Alan Wake (2010)

Remedy Entertainment

PC (Microsoft Windows) · Xbox 360

3.69 from 3485 ratings

9597 members have it in their collection · 250 playing now · 3193 backlogged · 923 wish listed

How long? Main story 12h · with extras 16h · 100% 31h (from 121 logged playthroughs)

Alan Wake is a psychological horror action-adventure game developed by Remedy Entertainment. The narrative centres on Alan Wake, a bestselling thriller novelist experiencing writer's block. He travels to the small town of Bright Falls with his wife, Alice, seeking a change of environment. Shortly after their arrival, Alice vanishes under mysterious circumstances. As Alan searches for her, he discovers pages … Read more
Alan Wake is a psychological horror action-adventure game developed by Remedy Entertainment. The narrative centres on Alan Wake, a bestselling thriller novelist experiencing writer's block. He travels to the small town of Bright Falls with his wife, Alice, seeking a change of environment. Shortly after their arrival, Alice vanishes under mysterious circumstances. As Alan searches for her, he discovers pages of a thriller novel he does not recall writing. The events described in these pages begin to manifest in reality, and Alan encounters hostile supernatural entities known as the "Taken," who are controlled by darkness. The gameplay involves navigating Bright Falls and using light to combat these dark forces. The storyline explores themes of reality and fiction, along with the influence of the written word. Read less
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Release dates

  • May 14, 2010 (Europe) Xbox 360
  • May 18, 2010 (North_America) Xbox 360
  • May 20, 2010 (Australia) Xbox 360
  • Feb 16, 2012 (Worldwide) PC (Microsoft Windows)

Also available on

Related

DLC

Standalone expansions

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Featured in lists

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Rating distribution

5 stars
729
4 stars
1395
3 stars
993
2 stars
301
1 star
67
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Community All Reviews Statuses

itram

Status itram Sep 2, 2025

QUE LINDO JUEGO. no entendí nada el final pero me entretuvo un montón, me lo pasé en 2 días. no me gustan los juegos de terror pero este estuvo leve, cada tanto pegaba un saltito por cada alucinación que tenía Alan, pero creo que me asusté más cada vez que Barry estaba en peligro, pobrecito. Alice, la esposa, me pareció …

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QUE LINDO JUEGO. no entendí nada el final pero me entretuvo un montón, me lo pasé en 2 días. no me gustan los juegos de terror pero este estuvo leve, cada tanto pegaba un saltito por cada alucinación que tenía Alan, pero creo que me asusté más cada vez que Barry estaba en peligro, pobrecito. Alice, la esposa, me pareció un personaje medio de mierda. llegaba cierta parte del juego que me olvidaba que estaba haciendo todo esto porque tenía que salvarla.

★★★★☆ 4/5

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BMO

Status BMO Sep 24, 2024

The way Remedy turned the environment into a weapon against the darkness is, without a doubt, the height of Alan Wake’s design and I wish Remedy had thought to utilize these ideas sooner. It makes for a very strong ending (save for the horrible platforming) that elevates the entire game.

BMO

Status BMO Sep 24, 2024

Whose genius idea was to place every other instance of the word “tools” near a ledge so that when you activate it, all your ammo, batteries and flares fall off the ledge? 🤦🏽

BMO

Status BMO Sep 24, 2024

The Alan Wake DLC simultaneously has Remedy's best ideas I've encountered in the game thus far, coupled with the worst execution.

BMO

Status BMO Sep 24, 2024

Well the first DLC has some of the worst designed sequences I've played so far, and maybe some of the worst designed sequences of any game of this level of general production value. Some of this DLC is just plain unenjoyable. And for my money, the game is leaning far too heavily on combat, even more so than the base …

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Well the first DLC has some of the worst designed sequences I've played so far, and maybe some of the worst designed sequences of any game of this level of general production value. Some of this DLC is just plain unenjoyable. And for my money, the game is leaning far too heavily on combat, even more so than the base game, to its detriment. There are smart things Remedy is doing with level and encounter design, but they are doing it with such a heavy hand that it suffers overall i.e., there are shining moments when the combat informs the story, but it quicky falls to excessive reliance on the combat. And when the only reason you are willing to tolerate the combat is because you want to see what is on the other side of the story, you know that there is a severe issue with balance between in interesting bits, and the tedious ones.

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BMO

Status BMO Sep 23, 2024

Well that’s it for the base game. Going to sleep on everything that happened before I start the DLC chapters. Genuinely considering decreasing the difficulty for the DLC because it’s clear I’m not here for the combat mechanics, nor is it the game’s strength.

