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Alan Wake on PC: Launch, tech features detailed


Feb 02
// Dale North
Alan Wake will hit Steam on February 16 and will follow a bit later at retail in something they call a "game box." Pricing is confirmed at $29.99 on Steam. What you'll get with this PC version is high-res graphics and support...
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The DTOID Show: Anthony Carboni's American Nightmare


Feb 01
// Tara Long
Happy Hump Day, fellow humpers! In celebration of humping, tonight's episode will be strictly devoid of humping. You're welcome. On tonight's show, we relay the good and bad news surrounding Dragon's Dogma, give a run-down o...
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Boxed PC version of Alan Wake also on the way


Jan 26
// Jordan Devore
Despite boxed copies of PC games being largely irrelevant to many of us for years now, someone is still buying these things. We know that Alan Wake will see a release on Steam sometime next month, and now Nordic Games has ste...
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Alan Wake finally makes it to PC next month


Jan 22
// Fraser Brown
It's taken over six years, a canceled version and a petition, but Alan Wake is finally coming to PC this February. And some people though the wait for the Xbox 360 version was a long one. Remedy revealed its month of release ...

CES: Alan Wake's American Nightmare kicked my ass

Jan 11 // Conrad Zimmerman
Today at CES, I had the chance to check out the game's arcade mode which pits Alan against waves of increasingly dangerous enemies which he must stave off until dawn. The stage I played was set in a graveyard and a pretty large one at that. Weapons are scattered around the environment along with the occasional safe haven, lit areas underneath lamps which will provide temporary respite and refill Alan's health before flickering out. The combat system follows the same pattern as before. Enemies are protected by darkness which must be burned off using a flashlight before they are rendered vulnerable to attack. Gamers already familiar with Alan Wake are in for a surprise or two, though, as new enemy types will require you to switch up tactics. The grenadier, for example, keeps his distance and uses explosives to ruin Alan's day. Even more insidious are the Splitters. These enemies aren't coated in darkness at all and can be immediately killed. But if you focus your flashlight on them, they'll multiply and become even more of a pain in the ass. Toss one or two of those into a group of regular enemies and it's very easy to wind up with an uncontrollable mob on your hands. The combat is also more frantic than ever. Enemies are much more aggressive and the pace of the game is very quick. Even as an experienced player, American Nightmare ripped me a new one and neither of my two attempts to survive the ten minute round met with success. That's a good thing and I expect that the end result is going to be one hell of a good time to play. Remedy couldn't give us a firm date on when we'll get to play the game in its full glory, as Microsoft has yet to reveal the order in which the House Party titles will hit XBLA (natch). All I can do is expect to be shining a light in the darkness sometime in late February or early March.
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I was a big fan of Remedy's Alan Wake. But one of the less thrilling aspects was the combat, which never really evolves much throughout the game and begins to feel a little like a chore the longer you go. My solution to ...

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The DTOID Show: Tara Long's Pokemon Nightmare


Dec 19
// Tara Long
Greetings, travelers! The Destructoid show is back for its regularly-scheduled Monday episode, and boy, have we got news for you! (The answer is yes, in case you were wondering.) First up, Alan's Wake's American Nightmare is...
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Alan Wake's American Nightmare's arcade mode, Q1 '12 date


Dec 19
// Dale North
Alan Wake's American Nightmare sounds like a good time, and this newly announced arcade mode sounds like an even better time. The "Fight till Dawn" mode of AWAN has Wake stuck in a battle where he has to survive a full night ...

