
A Dark Presence stalks the small town of Bright Falls, pushing Alan Wake to the brink of sanity in his fight to unravel the mystery and save his love.
Most likely between $12.3M and $34.7M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $14.99 | 90% | approximately $20.4M |
| GOG | $1.49 | 84% | #11 |
| Xbox | $12.49 | 76% | — |
| Epic | $14.99 | 90% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $0.43 on GOG · Russia (−97%). Compare 46 prices in 15 markets →
Reviews
Themes across 2027 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
short answer ? a solid 5/10 Alan Wake 1 is a solid psychological survival horror game. It’s more like an interactive TV show that blends psychological thrills with mystery. The Story It starts with you playing as the novelist Alan Wake, who is suffering from severe writer's block. Trying to get his creative juices flowing again, he and his wife Alice travel to the quiet town of Bright Falls, which gives off heavy Silent Hill vibes with its isolation and mystery. The vacation, which was supposed to be a chill and fun getaway for the couple, quickly turns into a nightmare when his wife mysteriously disappears. Our hero starts finding pages of a horror novel he doesn't remember writing, only for this novel to turn into a terrifying reality that he has to live through. What really makes the game stand out is its episodic storytelling. It helps you keep track of your notes and questions about the mystery and gets you hyped for what happens in the next episodes. At the start of every episode (after the first one), you get a quick recap starting with the phrase "Previously on Alan Wake." That alone makes you feel like you're binge-watching a TV show. The game is also insanely influenced by Stephen King's work and the show Twin Peaks. Gameplay Combat: Honestly, the combat in this game is trash. I mean, I get the whole flashlight-and-gun concept, but the repetition gets so boring it’s sickening. Enemies come at you, and you use your flashlight—which has 4 tiers (1- normal, 2- stronger, 3- stronger with a wider beam, 4- strongest and widest beam)—or flashbangs to break their shields. If you take damage, you gotta run to a light source to heal up. After breaking their shields, you use your guns. You're limited to two main weapons and a sidearm (the flare gun). The main guns are just a revolver and a heavy weapon (which comes in 3 types: regular shotgun, upgraded shotgun, or hunting rifle). There's literally zero point to the variety because the only difference is a slight bump in damage. The combat here is garbage, which is super weird considering this game came out after the first two Max Payne games, which had legendary combat. Movement Mechanics: One of the worst dodge mechanics I've ever seen in gaming. It's clunky with no clear timing, and even when it does work, it still feels like the enemy hit you. And the stamina? Absolute disaster. It made me hate the game so much. I swear to God, it's garbage and disgusting. It makes zero sense that you run out of breath after taking two steps. What is this annoyance? I hope the idiot who designed these two mechanics never gets a management job in game dev again. Exploration: The game is mostly linear, but sometimes there are branching paths where you can find supplies like ammo and batteries, and rarely, useful story stuff like manuscript pages or character lore. Honestly? Exploration didn't feel rewarding. I was never really struggling for ammo, and the chances of finding a manuscript page or useful lore felt like less than 15%. Remedy really dropped the ball here. Level Design: This game doesn't know the meaning of level design. The levels are gross, and the environments are heavily repetitive. It's basically just running from point A to point B in the dark through the same abandoned areas. It feels like you're running away in the exact same place every time. Add to that the worst enemy placement—just throwing them at you randomly and letting you deal with it. That's a terrible thing to do in a horror game. When they did try to mix up the designs, they gave us driving sections. The first time was kinda funny, but after that? Way more boring than expected. Daytime in the game turns it into a slow-paced walking simulator with dialogue, then it shifts to night so the enemies can spawn. You rely on streetlights to know where to go, autosave, and heal up. The game also overuses darkness just to keep you constantly on edge. I spit on the failed level designer. Enemy Interactions Humans (The Taken): The AI ranges from mediocre to bad. Regular enemies just attack you randomly in huge numbers to corner you in the dumbest way possible. Ravens: The idea was simple: they flock together and attack you as a single entity in a straight line. Just pop a flashbang or shoot a flare, and you wipe them out easily. Possessed Objects: They float in the air for a bit, then launch themselves at you super fast and hard. There's no real thought or specific direction to them. Allies: They just act as backup without any specific tactics. They mostly rely on you to finish the enemies off. The only sweet thing is that they can't die, so you