BMO

Status BMO Sep 23, 2024

Starting to feel really over it in chapter six. Yes, I know the conclusion of a game usually means a ramping up of combat, but when combat is this clunky it’s hard to find the fun in it.

No one should ever allow Remedy to design a driving level ever again.

Someone at Remedy genuinely thought, “You know what would …

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Starting to feel really over it in chapter six. Yes, I know the conclusion of a game usually means a ramping up of combat, but when combat is this clunky it’s hard to find the fun in it.

No one should ever allow Remedy to design a driving level ever again.

Someone at Remedy genuinely thought, “You know what would complement our terrible combat? An enemy that moves like The Flash! Just to give players a really good time.”

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BMO

Status BMO Sep 23, 2024

One thing I'm probably not going to come around to in Remedy games has to do with the fact that I'm really not a fan of Poets of the Fall. it's really not my kind of metal, even though I typically have pretty broad taste. They exhibit a bit too much Nickelback, not enough Children of Bodum. They just don't …

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One thing I'm probably not going to come around to in Remedy games has to do with the fact that I'm really not a fan of Poets of the Fall. it's really not my kind of metal, even though I typically have pretty broad taste. They exhibit a bit too much Nickelback, not enough Children of Bodum. They just don't give me the music goosebumps, you know?

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BMO

Status BMO Sep 23, 2024

Ok, the helicopter landing pad fight was much, much better. Not only did they let me prepare for the fight by allowing me time to pick up new weapons and ammo, they also did a much better job indicating where enemies would advance from and provided me with the ability to head them off. So, so much better and actually …

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Ok, the helicopter landing pad fight was much, much better. Not only did they let me prepare for the fight by allowing me time to pick up new weapons and ammo, they also did a much better job indicating where enemies would advance from and provided me with the ability to head them off. So, so much better and actually kind of fun. I think if they had just given me time to pick items up on the stage in chapter four before trigger the fight, I'd have had a better time, instead of forcing me to scramble to pick them up while avoiding enemies that quickly surrounded me.

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BMO

Status BMO Sep 23, 2024

This trigger happy Fed calling Wake by every author name other than his own cracks me up.

"Nowhere to run, Dan Brown!"

BMO

Status BMO Sep 23, 2024

It's someone ironic that I'm complaining about the gameplay in this game, but also find myself growing into a fan of Remedy's work. I like what they are doing, I just don't always like the way they do it. This reminds me a lot of Control, a game that I loved for its world and environmental storytelling but was slightly …

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It's someone ironic that I'm complaining about the gameplay in this game, but also find myself growing into a fan of Remedy's work. I like what they are doing, I just don't always like the way they do it. This reminds me a lot of Control, a game that I loved for its world and environmental storytelling but was slightly let down by it's combat, even if Control was generally more "fun". It's funny, Quantum Break is probably their best game for great feeling moment-to-moment combat (except for an uninspired and annoying final boss fight) but is probably also their most conventionally told story relying on conventional plot presentation instead of the leaning quite as heavily on environmental story construction. Regardless, I really like their aspirations and their willingness to make mistakes in an effort to tell stories the way they want to tell them.

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BMO

Status BMO Sep 23, 2024

When Alan says “You’ve got to be kidding me!”, you know that you’re about to be royally fucked by another really poorly designed fight. Oh look at that, a giant possessed thresher and an entire horde of enemies. Yup, that’s fun 😐

Oh good, and it can one shot you. Even more fun 😞

BMO

Status BMO Sep 23, 2024

Some of the TVs don’t work in the Remaster. At first I thought that some TVs don’t display content, but I just clicked on a TV and Barry started commenting on the episode of Night Springs on the screen, yet nothing is playing. That’s a shame because they are one of my favourite things in the game.

BMO

Status BMO Sep 23, 2024

I get that Remedy likes making big rock’n roll fight sequences, but god damn are they ever bad at designing them. That farm fight sucked. Nothing quite as fun as getting ganked by offscreen enemies who move three times faster than Wake. Oh and thanks Barry for mentioning all the guns and ammo. Too bad you don’t have time to …

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I get that Remedy likes making big rock’n roll fight sequences, but god damn are they ever bad at designing them. That farm fight sucked. Nothing quite as fun as getting ganked by offscreen enemies who move three times faster than Wake. Oh and thanks Barry for mentioning all the guns and ammo. Too bad you don’t have time to pick any of it up before the fight starts and that Wake takes a full mintute to “hold B to swap” when picking up newer and better weapons. Yeah, super fun having to try to time that when a horde is descending on you from every direction and the game designers decided that visual prompts aren’t really that important.

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