Preview: Alan Wake's American Nightmare

Dec 19 // Wesley Ruscher
Alan Wake's American Nightmare (Xbox Live Arcade)Developer: RemedyPublisher: Microsoft Game StudiosRelease: 2012If the original Alan Wake was the perfect accumulation of the psychological thriller, American Nightmare hopes to do the same for fans of pulp-action. Inspired by the likes of Quentin Tarantino and films such as From Dusk Till Dawn, Alan Wake's latest decent into madness turns the action up to eleven while still maintaining  Remedy's penchant for atmospheric storytelling. Taking place in the Arizona desert town of Night Springs, fans of Alan Wake might remember its name from the Twilight Zone-esque program that could be watched throughout the original. See early in Wake's career, that talented author lent his skills to writing a few of the show's episodes. And now, not only does Wake find himself trapped in this strange town, but also reliving the events of his past work. To make matters even worse, Wake's evil doppelganger (called Mr. Scratch) is tormenting him, leaving behind video messages, while on the hunt for his wife Alice. Similar to the first game, these videos are portrayed with live actors -- capturing that Sega CD era FMV vibe. The only scene I witnessed was expertly done and strangely enough, made the supernatural serial killer extremely likable. Hopefully, there are a good amount of these scene in American Nightmare, as they are by far the highlight of the narrative. American Nightmare's story has all the fixings -- from the limited amount I was shown -- to satisfy the staunchest of fans. My only complaint with the delivery of the story was in the somewhat stiff character performance that took place between Wake and the woman seen below. Similar to the first Mass Effect, each character just stood in place, fairly motionless, as they talked to each other about all the strange occurrences going on. I'm optimistic if this will be addressed, but thankfully everything else, especially the combat, is animated beautifully. Speaking of the combat, the action in American Nightmare is faster, more frantic, and even more intense than its predecessor. The compelling light versus dark mechanic is back, but has been greatly improved upon to hopefully attract a wider range of players. New exotic weapon types, wilder enemies -- with even more aggressive behaviors -- and a more dynamic and destructible world help create a thrilling pulp-action environment.My favorite of the new weapons, by far, is the nail gun. Similar to an SMG, it quickly rips through foes and offers a decent amount of "rounds" per clip. With more sinister enemy types -- such as ones that continue to split into smaller and faster beings -- having a weapon that can spray a lot of ammo rapidly comes in quite handy when things get hectic. For the more careful shot, there is also the crossbow which hurts enemies even without the aid of light. It's slow to reload, but packs one mean punch. While the eyes-on demo I witnessed was clearly built to showcase the games improved combat, there's still a balance created for fans of the original. For starters, the folks at Remedy made it clear that there is plenty of optional story content -- extra dialog amongst NPCs, manuscript pages, and radio programs -- for those looking to connect the dots to Wake's endeavors in Bright Falls. Music, as well, also still plays a big part in American Nightmare, with licensed tracks -- like Kasabian's Club Foot -- supporting some of the game's most suspenseful moments. Perhaps the biggest addition to American Nightmare and the one that makes it much more suited for the XBLA experience, is the game's "Fight Till Dawn" mode. Similar to Gears of War's Horde Mode, this arcade-action fest has Wake fighting waves of enemies, with limited resources, hoping to survive 10 minutes to make it safely into dawn. It's not just surviving though that's important, as setting a high score, on  the modes leader boards is ultimately the task at hand. I was able to go hands-on with the game's cemetery map -- one of five available maps at launch -- during my preview. Similar to the story mode, this map exuded a great sense of fear throughout. With the difficulty of each wave building as the time wound down, managing resources while fending off each attacking horde proved as stressful as challenging. While not scary per se, this mode still was just as nerve racking as I remember some of the most tense parts of the original Alan Wake. In the end, I made it through to dawn, but my cowardly skills were highlighted by my measly two-star rating.Remedy promised tons of unlockable rewards for Fight Till Dawn mode and they hadn't ruled out the possibility for more maps in the future. But for those who find the five maps easy, there is also a Nightmare mode that, while not shown, should give even the most diehard action gamer a run for their money. It's kind of funny, when American Nightmare was first created it actually started off strictly as an arcade action game, Remedy told me. They had this new world of weapons and of monsters with a greatly enhanced combat mechanic, but no real setting to call home. Thankfully, the rich idea of Night Springs fit perfectly into place. As excited as I am to blast enemies away in Fight Till Dawn mode, an Alan Wake experience is just not complete without a story to completely mess with my head. Hopefully, the wait isn't too long this time around,as I think that just might make my head explode,
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By now, most of us know about the long and challenging path that Remedy traveled in order to see the fruition of the original Alan Wake. Spanning five years of development, the psychological action thriller was not only o...

