![]() ![]() Generally-speaking, I don't think level design is Remedy's strength.) (More open than AW, but the benefits of that are offset against times where your objective is unclear. ![]() Has a similar constrained / guided level design.Doesn't have nearly the atmosphere that AW does, nor the exciting jump-scares.Tells a more engaging story that wraps up in a much more satisfying way.In terms of weaknesses (1) the mechanics aren't very tight, (2) the world feels very constrained (from a modern perspective), and (3) I felt that the story in the end wasn't very satisfying (in a way that's very similar to actual Stephen King books). I feel like Alan Wake's main strengths are (1) atmosphere, (2) simplicity of story, and (3) jump-scare mechanics. I only played Alan Wake in like 2016, right before Quantum Break came out (I think it was on GWG?). Surprisingly, Control is really good at making all of these things extremely compelling, rather than mind-numbingly dull. Its world is built more around the stories you uncover through exploration and documentation, with the main story focusing almost purely on the main threat (the Hiss) while the rest of the bureau's secrets are uncovered through some really compelling side stories, audio logs, and journal entries. It's also totally different from the likes of Quantum Break and Control in terms of what it's trying to accomplish narratively.Ĭontrol's setting and story are phenomenally well-executed upon, and the game focuses far more on surreal horror and mystery, as opposed to Alan Wake's fairly straightforward Stephen King-esque creepiness. The actual character of Alan is absolutely dreadful, though. Alan Wake is a story about experiencing a story written by a storyteller who was written by another storyteller to be bad at telling stories, and in that regard I find it to be an extremely amusing and enjoyable meta-narrative. ![]()
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