Shacknews Editorial Director, Garnett Lee:
GamingTrend Review - 95
Graphically, Alan Wake was an absolute impossibility on any home console in 2005. With the Xbox 360, there is enough graphic power to bring Wake’s world to life. Much of the game is spent in the dark, but this isn’t a Resident Evil knockoff - the world looks like what you’d see in a forest illuminated by stars and the moon, and not just pitch black like Doom 3. There is a bluish hue to the world, and the forest is absolutely choked full of foliage. Full size trees, bushes, plants, leaves, signs, debris, and more sway in the wind, providing a shocking amount of ambush points for the creatures in this game. It isn't just black, it's darkness the way you and I would perceive it in the real world. You’ll spend a fair amount of time in the town of Bright Falls, and it is well populated, both with people and things to see. The town is excited about their annual Deerfest celebration, and it is decorated accordingly. Somehow the city feels alive, not just filled with pre-placed objects. While it isn't the sandbox city that was initially planned, it feels focused without ever putting your feet on rails.
The incredible lighting engine I mentioned above is the heart of the game. Day and night cycles cast absolutely perfect shadows. Most games do such a weak job with shadows, putting simple circles under the feet of the protagonist. Alan Wake was built around the concepts of light and dark, and it shows. Your flashlight has small concentric circle distortions from the lens, and the light realistically bends across objects. It pales, however, in comparison to when the real fireworks start.

 
		
	 
		
	 Come August/September, those forums might as well be roped off by 20-foot high electric, barbed wire fences.  No way I'm going into that madness.
  Come August/September, those forums might as well be roped off by 20-foot high electric, barbed wire fences.  No way I'm going into that madness.
							
						 
							
						 
		
	 
	
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