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The latest word on Alan Wake's American Nightmare


Dec 15
// Jordan Devore
Described by Xbox World as being "significantly bigger than any episode of the original game," Alan Wake's American Nightmare will have a hub structure to its locales. Fans of Wake have, apparently, taken his disappearance an...
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Alan Wake confirmed for PC in 2012


Dec 14
// Dale North
Yesterday a Stream registry hint told us that Alan Wake might be coming to PC. Now we have the official word from Remedy Entertainment. Alan Wake is coming to PC in 2012. Nice! I can't wait to play it at maxed-out settin...
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Steam registry entry suggests fabled Alan Wake PC version


Dec 13
// Jordan Devore
We had nearly given up hope that Alan Wake would ever grace PCs, but the spotting of a Steam registry entry for the game (via NeoGAF) has me feeling pretty good. This method has been reliable enough in the past, particularly ...
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New Alan Wake teaser trailer is a tease


Nov 10
// Victoria Medina
Remember the Alan Wake teasers that have been surfacing? Well now there's a trailer to go with them. The full trailer will be premiered during the 2011 VGAs, but Spike has posted a seven second teaser of the upcoming trailer...
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Look at a picture of Alan Wake: Night Springs


Nov 08
// Jim Sterling
A single image has surfaced for Alan Wake: Night Springs, the digital follow-up to 2009's action-horror. The picture comes via everybody's favorite full-color press release, Game Informer.  Mr. Wake is looking prett...
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Remedy: Sony, Nintendo must reinvent handhelds to compete


May 24
// Jim Sterling
Alan Wake developer Remedy believes that Sony and Nintendo need to significantly overhaul their portable efforts if they're to compete against the rising popularity of smartphones and tablets. According to executive VP A...
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Rumor: Alan Wake: Night Springs coming to XBLA


May 20
// Jim Sterling
According to those always crafty ANONYMOUS SOURCES, Remedy is beavering away on a brand new Alan Wake title -- a downloadable offering known as Alan Wake: Night Springs.  The gossip suggests that Night Springs will be ba...
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The next Alan Wake is not a sequel or DLC


May 10
// Nick Chester
You know that "Alan Wake 2" reference that popped up on LinkedIn? Remedy Entertainment has confirmed that, yes, there's more Alan Wake on the way. It's just not a sequel… or downloadable content for the original game.&...
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Resume sheds some light on Alan Wake 2


May 09
// Nick Chester
What did videogame blogs talk about before LinkedIn? The most recent juicy tidbit seems to out that work on the sequel to Alan Wake may well be underway. The LinkedIn profile of an artist shows that work may have been done on...
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Remedy: Screw retailers, let's go digital


May 03
// Jim Sterling
Remedy CEO Matias Myllyrinne wants the game industry to go all-digital as quickly as possible, and he doesn't give a damn if retailers are left in the dust. They sell used games, so screw 'em, appears to be the general o...
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Remedy aims to surpass L.A. Noire's facial animation


Apr 11
// Maurice Tan
Remedy has been hard at work on some supposedly impressive facial animation technology for an upcoming project. According to Edge, the Helsinki studio is confident it can come closer to crossing the "uncanny valley" effect th...
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Death Rally already gets its first update


Apr 09
// Conrad Zimmerman
A mere week after the release of Death Rally on iOS devices, Remedy Entertainment has already released a significant update to their combat racer. In addition to fixing some bugs in the initial release and some minor im...