don't have to stress about babysitting them. Horror Aspects Resource Management: Resources are so abundant that it's practically impossible to run out of them during any specific section. I'm talking about the variety, the sheer amount scattered around, or using the environment to your advantage. Plus, at the start of every episode, your inventory just magically resets in a really dumb way (like, "oh, we're making this harder now"). In this regard, the game was super weak and easy. Psychological Horror: The game actually nailed this in a few ways. The "unreliable narrator" trope added great layers to the story and the overall mystery. The plot twists episode after episode provided very solid psychological horror. The idea that the horror isn't just monsters, but rather your own writings turning into reality—that's genuinely terrifying. The Dark Presence manipulating the environments and people creates great tension. I also loved that the enemies don't just spout gibberish (like zombies or the villagers in RE4); they repeat their everyday phrases but in a slightly distorted, creepy way. It gave me a genuinely eerie feeling while killing them. Reading a manuscript page that gives you a glimpse of what's about to happen to you keeps you totally on edge. The game played this angle perfectly. Puzzles: Almost non-existent. When they do show up, they are environmental puzzles that are bad at best. If they weren't going to bother making cool puzzles, they should have just scrapped these trashy environmental ones altogether. Visuals and Audio Graphics: For its time, the textures and stuff weren't revolutionary, but from what I looked up, the lighting was insane back then. The shadows in the game are hilarious, though; sometimes they literally load in right in front of me in a funny way. Visual effects were okay. The contrast? It was supposed to be awesome, but sadly it was weaker than it should have been, and sometimes it just blinded me. Environments: Very weak, and the texture quality was pretty mediocre. Character Models: Laughably bad for a 2010 game. Someone who's only been in game dev for two months could make something better, especially since the cast of characters isn't even that huge. They should have at least put more effort into the main cast. Technical Performance: Average. It crashed on me maybe 3 times, and once I got stuck in a section and had to Alt-Tab to get the game moving again. Audio: There were a few issues here, whether it was the gunfire sounds, enemy noises, or audio-sync delays with character dialogue during gameplay and cutscenes. Music The music was okay. Not mind-blowing, but not trash either. There are a few hit-or-miss tracks, but overall, it's good. The track I remember most is the one during the stage fight sequence—that was pure adrenaline. Manuscripts Aside from adding to the psychological horror, the game uses them brilliantly from a narrative standpoint, almost like an audiobook. It was a really beautiful touch. References (Easter Eggs) The game is absolutely loaded with them. Stephen King: There are heavy nods to his work. The core premise is so similar to The Shining that while playing, I kept feeling like I'd seen this before. The whole "writer forced to write a novel by a secondary entity" is just like another one of his books (Misery). Twin Peaks & Silent Hill & max Payne
Alan Wake is a third person adventure game. When the wife of the best-selling writer Alan Wake disappears on their vacation, his search turns up pages from a thriller he doesn’t even remember writing. A Dark Presence stalks the small town of Bright Falls, pushing Wake to the brink of sanity in his fight to unravel the mystery and save his love. Played this on my Lenovo P15 with UHD 630 graphics and Quadro T1000 graphics. Game is very playable.
I quite enjoyed this game and I was super excited to play alan wake 2 but I think maybe the publishers forgot to upload alan wake 2 to steam and instead uploaded it to epic games by mistake? hope this gets patched soon
Alan Despierta y hace el mayor homenaje posible a su autor favorito, Stephen King, el cual es consumir la cocaína suficiente para provocarse lagunas mentales, e inducirse en un brote psicótico con el que su actividad favorita es encandilar gente con una linterna y acto seguido pegarles tres tiros con una magnum.
more like alan peak , still bummed about the fact that alan wake 2 is not on steam and this infuriates me to my soul and bones
алан уэйк!
Alan Wake — это игра, которая умеет испытывать терпение, из-за чего её легко забросить в первый же час, но если пересилить себя, она раскрывается ближе к финалу. В самом начале проект отталкивает душным геймплеем, ведь схема «посвети фонариком и выстрели» быстро утомляет, главный герой постоянно устает от бега, а бесконечные однообразные темные леса навевают скуку. Однако ближе к концу история писателя разгоняется, локации становятся масштабнее и интереснее, а эпичные моменты вроде сражения на рок-сцене полностью искупают прошлую рутину. В итоге игра долго запрягает, но дарит отличные эмоции в финале, заслуживая честные 6 из 10 за отличную атмосферу, ради которой пришлось перетерпеть скучный старт.
