.

I believe the final number it grew to working on the project (up from 30) is 45 people. Pretty insane considering they had to re-boot the project in 2007.
 
Son of Godzilla said:
Have they confirmed a demo? This game could totally bring Bioshock levels of shock and awe if done right.
Bioshock has shock and awe? Demo is confirmed for not coming, yep :)
 
TheOddOne said:
Didn't microsoft confirm that Remedy is making more ''episodic'' content?

Alan Wake is "Season one" the DLC is the Bridge to "Season two" which would be the second game then. Saw this in an interview at videogamer.com
 
WrikaWrek said:
Microsoft should hang on to Remedy. Keep them happy and exclusive i say.

I think were starting to see why MS moved AW to 360 only.

I don't think a purchase would work as we'e seen how they sometimes go but support and giving them time to work could provide wonders.
 
Remedy would love to make a sequel if AW is successful enough. The plot will have a clear closure but they still leave some room for a possible sequel aka "season 2".
 
GCX said:
Remedy would love to make a sequel if AW is successful enough. The plot will have a clear closure but they still leave some room for a possible sequel aka "season 2".

Will we have to wait another six years to see what's in the hatch?

Amazon.co.uk has this listed as coming 11th May 2010, but I thought it was meant to be the 18th. Can anyone confirm?
 
randomwab said:
Will we have to wait another six years to see what's in the hatch
Remedy spent almost five yers developing the first Max Payne and then put Max Payne 2 together in like 1½ years. It's quite a lot easier and faster to make a sequel than an original IP.
 
if the 4xaa 30fps 720p is true, then this sets the new benchmark for xbox graphics/engine, but i will wait for analysis, either way, day 1
 
acm2000 said:
if the 4xaa 30fps 720p is true, then this sets the new benchmark for xbox graphics/engine, but i will wait for analysis, either way, day 1

Not really, other games have done that too before i'm sure.
 
If anyone would like to read my hands-on impressions with Alan Wake, then by all means, have at it.

Here's the meat of the story; if you'd like the potatoes, feel free to continue through the link:
Alan Wake Preview... by ole' Caspel

The first half of the demo consisted of a trek through a dark forest to reach the gas station ahead to call for help. Along the way, Wake must combat dark creatures and a villain of sorts from the forest that move among the shadows to consume Wake. To take down the enemies that were sporadically attacking Wake, we had to use Wake’s trust flashlight and a revolver. The enemies are prone to attacks after a beam of light catches them in a daze, so it’s best to combine both assets of Wake to their best ability – especially since ammunition is limited.

The most astonishing segment of the first half was when an invisible evil took the form of a farming tractor and went berserk on Wake as we were in a trailer calling for help. We’ll spare everyone spoilers so they can experience it for themselves, but this scene helped enforce the belief that Alan Wake will be a memorable experience from start to finish.

To close off the first demo, we were able to call the police to come to our aid. After explaining the situation and finding out the truth about the villain that was playing predator in the forest, Wake was whisked away to see a stunning revelation that, no doubt, changes his perception of reality as his fictional stories are undoubtedly coming true.

The second portion of the demo was used to show off the action of Alan Wake. Fighting off enemies from the set of a concert stage, Wake must protect the life of his friend with the wide variety of weapons at his disposal. Among the many weapons that were available to Wake were: flashbang grenades, flares, a high-powered flashlight, and several others.

While the enemies did come in numbers, the amount of flash bangs and flares provided were more than enough to overcome the odds. I would throw flares at each end of the stage and chuck a flashbang or two into the darkness to keep them from advancing too close to the stage. Many times Wake’s comic of a friend would provide a spotlight for Wake to stand in and be saved from any harm. So all in all, the second half of the demo was a little underwhelming in comparison to the first demo, but Remedy Entertainment got their point across – the action doesn’t exactly play second fiddle to the suspenseful thrills of the storyline.
 
szaromir said:
To me, it sounds like there still will be some screen tearing in the final game.

Sounds like they are fixing it.

We're right now just fixing bugs and making sure nowhere in the game would the framerate never dip below 30 FPS. I know there's still a few heavy locations in the game where we resort to dipping below 30 FPS, but we're working very very hard to get all those solved.
 