Review: Death Rally

Apr 06 // Maurice Tan
Death Rally (iPhone [reviewed]/iPad)Developers: Mountain Sheep, Remedy Entertainment, Cornfox & BrothersPublisher: Remedy EntertainmentReleased: March 31st, 2011MSRP: $4.99/€3.99 Racing in Death Rally is a simple matter of pushing a virtual analog stick in the direction you want to go. While the game offers a fixed-orientation camera as a default -- where you just steer your car any way the track takes you -- you can change the camera to be oriented on the car instead. That way, the track just rotates around you as you go. It's an option, but not a recommended one as you'll end up only pushing forwards and moving your thumb to the left and right to steer.Although there has been some negative feedback on the controls, I found them to be more than serviceable. Because you generally only drive at a fixed top speed -- depending on how much you have upgraded your car -- the key to winning is to learn how to make handbrake turns. Making swift motions to turn your car 90- or 180-degrees results in a small speed boost that gives you an edge over sometimes faster cars.It would've been nice if you could enlarge the virtual stick because as someone who has pretty big hands and fingers, there was a bit of a learning curve to get the hang of it. Eventually you learn not to just press your thumb down and move it around to control your car, but to shift pressure with your thumb in the direction you want to go. If you don't, your thumb will start to hurt after a while, so don't do that. Your car will come with a standard machine gun that will automatically fire forwards if there is anything to shoot at. As you progress, you can collect parts throughout races to unlock new weapons and cars. A simple touch button lets you fire special weapons: a gatling gun, shotgun, sniper rifle, mines, and a missile launcher. Within a dozen or so races you also unlock the bumper as a secondary weapon, which lets you do damage by ramming into opponents.Finishing with a good position, destroying other cars, beating your lap and track record, and destroying a 'boss' yields you money which can be spent on car and weaponry upgrades. A boss is simply a car with a portrait hovering over it, who tends to have the best AI in any race.The combat makes the races a lot of fun, and every race feels like a new opportunity to fight your way to the finish line. Although the majority of levels come in simple three-lap races, there are additional 'challenge' races that feature things like a race without weapons, a one-lap race, a one-on-one race, a race with set vehicles, or a race with a set weapon type.While there are only around five race tracks in the game, reverse and 'mixed' tracks add a lot of longevity; you're not likely to learn them all by heart by the time you 'complete' the game.Gameplay-wise, Death Rally offers fun and brief racing on the go and you can easily find yourself starting just that one additional race because it only takes around a minute to finish it. And before you know it, you've been playing for 30 minutes.However, some odd design decisions drag the game down. While an iOS game doesn't have to be simplistic or simple by nature, having no manual or tutorial at all is ridiculous. Sure, you race a car around that shoots, how hard can it be? However, the UI is filled with elements that are never properly explained.For example, you can choose between around 5 races at any time from an elegant menu that shows your car. Going into the Garage to tailor your car and weapon setup is a seamless transition through the menu. And while the choosing your load-out is as simple as it can be, races have a skull icon and a number of blocks that are supposed to indicate the difficulty of a race. Or is it?Challenges show stars, and though it's easy enough to understand that more stars equal a tougher race, the game never really feels that much more difficult. To top it off, finishing a race gives you an overview of the money you made (by winning, destroying cars, etc.) and shows a multiplier. That can be 1.0x, or 1.5x, or even 3.0x. But what makes the multiplier go up? Killing multiple enemies doesn't seem to change it, and neither does finishing first or last. I'm all for having 'hardcore' games on iOS, but I shouldn't have to spend half an hour experimenting with things just to find out what causes what. Especially because the UI has been designed to be accessible, as you can read on the game's blog, it's mindboggling that they didn't take the time to just explain the most basic things. This confusion is only confounded by the game's two progression indicators. 'Progress' shows how far from completion you are, but you have to find out for yourself that this means you have to upgrade every single weapon and car to the maximum level. 'Fame' shows something I still don't even understand. All I know is that if you place last it goes down, and if you place first it goes up. But whether destroying cars or setting new lap records has an effect on it is never explained, so you quickly end up ignoring the Fame meter altogether. Or at least, you'd try if it didn't fill up at a ridiculously slow rate after a race.While the game could've done with some basic user research to find out if people actually understand what it is they are seeing, it has no detrimental impact on the gameplay experience itself. Death Rally is a lot of fun to play, it looks great, runs smooth, and it's very addictive. Having Duke Nukem appear as a boss with a few signature lines is also a nice throwback to the original game too. But a simple future update like being able to enlarge the virtual stick, or including a manual, would really go a long way for the title; especially for an audience as wide as the Apple app store provides.As it stands, you'll easily get around 5 hours or more out of the game by simply upgrading everything and having fun while you do it. And even when you 'complete' it, Death Rally doesn't make you feel like you are done playing it. For the price, it's a great game that is polished on many levels that matter, yet strangely lacking in others.
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Ahhh Death Rally, what memories you have given me back in the day. The old Remedy logo, the Apogee splash screen, the fact that it was basically Micro Machines with guns; what wasn't there to like? Now, almost 15 years after ...

