It’s hard to tell what’s stranger: Wake’s frequent narration of the objects and events that you can clearly see onscreen, or York’s near-constant “conversations” with his secondary personality, Zach, which often involve detailed musings out loud about the casts and crews of various ‘80s movies. After all, they’re both appropriate to the characters and plot: as a writer, Alan’s narrating his own story, and York has mental issues.
No, wait, it’s easy to tell which is stranger: the one that involves an in-depth, stream-of-consciousness monologue about actor Joel Grey’s character in the 1985 film Remo Williams: The Adventure Begins. Alan’s narration is the one that’s irritating.
Deadly Premonition is probably the worse offender here, as Agent York frequently talks about coffee, makes a point of saying he's picky about coffee and sees mysterious letters and entire fortunes in his coffee.
Meanwhile, Alan Wake just spends the entire game going out of his way to collect thermoses full of coffee. It's not even fresh coffee; it's (presumably) lukewarm dregs that other people have left lying around, frequently abandoned by the roadside or near piles of garbage. He doesn’t talk much about coffee, but of the two, who has the more serious addiction, really?
Above: Ignoring obvious danger for the sake of one more fix? Hmmm…
Alan Wake’s driving sequences, while relatively enjoyable, are kind of pointless; since there’s no real free roaming, you’re usually limited to driving through small, enclosed areas or down long stretches of highway that only exist to justify the existence of cars. And while the cars themselves have weight and destructibility, they also tend to disintegrate if you’re ever surrounded by a group of machete-wielding Taken.
Above: At least it's a pretty drive
Meanwhile, driving is totally necessary in Deadly Premonition, seeing as the game world is huge and open. But it’s a miserable experience, as the slightest twitch of the stick can send you careening into oncoming traffic. Not that it really matters much, because the cars can absorb a serious beating without ever showing damage, and collisions never feel like they have any weight or real impact.
Above: Rain makes cars constantly veer off the road in real life, right?
Not much of a similarity, really, but it’s strange that each one got something right about driving that the other game got wrong.
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