Alan Wake‘s Closed Off Open World Enhances Its Twin Peaks-Style Weirdness

Upon its release in 2010, Alan Wake was already dated. Announced in 2005, the third person action game smashed a late ‘90s/early 2000s story about a writer’s relationship to their work (“You think you’re god? You think you can just make up stuff?” asks the first enemy in the game) into a setting that shared more than just an ecosphere with Twin Peaks. Sometimes a lamp is actually a log.
Its approach to combat was also old-fashioned: developer Remedy’s well-known slow-motion dodges and dives from their Max Payne games are Alan’s preferred means of avoiding damage. That paradigm had shifted several years before, lazily dated to Gears of War and its short walls and convenient corners. By 2010, third-person action heroes stuck to cover and shot; no one dodged bullets anymore.
Of course, we are now farther away from Alan Wake‘s release than it was from Gears of War’s, and the idea that something can become old-fashioned in four years is more illustrative of ideas about progress and novelty than about any of the games involved.
Early on the game was supposed to be open world. There are hints of it in the level designs—surprisingly open spaces at odds with the more or less linear paths you guide Alan along during the game. Many action-adventure and RPG games have an overworld/dungeon split: two types of spaces that may be separated by their physics simulations and limits in which directions you can move.
Navigating the overworld in many RPGs involves an extra level of abstraction from the dungeons: scale can change, rendering modes might be completely different. But what’s important here is how they tend to function narratively. In an overworld, you may have an eventual goal, but everything is in stasis until you arrive at that goal. The world could be about to end, but it will remain that way until you’ve decided you’re ready to trigger the next event (Majora’s Mask is a rule-proving exception). Movement occurs in any direction unless an in-world explanation prevents it. You can always go back to the site of your last shootout, unless the place blew up.
Dungeons are much more constricted. The very definition of “dungeon” indicates that there are spatial limits. And while these might not be literal dungeons, they are usually confined spaces within which you have specific goals to achieve. Some games let you leave and return to dungeons—but just the ability to have a place to leave and return to suggests a separation that doesn’t exist in open world games.
Open world games remove the split between overworlds and dungeons—whether that split is a total shift in rendering, or physics, or just a loading screen as you walk down the stairs, everything occurs in the “same” space. No longer spatially bound, dungeons become missions. Because the spatial restrictions are removed, the narrative or mechanical restrictions become greater. Timers come into play—suddenly, the world is not waiting for you to tell it you’re ready. NPCs get irritated that you’re not staying close to them, or you lose the person you are tailing. Open world missions don’t have the luxury of collision-boxed-in spaces to navigate, and so they create other boundaries.