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Alan Wake finally on PC with... a themepack


Jan 18
// Maurice Tan
Microsoft released a Windows 7 themepack for Alan Wake today. Let's all download it to send a "Signal" that people still want Alan Wake on the PC, shall we? If you never used one of these before, it's just a collection of twe...
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Alan Wake dev goes back to roots with Death Rally iOS


Jan 11
// Nick Chester
Alan Wake developer Remedy Entertainment is going back to its roots, reviving its first title, Death Rally, for the iOS. The developer says car combat game is "now bigger, stronger and more vicious than ever." The teaser trailer for the game looks surprisingly gorgeous, with plenty of explosions as you'd expect. Death Rally is expected to launch on the App Store in March for iPhone and iPad.
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Motion-controlled Remedy game suggested by job listing


Nov 15
// Jordan Devore
Time and time again, we've heard Remedy talk about how great a sequel to Alan Wake would be. There's still no definitive answer as to what the studio is working on, but whatever it is, it's taking place on the same engine use...
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Remedy CEO Matias Myllyrinne was friendly enough to invite Daniel Carneiro and myself over for an interview in Cologne about all things Alan Wake. We talked about Lost, The Wicker Man, Agent Nightingale, DLC and more. As Al...

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You can print your own Alan Wake cut-out


Aug 24
// Jim Sterling
Have you always wanted a cardboard cut-out of a fictional author to look at you while you sleep? Well, as freakishly unlikely as it is, your prayers have been answered. Remedy has provided a high resolution copy of Alan Wake'...
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You should go download Alan Wake's 'The Signal' add-on


Jul 27
// Jordan Devore
Consider this your official reminder to download the first of two add-ons for Alan Wake, "The Signal." For those who bought the game new, a redeemable code was packed in the box, rendering this a free download. Otherwise, it'...
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Remedy really wants to make an Alan Wake sequel


Jun 23
// Jordan Devore
In a discussion between IGN and Remedy regarding what's next for Alan Wake, head of franchise development Oskari Hakkinen went all out in revealing his desire to continue working with Bright Falls' odd mythos. First up, downl...
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Seven bucks gets you an Alan Wake DLC episode


Jun 18
// Jordan Devore
Alan Wake is a pretty cool guy, and you know, I have grown to love his agent Barry Wheeler even after an admittedly rough start. I pray that Remedy gets to releasing the two announced add-on episodes before too long, or else ...
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That teaser was for an Alan Wake-starring music video


Jun 09
// Jordan Devore
Well, that was unexpected. After the recent teaser for something rooted in live-action Alan Wake, we have our answer as promised -- it's a music video. Who saw that coming? What's that, you did? Not a chance, you dirty liar!...

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