[Spoiler-free] Alan Wake is quite a miserable experience, but it got us Alan Wake the Second, so I will let it live. Whopping 7 years after Max Payne 2, Remedy gave birth to Alan Wake—an action-survival horror (YES, HORROR) game telling the story of a writer that simply wanted a peaceful holiday with his wife, away from the shenanigans that come with being a bestseller, yet somehow ended up in a series of tragic and twisted events that result in the disappearence of his wife. Let's start with easily the best part of Alan Wake—the story. As usual, Sam Lake is an amazing writer, so it's not a surprise that the story is where the game shines the most. It easily surpasses the work he has done on Max Payne, and that was already great! Alan Wake as a movie, as a book, as a narrative, is just so engaging. They have masterfully interwoven the intricacies of a great horror book and the mesmerizing feeling of an addicting TV series into a faux-tvshow-book video game. I am not strictly speaking about feelings, although that also plays a part in that. There are pages of a book scattered throughout the game and there are TVs placed in specific locations of the game. Both of those are essential in order to piece together this masterful story. It might seem nonsensical at first, but the game makes sure you understand it by the time the credits roll around. The thing that's not commonly mentioned when this game is brought up is the voice acting and I think it's a shame. The voice acting is honestly the second best thing about the whole experience. It's seriously impressive, even by today's standards. Obviously Matthew Porretta takes the cake here, but Brett Madden is nothing to scoff at either. Now, if this was the entire game, or rather, if this wasn't a game, it would've honestly been a 5/5, but alas, you have to play it. Contrary to the popular belief, I don't think Alan Wake has bad combat. It's actually quite well thought out. All the weapons feel weighty, the flashlight mechanic is quite genius and the controls are *mostly* responsive. This game's greatest sin is the absolute overabundance of combat encounters. This is a 9 hour game if you simply play through the base experience. There are maybe 4 enemy types that actually matter. I am not kidding when I say you will spend around 6 hours in combat, another hour is just running (or driving!) through the environment, which is fine, and the rest is reserved for the actual wagyu steak. It is maddening and completely takes the tension away from the story. While the combat evolves a little throughout the story, giving you more weapons to play around with, the environments stay the same. You will see the god forsaken green forest for 80% of the game AND YOU WILL LIKE IT. To make the combat encounters worse, some of the enemies will just spawn behind you. Sometimes the game will show you that they did, but most of the time you are going to get stabbed in the back without warning and lose half of your health (possibly all of it!). It honestly would not be that bad if not for the fact that the dodge was made to piss you off. The dodge is the same button you use for running, which is a sin of its own, but the worst part is that it simply feels like RNG. I love my dodges and parries in video games, but I can't for the love of god get a hold of Wake's dodge. I know that he is in his thirties, but MOVE MAN. If you cut Alan Wake in half (the game, not the guy), you would literally lose nothing of value and the experience would be miles better. The best example of this is the DLC episode simply called "Special: The Writer". It is a 2 hour episode with wild set pieces, (literally) insane and passionate acting from Matthew Porretta, a moderate amount of combat encounters that actually enhance the experience, and it neatly wraps up the whole story. I know that it stands on the shoulders of the base game, but it just does everything so much better. I know Remedy is not known for their gameplay (although they've gotten better at it over the years), but this is their lowest of the lows. 50% recommended, 50% stay away.
Alan Peak
MASTERPIECE!! Loved every minute of it. The story, the world, the characters are all top tier. The gameplay is fun and tight. The enemy encounters are fun and challenging. This is a story focused game and has a mystery box story which unfolds in a fun and unpredictable way, keeps you on your toes all the time. The ending is insane and has the best last line in all of gaming period. The DLC episodes are both fun and interesting and gives an insight into what happens after the crazy ending. The platforming is cool but janky, but gameplay and story telling here is very good. For 100% this is a good game to complete, it has fun achievements, good challenge and almost no grind, completely friction-less and fun 100%. The DLC Episodes have perma-death achievements which can be annoying, but never not doable. Highly recommend this game, despite it's age and janky nature. The best 6/10 game you will ever play and never forget.