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Just finished Episode 2 and OOOOOOOOOH SNAP!

Edit: Bit disappointed in the sound, there is barely any to that matter. I often find my self getting jumped by the taken because I can't hear them approaching. I understand what they are trying to do bit it's a bit irritating to get dropped because you're Alan has the stamina of a 60 year old man.

Worth Playing

Selected quotes I picked out from the review which avoid spoilers:

To call Alan Wake a "game" is to do it a disservice.

To this end, the team has succeeded brilliantly, and the resulting roller-coaster ride is well worth the investment.

Using an interwoven meta-narrative like this isn't the easiest task to pull off, but the scriptwriters at Remedy managed to do it.On its own, the combat within Alan Wake isn't anything revolutionary, but when merged with the environment, the experience is jacked up to 11.

Just like in Hitchcock movies of old, what you don't see is often more unnerving than what you do see.

When you're not engaged in nighttime combat, Alan Wake offers players stunning visuals of the Pacific Northwest. Natural vistas are rendered superbly, with soaring mountaintops and lush treetops.

By and large, Alan Wake is a visually gorgeous game and one that serves to showcase the visual prowess of the Xbox 360. It's not just the visuals that are strong though; the sound is equally memorable.

When it comes to rendering people and faces; try as they might, the faces never quite look natural, and the lip-synching usually feels a bit off from the vocals. We also noticed an occasional bit of screen tearing during the dozen or so hours spent playing the game, but that was the exception rather than the rule.

By and large, Alan Wake is a visually gorgeous game and one that serves to showcase the visual prowess of the Xbox 360. It's not just the visuals that are strong though; the sound is equally memorable.

Alan Wake's sound design shines on three layers: voice acting, musical soundtrack and ambient noise.

This is a game that screams to be played on a surround sound system. It sounds great on a standard stereo setup, but when you turn down the lights and crank the sound on a 5.1 system, Alan Wake does an incredibly effective job of drawing you into the world.

Major kudos.

Given its focus on the single-player experience, you might think that Alan Wake offers little in the way of replay value, but the game offers up a number of collectibles in addition to the aforementioned manuscript pages, along with easy access to replay any completed episode.

All in all, Alan Wake is a brilliant piece of storytelling and one that is going to stand out as an example of single-player gaming done right. The combat mechanics are solid and interesting, and fighting The Taken is often exciting and intense. The light-based mechanics keep the gameplay invigorating, and there's a fun layer of depth in allowing players the option to fight or run. It may not be perfect, but the experience is so visceral that overlooking any small hiccups is an easy task.

  • Score: 9.0/10

WOWOWOW

Hopefully this game will make up for the disappointment I call Heavy Rain

Just finished Episode 2 and OOOOOOOOOH SNAP!

Edit: Bit disappointed in the sound, there is barely any to that matter. I often find my self getting jumped by the taken because I can't hear them approaching. I understand what they are trying to do bit it's a bit irritating to get dropped because you're Alan has the stamina of a 60 year old man.

Running is a pain, I always end up dodging first then you run for about 5m and are out of breath. However once you get flares it's not as bad, I just litter the ground with them lol.

You get attacked a lot from behind, I guess it would be good to have more of a sound indication or something, like how the radio in SH goes static.

The overall sound atmosphere is good though, it would just be better if the taken were a bit louder or something laugh.gif

wait, how is everyone playing this game?

It leaked, and Neowin doesn't care if you talk about leaked games any more.

Me and Spookie have been posting impressions for quite a few pages :p And DL a few pages back.

Running is a pain, I always end up dodging first then you run for about 5m and are out of breath. However once you get flares it's not as bad, I just litter the ground with them lol.

You get attacked a lot from behind, I guess it would be good to have more of a sound indication or something, like how the radio in SH goes static.

The overall sound atmosphere is good though, it would just be better if the taken were a bit louder or something laugh.gif

I'm throwing flares about like a pillhead uses glow sticks at a rave! Just got the

heavy duty

flashlight. Should have expected that the game would get a lot harder once it had done that! Really getting in to this now, oddly enough I'd normally be foaming about the gameplay flaws but I'm heavily distracted by the story much like I was with Heavy Rain.

Oh wait, does this game rely heavily on sound? If so, I may have some issues! :(

More visual quips like it looking like the filter has gone ape**** when you're surrounded. The sound is good it's just a bit lacking when it came to the combat- doesn't sound like you're being hurt when hit and the taken don't make much noise when coming after you. I'd like to have the sound of an axe being dragged through mud when the bigger monsters chase you down.

I'm throwing flares about like a pillhead uses glow sticks at a rave! Just got the

heavy duty

flashlight. Should have expected that the game would get a lot harder once it had done that! Really getting in to this now, oddly enough I'd normally be foaming about the gameplay flaws but I'm heavily distracted by the story much like I was with Heavy Rain.

The story does pick up a bit from Chapter 3, but you have to wade through a sea of **** with the first few chapters. Early parts reminded me so much of FF13 corridor running, just point A to B and start up another generator, aka a ton of repetition. Also from Chapter 3 it starts to drop some of the ridiculously cheesy and out of place lines. I'm just hoping the game doesn't diarrhoea all over itself at the end as bad as some of the reviews say.... Sounds like they just end it and expect you to get the DLC for the "proper" ending.