The game is locked to 30 FPS (well, except menus, manuscript pages, etc which run at 60 FPS). All cinematics are guaranteed to run 30 FPS (as we actually background load the next location, in case there's a location change). If you saw video tearing in the published press material, it's 99% due to video sync issues (E.g, PAL video cams or 59.97 Hz vs. 60.00 Hz screen update).

While playing Alan Wake on a Xbox 360, if the game framerate drops below 30 FPS we resort to screen tearing (same idea as Gears of War uses).

We're right now just fixing bugs and making sure nowhere in the game would the framerate never dip below 30 FPS. I know there's still a few heavy locations in the game where we resort to dipping below 30 FPS, but we're working very very hard to get all those solved.

So does this mean the frame rate is always below 30 ? :D

Game is looking like it will be fun as hell to play.
 
JaggedSac said:
So does this mean the frame rate is always below 30 ? :D

Game is looking like it will be fun as hell to play.

I think that is just a case on non-native English. A lot of European languages use constructs like that.
 
I guess I didn't post in the right thread before, so here goes again:
Got to watch and play the game yesterday. While my full preview will have to way for a few hours, I can already say that technically this game is maybe at the top of what I ever saw running on consoles this generation. It's definitely up there with Killzone 2 and Assassin's Creed. I was in awe most of the time, it's just crazy how much stuff they managed to get into their engine while still having it run already almost perfectly smoothly (still some slight tearing from time to time, but the final build should be better).
I've always been a big fan of Remedy (ever since Future Crew) and how they could push hardware like no others, but I wasn't expecting this game to be that impressive in terms of lighting, draw distance and effects.
 
Any more info on the gameplay would be appreciated. Listening to Idle Thumbs last week, they made this game sound more like a shooter which is exactly the opposite of what I'm looking for. Taking account of Remedy's previous games, I wouldn't be surprised.
 
marathonfool said:
Any more info on the gameplay would be appreciated. Listening to Idle Thumbs last week, they made this game sound more like a shooter which is exactly the opposite of what I'm looking for. Taking account of Remedy's previous games, I wouldn't be surprised.
Well gameplay wise it's a small-ish part of exploration and exposition, and a big part shooter. The light stuff makes it a quite different shooter from usual though, which is nice.
 
Blimblim said:
I guess I didn't post in the right thread before, so here goes again:
Got to watch and play the game yesterday. While my full preview will have to way for a few hours, I can already say that technically this game is maybe at the top of what I ever saw running on consoles this generation. It's definitely up there with Killzone 2 and Assassin's Creed. I was in awe most of the time, it's just crazy how much stuff they managed to get into their engine while still having it run already almost perfectly smoothly (still some slight tearing from time to time, but the final build should be better).
I've always been a big fan of Remedy (ever since Future Crew) and how they could push hardware like no others, but I wasn't expecting this game to be that impressive in terms of lighting, draw distance and effects.

To hear that out of your mouth is enlightening. Can not wait for your preview.
 
Blimblim said:
I guess I didn't post in the right thread before, so here goes again:
Got to watch and play the game yesterday. While my full preview will have to way for a few hours, I can already say that technically this game is maybe at the top of what I ever saw running on consoles this generation. It's definitely up there with Killzone 2 and Assassin's Creed. I was in awe most of the time, it's just crazy how much stuff they managed to get into their engine while still having it run already almost perfectly smoothly (still some slight tearing from time to time, but the final build should be better).
I've always been a big fan of Remedy (ever since Future Crew) and how they could push hardware like no others, but I wasn't expecting this game to be that impressive in terms of lighting, draw distance and effects.

Let's hope it doesn't turn into a gif spam game :lol
 
mujun said:
Let's hope it doesn't turn into a gif spam game :lol
2u5qgis.gif


Will read your full preview Blimblim!
 
acm2000 said:
if the 4xaa 30fps 720p is true, then this sets the new benchmark for xbox graphics/engine, but i will wait for analysis, either way, day 1

there's a few 720p 4xaa games actually; GRID, Dirt2, FNR4, RE5, Lost Planet 2...

