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* OrphanedReference:
** In the remaster, the product placement for Energizer is removed. Despite this the achievement for swapping batteries 100 times is still called "Energized!"
** Also in the remaster, the product placement for Verizon is removed, making the "can you hear me now" line in 'The Signal' a bit odd with the amount of emphasis given to it.
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* CreatorsFavorite: [[WordOfGod Remedy]] has stated that they like Agent Nightingale's character, and would like to explore his mysterious backstory further.

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* CreatorsFavorite: [[WordOfGod Remedy]] has stated that they like Agent Nightingale's character, and would like to explore his mysterious backstory further. In [[VideoGame/AlanWakeII the sequel]], [[spoiler:[[BaitAndSwitch he's killed and Taken at the very beginning of the game]].]]
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* DummiedOut: In the Remastered version of the game, all of the product placement from Verizon and Energizer has been replaced with in-universe branding.
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** The game was originally planned as an open world game, but they couldn't get that to work with the story Sam Lake wanted to tell, so it became episodic and more linear. However, the entire game world is still available the whole time, and this contributes to the town of Bright Falls feeling more like a real place.

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** The game was originally planned as an open world game, game with a day/night cycle, but they couldn't get that to work with the story Sam Lake wanted to tell, so it became episodic and more linear. However, the entire game world is still available the whole time, and this contributes to the town of Bright Falls feeling more like a real place.
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Moved to Alan Wake II


* DevelopmentHell: The sequel had attained this status for a while, [[https://www.vg247.com/alan-wake-2 which was all a matter of "time, money, and resources."]] Remedy did always intend for there to be a sequel, but it was put on hold as ''Alan Wake'' reportedly underperformed and left them insufficiently funded, and Microsoft pushed them to pursuing new projects such as ''VideoGame/QuantumBreak'' (though [[RefittedForSequel some of their loose ideas were able to make it into]] ''Alan Wake's American Nightmare''). They attempted to re-jumpstart the project in 2017, but that went nowhere as all focus was put towards ''VideoGame/{{Control}}'', though they were still very clearly interested in it as ''Control'' makes [[{{Crossover}} very liberal crossovers]] with ''Alan Wake''. By 2019, Remedy had bought out the ''Alan Wake'' IP from Microsoft, and with ''Control'' becoming a bigger financial success, the way to ''Alan Wake II'' was paved, and it was officially announced in late 2021 for a 2023 release.
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* ThrowItIn: The poltergeist objects the darkness throws at you weren't part of the original script. It's just that the game engine would occasionally make objects twitch and jump, so the team decided to take advantage of that and make it part of gameplay.


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** The game was originally planned as an open world game, but they couldn't get that to work with the story Sam Lake wanted to tell, so it became episodic and more linear. However, the entire game world is still available the whole time, and this contributes to the town of Bright Falls feeling more like a real place.
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not word of god at all


* WordOfGod: According to WordOfGod, the "Night Springs" episodes were actually written by Alan earlier in his career. Which might explain some things about his current predicament.
** Barry actually mentions this in-game if you watch the episode that's on a TV when he travels with you, but states this particular episode isn't one of Alan's.
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* * CreatorsFavorite: [[WordOfGod Remedy]] has stated that they like Agent Nightingale's character, and would like to explore his mysterious backstory further.

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* * CreatorsFavorite: [[WordOfGod Remedy]] has stated that they like Agent Nightingale's character, and would like to explore his mysterious backstory further.
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Moved from YMMV.

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* * CreatorsFavorite: [[WordOfGod Remedy]] has stated that they like Agent Nightingale's character, and would like to explore his mysterious backstory further.
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* AcclaimedFlop: The game reviewed very well and achieved a solid fanbase of its own, but it had the misfortune of coming out on the same weekend as ''VideoGame/RedDeadRedemption'' and didn't see good initial sales (for comparison, that game sold 1.5 million copies within its first two weeks -- ''Alan Wake'' sold only 140 thousand in the same amount of time). This was enough for Microsoft to quash Remedy's immediate plans for a sequel, though the game would ''eventually'' see financial vindication through its 2012 PC port and [[CultClassic its cult fandom]] ensuring long-term word-of-mouth, having reached up to 4.5 million units sold by 2015.

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* ScrewedByTheLawyers[=/=]KeepCirculatingTheTapes: The expiring music rights to the game meant that it was delisted from Steam and Xbox Live Arcade Marketplace on May 15, 2017. It was finally rescued in October 2018 when Microsoft resolved the licensing issues and the game was returned to sale on Steam and Xbox Live.

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* ScrewedByTheLawyers[=/=]KeepCirculatingTheTapes: ScrewedByTheLawyers: The expiring music rights to the game meant that it was delisted from Steam and Xbox Live Arcade Marketplace on May 15, 2017. It was finally rescued in October 2018 when Microsoft resolved the licensing issues and the game was returned to sale on Steam and Xbox Live.Live.
* TroubledProduction: The game had a really rough time getting completed. The original plan was to make an open-world SurvivalHorror game (a conscious decision to break away from the linearity of ''VideoGame/MaxPayne''), but this proved to be far too ambitious for the relatively inexperienced and understaffed Creator/RemedyEntertainment as everyone was struggling to keep up with the game's open-ended design (the gameplay loop was found to be uninteresting and the game's structure clashed with the narrative ideas they were aiming for), in turn struggling to meet development milestones. Three years into development, they realized they were facing an impossibly uphill battle and put themselves under a two-month suspension while a "sauna" group of lead developers determined where they were going to have to cut their losses and rework the project into something manageable. From there, the project was soft-rebooted into a linear, level-based action thriller with a large PsychologicalHorror bend, which ''finally'' allowed the studio the room to breathe and complete the game normally.



** The very first trailer was released a long time before the game was released. Small details and even the premise changed during development. Later trailers would then reiterate the plot but still got some other details wrong. What you can't see from the trailers is that it was originally going to be an open-world game. It was replaced with a more linear approach and unsurprisingly some people were outraged. The developers have since then been much more careful about releasing information that might still change.

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** The very first trailer was released a long time before the game was released. Small details and even the premise changed during development. Later trailers would then reiterate the plot but still got some other details wrong. What you can't see from the trailers is that it was originally going to be an open-world game. It was replaced with a more linear approach and unsurprisingly some people were outraged. The developers have since then been much more careful about releasing information that might still change.

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