Wednesday, August 8, 2012

Alan Wake & Cinematic Games

A few days ago, I finished playing Alan Wake. I'd previously mentioned the game in an earlier post about movies based on video games; although I hadn't yet owned the game at the time, I had heard it was very story-driven, and perhaps, therefore, an ideal candidate for a film adaptation. Then again, as I pointed out before, such a movie serves no real purpose if the game already functions as an interactive movie by itself. Alan Wake is, in fact, what you might call a very cinematic game; while the term "cinematic" has often been used as a meaningless buzzword by the industry in recent years, it's fitting in this case. Not surprisingly, there has been some (wishful) expectation of an Alan Wake feature film. Though nothing has been announced, it almost seems bound to happen.

Much like the Assassin's Creed franchise (which spawned the short films Lineage, Ascendance, and Embers), Alan Wake has already branched out into the realm of live-action entertainment, and this is pretty easy to do when so many of the game's characters are modeled on the actors who play them. Bright Falls, the promotional web series that serves as a prequel to Alan Wake, somehow manages to be worth watching, and I have to say it's considerably more unsettling than the actual game.


For the moment, however, I'd like to forget about the predictable attempts to push the franchise into other media, such as movies and books, and focus instead on the game itself. Don't wait for a score at the end, though, since it's not my intention to write a proper review. I don't really see the point, since the game is already old enough that I'd surely be the millionth guy reviewing it. While it's still relevant enough to have its place in a more general discussion cinematic games (and I'll get to that shortly), it's not unfair to say that Alan Wake is yesterday's news. This is usually what happens by the time I get around to playing a game, since I'm strongly opposed to paying full price for anything.

Despite the game's age, however, I'm not as far behind the times as you might assume. While the Xbox 360 version, released in May 2010, is already more than two years old, the PC version (which I recently purchased) wasn't released until February of this year. Although a PC version was originally planned at the time of the game's announcement, the game was published by Microsoft, and selfish Microsoft wanted the game to be exclusive to its own Xbox 360 console. Apparently, this changed only after lots of nagging by Alan Wake's developers at Remedy Entertainment, who still wanted to release a PC version of the game despite the juicy exclusivity deal. It took a while, but Microsoft finally agreed, and the PC version sold well even though the console version had already been around for nearly two years.

Since the personal computer is my game platform of choice — and, more importantly, since I don't even have my own Xbox 360 — I had to wait for the port. Fortunately, once the PC version was released, it didn't take long for the price to drop low enough to get my attention. During the recent "summer sale" on Steam, I picked up Alan Wake (including DLC), along with the sequel/spin-off Alan Wake's American Nightmare, for a combined $9.99. I haven't played the latter, but the first game alone was, in this writer's opinion, worth at least one crisp Alexander Hamilton, give or take a penny.

In short, the game is pretty fun. After hearing so much about its plot-driven nature and so little about its gameplay, I feared it would be disappointing as a game, and notable only as some kind of casually interactive storytelling machine. I've heard as much about several recent titles, most notably Jurassic Park: The Game and The Walking Dead, both by the (appropriately named) developer Telltale Games. To my surprise, my fears about Alan Wake were unfounded.

The combat is seemingly very simple — dodge attacks, weaken bad guys with flashlight, shoot bad guys with gun, repeat — but there is some unexpected complexity in the subtleties of managing multiple enemies at once, and in using the environment to your advantage. More importantly, there is some real challenge involved; you'll occasionally find yourself getting cornered and chopped to pieces after the simplest mistake on the easiest difficulty setting. (The gameplay isn't actually difficult, per se, once you figure out what you're doing, but you will have to learn things the hard way if you don't learn them quickly.) Additionally, whether you think this matters or not, the combat just looks so freakin' cool. It's entertaining enough, at the very least, to stave off boredom for the duration of a single play-through.

But I fear that Alan Wake's great balance of enjoyable story and exciting gameplay is an exception to the rule, and beyond that first run through the game, things can still get tedious. (I should mention, by the way, that when I say I finished Alan Wake, I mean to say I finished it completely. I beat the game on every difficulty level, found every hidden item, and unlocked every achievement. Don't ask me why I do this with every game I play; I guess I'm a masochist.) But in Alan Wake, the lack of replay value doesn't stem from repetitive combat, or even from spoiled plot twists. Playing a second time is tedious because, in its attempt to be "cinematic," Alan Wake includes a lot of dialogue and other brief but mandatory breaks in normal gameplay.

While the cutscenes can be skipped, a lot the dialogue falls outside of these cutscenes. Characters will talk (and talk and talk) to you, as you walk around and explore your surroundings during the non-combat sequences, and you're not always able to ignore them. Occasionally you'll even be instructed to follow a character, as he or she slowly plods around, revealing bits of the plot via typically one-sided conversation — which, on your second or third play-through, you won't really care to hear. The story is fantastic, but hey, it's the same story every time.