Looks fabulous, but it's disappointing to hear the game has become a lot more linear than it was supposed to be, and more of a shooter.
When AW was first unveiled i was thinking/hoping there would be little to no shooting in the game :/

Seems like designers these days are unable to think of anything that doesn't involve a gun.
 
eso76 said:
was supposed to be, and more of a shooter.
When AW was first unveiled i was thinking/hoping there would be little to no shooting in the game :/

Seems like designers these days are unable to think of anything that doesn't involve a gun.

Again, from the very start it was claimed that in terms of gameplay Alan Wake would very much be a Remedy game. People expecting something radically different have only got themselves to blame. That said, we still know practically nothing about daytime portions and flashbacks.

If it makes any difference to you, Alan is allegedly less precise and comfortable with firearms than someone like Max Payne.
 
eso76 said:
Looks fabulous, but it's disappointing to hear the game has become a lot more linear than it was supposed to be, and more of a shooter.
When AW was first unveiled i was thinking/hoping there would be little to no shooting in the game :/

Seems like designers these days are unable to think of anything that doesn't involve a gun.

Theres no point of reference as to what the game would even be like (gameplay-wise) as a sandbox game, so I don't see a real reason for disappointment in that regard.
These guys know how to tell a story..and if sandbox gameplay wasn't the right vessel for the story they intended to tell, then why be 'disappointed' if we're getting a better product as a result?

As far as gunplay, the game was touted as a psychological action thriller.
Anyone who expected the 'action' component to not to at least include guns is probably not familiar with Remedys work.
 
eso76 said:
there's a few 720p 4xaa games actually; GRID, Dirt2, FNR4, RE5, Lost Planet 2...

Looks fabulous, but it's disappointing to hear the game has become a lot more linear than it was supposed to be, and more of a shooter.
When AW was first unveiled i was thinking/hoping there would be little to no shooting in the game :/

Seems like designers these days are unable to think of anything that doesn't involve a gun.

i actually think this is a good thing. this is much better for story immersion.
 
Always-honest said:
i actually think this is a good thing. this is much better for story immersion.

I also think a lot of devs lately went 'sandbox' for the sake of it, regardless of the fact the game wouldn't benefit from an open structure (rather the opposite in most cases).

Sandbox wouldn't probably suit a game like AW (which main intent is telling a story, not giving you the freedom to ignore it or take on side missions of sorts) and i wasn't really expecting that, but i would at least hope for something like Shenmue or Silent hill, where you still have a decent freedom to explore a large area.
I just hope bright falls is not split into linear levels, and i hope day/night cycle is not just scripted to happen at fixed times with events in the game (which i am afraid it is).

Also, i am familiar with remedy's previous works...so ?
Being familiar with naughty dog games i should have expected nathan drake to not be able to shoot and attack enemies and break wooden crates by spinning around ?
 
I think an obssession with making games open world for the sake of it is one of the biggest problems of this generation; it recently damaged a few potentially great games "Prince of Persia 2008" most noticeably. So if a team as good at storytelling as Remedy would prefer for their game to be linear I'll definetly trust their judgment.
 
LazerRanger said:
I think an obssession with making games open world for the sake of it is one of the biggest problems of this generation; it recently damaged a few potentially great games "Prince of Persia 2008" most noticeably. So if a team as good at storytelling as Remedy would prefer for their game to be linear I'll definetly trust their judgment.
Totally. We saw how FarCry 2´s "open world" turned out.
 
I'm hoping it's a straight linear game in an open world environment similar to Mafia. Where there are times when you can explore the entire town if you want to, but the story is very sharp and connected.
 
eso76 said:
Also, i am familiar with remedy's previous works...so ?
Being familiar with naughty dog games i should have expected nathan drake to not be able to shoot and attack enemies and break wooden crates by spinning around ?

No (thats a horrible parallel you made).

You just criticized Alan Wake by saying "its as if designers can't think of anything that doesnt involve guns."
..But you're talking about a game from a company who crafted the best and most pivotal Third-person shooter(s) pre Resident Evil 4.
Did you really think they were going to just abandon what theyre very much excellent at? Especially in this consumer climate?
 