The story does pick up a bit from Chapter 3, but you have to wade through a sea of **** with the first few chapters. Early parts reminded me so much of FF13 corridor running, just point A to B and start up another generator, aka a ton of repetition. Also from Chapter 3 it starts to drop some of the ridiculously cheesy and out of place lines. I'm just hoping the game doesn't diarrhoea all over itself at the end as bad as some of the reviews say.... Sounds like they just end it and expect you to get the DLC for the "proper" ending.

I liked the methodical pacing of Chapters 1 and 2. 3 could have been a little shorter though. Really really enjoying this so far though. :)

Some definite: Rut. Roh. Moments come the start of 4. :p

I liked the methodical pacing of Chapters 1 and 2. 3 could have been a little shorter though. Really really enjoying this so far though. :)

Some definite: Rut. Roh. Moments come the start of 4. :p

The script writing killed it for me in the early chapters, so many cringe worthy lines and cheese. It's the stuff that worked on Max Payne due to the type of game it was, but not a psychological horror game.

That and the pacing, too much running around identical looking woods from A to B and turning on generators :p

Not going to finish it tonight, probably tomorrow or the start of the weekend. Got quite a bit to do the next few days before holiday.

I think the sound plays a pretty big part honestly. I have my surround sound bumping and it absolutely helps me identify where enemies are as their voices are directionaly spot on. All sound in the game is relative so it definitely helps with the atmosphere. Still on part 2 and I can say I'm looking forward to a little less woods at this point in time.

Doubt they downloaded it illegally, it's out in many stores, i was called to come pick it up today. Either way, seems many think "there's a lot riding on this one" so they'll say it's bad or good no matter what, i think most of us realize that. Each will have to decide for himself. Like i said, picking Wake up regardless, but i hope i'll be able to get over the Teen rating personally.

Doubt they downloaded it illegally, it's out in many stores, i was called to come pick it up today. Either way, seems many think "there's a lot riding on this one" so they'll say it's bad or good no matter what, i think most of us realize that. Each will have to decide for himself. Like i said, picking Wake up regardless, but i hope i'll be able to get over the Teen rating personally.

It was released early by Meijer in one area. Either way, most copies in this thread are probably downloaded illegally, but whatever. :rolleyes:

I think the sound plays a pretty big part honestly. I have my surround sound bumping and it absolutely helps me identify where enemies are as their voices are directionaly spot on. All sound in the game is relative so it definitely helps with the atmosphere. Still on part 2 and I can say I'm looking forward to a little less woods at this point in time.

Great :( I'm probably going to die.......... alot.

Man, docking a score because a game doesn't have multiplayer? What psychological horror game actually has MP? And how the heck would you even do it? MP can't have the type of tight story needed to scare the crap out of you and pull you in to the world. This just goes to show how reviews are worth jack now. If you trust the reviews you check out then great.

As for the sound, when you DON'T hear anything that's when you should be scared. The radio static in SH made it easy, you knew something was close and you were ready for it. Not hearing something is 10x more creepy and keeps you on edge way more. Hearing something and not seeing it is another way to go, and I'm sure the game has those parts as well.

As for the sound, when you DON'T hear anything that's when you should be scared. The radio static in SH made it easy, you knew something was close and you were ready for it. Not hearing something is 10x more creepy and keeps you on edge way more. Hearing something and not seeing it is another way to go, and I'm sure the game has those parts as well.

Alan wake has a visual warning rather than audible. Things go like ink dropped in water when something is close. Occasionally when you get jumped by a number of enemies in forest the camera will pull out and go slow mo highlighting it might be a good idea to start running. It's just annoying to be fighting 3-4 hulking ******* dropping them all with a shotgun to have one cave your head in because you can't hear him breathing down your neck even though he's less than 1 meter away! It's a minor gripe but it will annoy some.

It leaked, and Neowin doesn't care if you talk about leaked games any more.

Really? Sweet :D

First impression was "is this really the finished game?" Dialogue seemed... I don't know, like it was being read from a script for the first time, timing was all off, no pauses where there should be. In fact, a lot of the dialogue seems flat, and the dialogue when reading pages is a lot quieter than in the main game. Pain in the arse when you're playing at 3am, and you're trying to keep the volume down.

Also, watching a car from a distance, jerking along a mountain road is kinda comical and spoils the atmosphere, your attention is automatically drawn to it.

A lot of the game is gorgeous though, and all in, I'm loving it. Definitely one to play in the dark. I almost shat a brick when I

got my foot stuck in a bear trap

:laugh:

Just gutted that my amp blew, no surround sound for me :cry: Might try to fix that today actually.

Ive heared that the ending isnt really an ending and that they are going to make you buy DLC to get a proper ending like Prince of Persia. If thats true i wont be buying it, one of you guys that have it i would appreciate if you could let everyone know when you finish it if this is the case.

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  • Posts

    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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