I'm using Alan Wake as an example, but these are issues that plague a lot of story-driven games, to varying degrees — even first-person shooters like Half-Life 2 and more action-oriented games like Assassin's Creed. In each case, many players will praise the plot, the characters, the acting, the soundtrack, and the aesthetics, while the rest will see these things as harmful distractions from what really matters: the challenge and the complexity of the game.

Perhaps Alan Wake in particular has some immunity to this common criticism, since it's no secret that the game aims to be as much like a TV show as possible. Divided into episodes, each ending with a theme song and beginning with a recap of prior events ("previously on Alan Wake..."), the game might as well have been a television miniseries. Take out the episodic interludes and it still might as well have been a movie. If you don't want like your games to be cinematic and movie-like, you probably wouldn't play a game like Alan Wake on purpose. The game is rather transparent about what it is, and players know what to expect, so you don't hear a lot of complaints that gameplay has, arguably, taken a back seat to plot and style and other cinematic silliness.

Ironically, one of the major problems with Alan Wake, and other similarly plot-driven games, is actually the result of misguided attempts to retain as much "game" in these shameless interactive movies as possible. All of the major plot and character development could have been confined to skippable cutscenes, but instead, we play through a lot of it. In Alan Wake, this accounts for a lot of lost replay value. Outside of the scary monster-shooting parts (i.e., during the day), you're left with little to do but walk from point A to point B, admire the scenery, listen to characters talk at you, and position the virtual "camera" at different angles while you wait for things to happen. It might make you feel more like a director than a player, and, unfortunately, this is fun exactly once.

There's something to be said for storytelling in games, but unless you're the type of person who can watch the same movie ten times in a row and love it every time, you probably won't find yourself playing Alan Wake repeatedly. When I just want to shoot things, I always go back to Killing Floor or something else with minimal character development and maximal carnage. That way, I won't have to sit through mushy romance stuff in between fights.

It's not that I have anything against story-driven games. As I said, Alan Wake was enjoyable to say the least. However, the best story-driven games are those which tell a story in a non-intrusive way. Sometimes this means condensing the heavy plot development into cutscenes which the player can opt out of watching, but this tends to cause a sharp separation between the game we play and the story we hear. An often better solution, if the developer wants the game and the story to meet seamlessly, is to have dialogue occur during normal gameplay without stopping the gameplay, or to show the player what's going on through subtle cues without having the protagonist's sidekick stop and explain everything. It's a classic case of "show versus tell" (or perhaps "let-the-player-find-it versus shove-it-in-the-player's-face").

The player shouldn't be forced to sit and listen to dialogue, or watch a ten-minute cutscene, or follow a character around at a snail's pace for the sake of plot development, because if a game is riddled with these kinds of tedious, non-gameplay moments, the best gameplay in the world can hardly make multiple replays worthwhile. I'm sure, however, that Alan Wake's developers were aware of this, for at least they gave us the ability to skip past cutscenes and rudely walk away from some of the less important conversations.

It would even seem that someone on the development team isn't too fond of excessive dialogue in games... that is, unless this in-game encounter between Alan Wake and a more-than-slightly crazy video game designer named Emerson is just an attempt at self-deprecating humor:


Emerson makes a good point, even if he's too insane to know it.

But characters (and toasters) who talk, talk, talk, all the time, aren't the only problem with games that attempt to provide some kind of cinematic experience. Bad camera angles, sluggish controls, and frequent breaks in gameplay are all symptoms, and Alan Wake suffers a little from all of them in its attempt to look cool. As far as the controls are concerned, I am grateful that the developers patched the game with a "Direct Aiming" option to make the game more suitable for mouse and keyboard controls, but there's still some delay when jumping and performing other actions, and I'm fairly sure it's not just a performance issue on my computer. It's just a consequence of the game's smooth character animations.

More natural character movements often necessitate less natural gameplay, and while Alan Wake was never meant to be a platformer, this does make the game somewhat frustrating. Once the novelty of playing such a realistic-looking game wears off, you'll wish Mr. Wake could just turn on a dime and jump at a moment's notice like your other video game heroes.

Eventually, you will get used to the controls, and even the awkward camera angle, but those frequent breaks in gameplay — which usually involve the camera moving to focus on some far-off object or event, often to show the player where to go — still make replaying familiar sections a snore-fest for impatient players such as myself.

There will come a time when video game developers will need to realize that video games are not movies. I hope they also realize that trying to imitate movies is not the only way to tell a good story. For decades, stories have been an integral part of video games. We've come to expect some kind of story, especially in horror/mystery games like Alan Wake. But the video game industry has long been unable to drop the habit of turning to movies as the inspiration for their storytelling techniques, and as developers strive to make games even more "cinematic" (and otherwise more visually impressive) with every passing year, they seem to be losing sight of what actually makes them fun.