New interview (Remedy answers bolded):

We have known by recent declarations that everything that happens in game it is not controlled, but the different events (Number of enemies, objects and ammo positions…) are not always at the same spot. Is it True?

Yes, our game doesn’t have a predetermined script on the apparition of certain elements, we don’t want to make the placer feel he is always playing the same thing and make him believe that he knows what is going to happen every minute. It’s a surprise element. Furthermore, depending on the player’s ability, he will obtain different quantity of objects and they will appear more often.

Speaking about the last thing you said, We should think that there are different levels of difficult, and depending about it, certain aspects of the game could change?

I don’t think I’m able to speak about that yet, I believe (Laughs) but definitely, Alan Wake is a Remedy game, if you have played Max Payne before, you will know which way the wind is blowing. (Max Payne's highest difficulty was really challenging, 2 hits and you were dead in many cases. Also there were save amount limits per chapter)

There are exploration elements in the game, right?

Correct, there is exploration in the game. The player can decide if he wants to go straight to the action or he rather explores his surround. As we have said before, the game is not a sandbox, but you have a lot of playfield to explore around, daylight and nightlight.

During the game, Will we play puzzles?

Well, there are no puzzles properly spoken, like the ones we can find in games like “Resident Evil” or “Silent Hill”, we don’t want to cut the action and pop-up a screen, asking you to make a calculus or a Sudoku (Laughs). Puzzles are integrated in the game, and they will not cut the action in any moment. For example, in the playable demo, we can see how Alan needs to reach a high zone which is blocked and the ladder is broken, so, he has to find a different way to cross the path, and he has a lots of options including objects, weapons or mechanisms. That is the kind of puzzles you will see in Alan Wake.

Observing the new that came up about the length of Alan Wake might be 8-10 hours, it contradicts the quantity of situations and episodes we can see in the game, How long the game will be?

We don’t know where did that new come from or if it was a misunderstood, but we definitely have not confirmed or event talked about the length of the game. I can’t say a word about it at the moment, but Alan Wake is not a game like “Modern Warfare” whose campaign mode it’s not too long (About 6 hours). Alan Wake is a complete, extended and not-rushed experience. The first episode, for example, lasts around hour and a half, and the rest of the episodes are in that interval, and we have a lot of episodes.

All right, next subject, Could you introduce us into the importance and variety of vehicles in the game?

I can’t speak about it specifically, but I can confirm that there are several vehicles in the game besides the car. The car is an optional vehicle to cover long distances, but it is a essential element in certain missions.

http://forum.alanwake.com/showthread.php?t=3065


Also AW's facial animation is just now complete, using pretty awesome looking technology:

CaptiveMotion has announced that it has completed work on the facial animation for Alan Wake. The company provided facial capture services for the developers at Remedy to use in the upcoming thriller. One of the more intriguing aspects of the announcement is that the facial capturing done by CaptiveMotion was actually done separately from the full body motion capture used in the game, which was completed six months prior. As a result, CaptiveMotion had to "present the data in a fashion that Remedy could easily integrate it into their pipeline."

http://xbox.joystiq.com/2010/02/26/fun-facts-about-alan-wakes-facial-animation/
 
Blimblim said:
I guess I didn't post in the right thread before, so here goes again:
Got to watch and play the game yesterday. While my full preview will have to way for a few hours, I can already say that technically this game is maybe at the top of what I ever saw running on consoles this generation. It's definitely up there with Killzone 2 and Assassin's Creed. I was in awe most of the time, it's just crazy how much stuff they managed to get into their engine while still having it run already almost perfectly smoothly (still some slight tearing from time to time, but the final build should be better).
I've always been a big fan of Remedy (ever since Future Crew) and how they could push hardware like no others, but I wasn't expecting this game to be that impressive in terms of lighting, draw distance and effects.

Wow, that sounds awesome! They still have a little bit of time left to tweak the engine, so I hope the tearing will be fixed completely.

eso76 said:
there's a few 720p 4xaa games actually; GRID, Dirt2, FNR4, RE5, Lost Planet 2...

Don't forget NFS:Shift on 360. The game looks so clean and amazing!
 
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