MINOR SPOILERS AHEAD
JCD-Bionicman: Everything is narrated. Not only is this annoying, but it degrades the sense of horror.
Well there's some disagreement concerning whether horror was really what they were going for more often than not. I personally couldn't care less what genre we try to fit this game in; I don't think it would work. But assuming you simply mean "fear" or "suspense", I strongly disagree. I'm sure it has more to do with the player than the game (just like anything, movie or game, resembling a horror or thriller). What you expect from this game along with what you're accustomed to in games and movies are likely to influence how (or if) you enjoy
Alan Wake. I can say the narration neither annoyed me nor affected how often I was on the edge of my seat (i.e., practically the whole game through). But then, maybe that's because I wasn't expecting jump-scares, gore, etc., or because I don't play a lot of thriller/horror games (except Resident Evil, which I think has always just plain sucked). Still, it's not unheard of for people who've played other games of this nature to prefer AW ;)
JCD-Bionicman: The absence or presence of enemies is always telegraphed. This is also annoying and unnecessary handholding, which also degrades the sense of horror.
Both this and the narration I attribute to their unabashed goal of making this game seem like a television series. It's made most evident by the presentations at the endings and beginnings of every episode (not to mention the fact that they
call them "episodes" to begin with), but also by their use of cinematics, and an independent camera angle enabling you to see behind Alan as he's running forward. Or how bout the fact that any documents that were related to the plot and shown on screen, also had to be narrated by the one who wrote it. And of course, I'm talking about the manuscript, the author of which was Alan.
Now, does
this truly "degrade the sense of horror", in my view.... No! In some cases, it even
enhanced it! Just as any horror movie would by playing loud music where it was previously quiet, showing a shadowy figure just appear out of nowhere, etc. But none of this is to mention the true fear and suspense of this game, the atmosphere in which all this takes place! On my first playthrough (and at some points even in subsequent playthroughs), the wind picking up as it did was enough to send me running for the nearest Safe Haven. Half the time, I didn't even care what I had left behind; that's how much it got to me. I also didn't think it made the combat "too easy", if that's more what you meant. But again, everyone's different.
JCD-Bionicman: The greater revelations in the story are spoiled for you, very very early in the game. Throughout the game there are manuscripts and TVs. In the beginning of the game the only really significant mysteries of the story are revealed, and then when they are re revealed at the end of the game they are laughably depicted as a revelations.
I don't know what you're referring to, concerning "at the end of the game they are laughably depicted as revelations". But I disagree with the general message. In fact, other critics have even said the story is too confusing, pointing to the fact that you can never really take anything for granted in the game, even at the end of it (which was undoubtedly intentional). The story is one of the greatest I've seen in any video game, practically taking on a life of its own by the time you've completed the last episode. There are still people talking about what this could've meant and that could've meant, sharing their interpretations which are equally plausible yet somehow wildly unique. Simply put, whatever revelations that are spoiled in the "beginning" of the game (You're quite vague here, on both "revelations" and "beginning") are spoiled exactly because they're
not the greater revelations. Collectively, they're the tip of the iceberg.
JCD-Bionicman: The narrative is campy and dull.
I've heard this before. I think it works well with the game, myself. Whatever one word adjective you wish to use for it (I've heard them all: "boring", "soothing", "calming", "nervous", "timid", "whiny"), it's my experience that the shift in tone from his narration to a combat sequence or other action in the game is extraordinary. It's not typically a jump-scare, what you get from this shift, but it's not far from it! However, again, that depends on how much you get into the atmosphere.
JCD-Bionicman: There is some seriously misplaced humor throughout the game, which isn't funny and obviously destroys the element of horror. Whatever sense of atmosphere the game was trying to convey was completely destroyed when Barry is introduced.
You know, I will agree that nothing in the game is notably (or at least not memorably) funny. But I do question this "misplaced humor" bit. From what little actually struck me as attempts at "humor" in the game, I thought it was all very well-placed. For example, the line Barry uses in Episode 4 about his "Flaming Eye of Mordor" wasn't especially funny (at least not to me), but there was no loss of atmosphere from that in and of itself. It was placed immediately after you get out of a dark basement. You chat with Barry a while, and then it's at least a couple minutes before you see combat or anything one could construe as "scary" again (not that we have reason to think it was trying to be scary or suspenseful in this combat sequence anyway).
As for Barry being in the game in general, he really wasn't one of my favorite characters at any point. But, I think saying the atmosphere is destroyed for the rest of the whole game just because Barry's in Bright Falls is... well, odd. You still go through the vast majority of the game without him, or any help for that matter. Heck, the overwhelming majority of the time, no one even knows where you are but you, and the dark presence.
JCD-Bionicman: It becomes worse as the game progresses, because then Barry starts to accompany you more often and then another person even tags along, even killing plenty of enemies for you. Doom 3 and Dead Space 1 were such great horror games because of the sense of isolation. Horror can't really be at it's finest without that sense of isolation, at least not in a videogame. Though, even if Barry never accompanied you, the narration from Alan destroys that feeling just fine on it's own.
That's utter nonsense. Narration from the character you're playing doesn't hinder the feeling of isolation one iota. It's understood on every level that you're still completely alone in the woods surrounded by evil powers and beings. Now, let's put the sequence you're referring to in some (honest) perspective. In about one-half of one episode toward the end (comprising 1/12th of the game, at very most), you're accompanied by the local Sheriff. Barry joins you much later, and is only present for 5 fights (less than half of the time you get help from the Sheriff). There is also a short sequence in an episode before that where you have "help", but in this sequence you don't have a gun, just a flashlight and you have to drive the darkness back so your (highly incompetent at aiming) partner can shoot the Taken while you try to stay alive. The remainder of the combat sequences in the game, you're on your own in the dark. This game does isolation immensely well, narration or no.
JCD-Bionicman: We're left with the raw fun factor of the gameplay to contend with. Is it fun? Fuck no. Aiming possessed objects to death with my flashlight is not my idea of a fun time. Slightly less boring is the combat you engage in with possessed people, but you still have to aim them to death, only difference is that you have to shoot them afterwards to kill them.
....I noticed you didn't mention how fast some of the Taken move, that the poltergeists actually
fly at you, that some poltergeists are vehicles and take longer to kill while doing a lot more damage than the others, and that there are other ways to kill the Taken than using the flashlight and gun (namely flare guns, flashbang grenades, and the occasional
car). Any reason for that?
Well, no matter. You know, I was expecting the standard complaint about how you see repeats of the same enemy models and types throughout the entire game. I had my standard "That's not unlike most shooters", "They were wanting to keep it established that the dark presence was simply possessing humans/objects, not creating monsters", and "This may have been intentional; to suggest no one's actually being killed, the same former human bodies are being recycled, which would explain why they disappear when 'killed' instead of falling over dead" responses all ready!
The truth is, they could've done more along the lines of models, but types are variant enough. You have your flankers, who move quickly to get beside or behind you. You have the ranged Taken, who throw knives and such from a distance until they're close enough to swing at you. Then, you have assault Taken who are big, burly, ax-wielding, slow but powerful and hard to kill. You also have tele-flankers, who move at superhuman speeds. And then there's the occasional massive Taken who are even larger, more powerful, and harder to kill than the assault variety; plus, they wield chainsaws. That's not to mention the poltergeists (which range from a simple wooden real to a harvester to a monster truck) or the birds who attack quickly from above by flying directly at you like darts!