Yes, Alan. Spellcheck did not like it I guess. Thank you for the correction. >Adds to dictionary<Woodsey said:Uh, yeah, Alan (Alan) Wake was trying to elicit some scares. It wasn't trying to be a full-on horror, but it was most definitely trying to get some scares.
When did the game try to give some scares? Even in the first one everything was presented in a cut scene or the game slows down to bullet time to introduce new enemies and the like. I would say the creepiest thing was the environment. The taken were unsettling at first, but soon became "just another bad guy". The environment, however, was consistently dark, creepy, and unwelcoming. That was the "scariest" thing in the game.
Then why are you posting on the forum for the review of American Nightmare?And I was talking about the first game and what I hope to see for the second, not American Nightmare.
Although I'll add that simply adding an achievement to do something does not mean they are supporting that play style (probably why you found it "annoying" - because the game wasn't built with that focus in mind), or even particularly encouraging people to do it for that matter.
I found it annoying because it does not fit the story or the character. Alan is bad enough a dude to live in the dark place for 2 years, survive, and thrive. Now I'm (Alan is) supposed to run from a handful of taken in a story I (Alan) wrote??? As far as I'm concerned Alan should be able to illuminate things with his eyes alone like the spotlights from the first game and kill taken with a single shot from his hand in the shape of a gun at this point. He has "no-clip" and "infantine ammo" enabled and his "hand" cannon can pierce the darkness without the need for light. This is just how bad enough a dude Alan is.
His "spotlight" eyes.
His "hand" gun.
His "hand" gun.
And I was exaggerating the point that it would break the metaphor of the gameplay if you favored one to the other. The game is about balance, so favoring logic to reason (light to guns) would have thrown the balance. To completely run out of ammo and have to run away is saying that Alan ran out of reason and slipped into insanity for a bit. Notice that even in the first game, that didn't have infinite ammo, you were never completely out of ammo. You may only have had three shots left in your revolver, but you had ammo. That is supposed to equate to Alan is being pushed to the edge of sanity but he always has a small reservoir of reasoning to fall back on.I argued for less guns and ammo, with a heavier emphasis on using light sources. I didn't say ditch either completely.