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Alan Wake Hot

 
Alan Wake
Alan Wake
Alan Wake
Alan Wake

Your Accessibility Breakdown for Alan Wake

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6.0


Out of 10
Precision
Deaf Gamers
One-Handed
Maybe
Yes
No
Other Alerts
Subtitled
Color Blind
Yes
Yes
         
     
 

About the Game

Teen
Class Commercial
Genre Action
Maker Microsoft
Release Date May 18, 2010
Official Website Official Website
Multi-player No
Licence Category commercial

Description of the Game

Alan Wake is a bestselling horror novelist who moved to the small town of Bright Falls, Washington after suffering from insomnia and depression. Wake is able to sleep again, but after he meets a mysterious woman, he begins to have terrible nightmares. As he puts these nightmares on paper for a new book, he soon notices that all the things that happen in his book are coming true right before his eyes.

Using cinematic effects and technology such as real-time lighting, shadows and reflections, you'll be treated to a game that is oozing with atmosphere and able to invoke an emotional response from the player. The realistic environment features real-time weather and light changes that effect the game play for a remarkably immersive experience.

 

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Editor review

Alan Wake Accessibility Review

Overall rating: 
 
6.0
Mobility:
 
5.0
Visual:
 
7.0
Hearing:
 
7.0
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Scott Puckett Reviewed by Scott Puckett
September 06, 2010
Top 10 Reviewer
View all my reviews
 
Last updated: September 06, 2010
0 of 0 people found the following review helpful
Accessibility Issues / Concerns

The two most important concerns in Alan Wake are the limited controller options for gamers with use of one hand and a lack of attribution in the subtitles. Given the lack of accessibility that most games released in 2010 have displayed, this actually makes it one of the more accessible titles of the year.

First, the subtitles. They’re clean, using a sans serif font to ensure maximum legibility and readability. They’re large enough that you don’t have to sit inches away from the screen to read them. They are often, but not always, in the letterboxed portion of a cinematic, but regardless, always have enough contrast with the background to clearly stand out. Ambient noises are not subtitled, which may present a problem for deaf gamers since, like Left 4 Dead, some of the noises are made by enemies and those sounds can help you determine where your enemies are. However, offsetting this is a quick cinematic which often plays when you have your back to an opponent – the game pauses, zooms out to show you that enemies are attacking, and then resumes play. While you will often find that one or more enemies were not shown in that cinematic, it provides a warning which may help deaf gamers enjoy the game more.

The more complicated issue for deaf gamers is the lack of attribution – the game does not tell you which character is saying what line, and there are times when at least two people are talking at the same time. There isn’t really any workaround for it – it’s just a problem you’ll experience when playing.

Gamers with use of only one hand will probably not be surprised to hear that this game is not easy to play with one hand. However, if you can play Modern Warfare or Modern Warfare 2 (or similar games) single-player campaigns with limited frustration, you’ll likely find Alan Wake to be significantly easier and involving fewer commands and buttons. However, there is no practical way to remap controls, and the game comes with only two options – a default configuration and an alternate configuration. The game uses one stick to move and the other to look, and uses one trigger to intensify the flashlight beam (almost essential) and the other to fire the equipped weapon.

Finally, gamers with precision or color blindness concerns may experience some difficulty with starting generators – the generator puzzle involves pressing a button at specified intervals and uses green to indicate that the player pressed the button at the right time and red to indicate a misstep. It’s probably easier to show this than to explain it:


When you press the A button in the area with solid color, it’s successful – green and red are just indicators and not essential to completing the puzzle.

With those issues noted, Alan Wake feels significantly accessible because the game is absolutely loaded with checkpoints – there are occasions when you’ll run into two checkpoints less than 30 seconds apart, and not because there’s a boss fight or any notable puzzle in between – they’re just that close sometimes. There are just checkpoints everywhere, meaning that even if you die, you’ll never have to go too far back to catch up.

Frankly, that – perhaps more than any other accessibility feature – makes Alan Wake feel accessible. There will be frustrating fights and you’ll die while trying to solve a puzzle, but in nearly every single case, you’ll start so close to the puzzle that you can jump right back into it. It’s almost – but not quite – like having a re-do function in the game. It is arguably the most forgiving checkpoint system I’ve ever seen in a game due to the sheer volume of checkpoints and how close they restart the player to a fight or puzzle. That, perhaps more than any other idea in this game, is something that every developer working on games with checkpoints should implement immediately.

Overall, the subtitles and checkpoint frequency make this game very accessible for deaf gamers and gamers with precision concerns, gamers with color blindness should experience few, if any problems other than the above noted puzzle, and gamers with use of one hand ought to find the controls more manageable than games like Modern Warfare or Modern Warfare 2.

At A Glance

Precision: This game requires some precision. Upon realizing that the flashlight beam is also the targeting reticle (i.e. where bullets will go), the game gets much less confusing. In short, pistols and other weapons will fire at whatever your flashlight has targeted. Some fights take a bit more precision to finish a boss, but the game feels fairly forgiving on Normal difficulty. You will also need to jump across gaps and dodge enemy attacks, both of which use fairly easy controls. There are a small number of reflex-based puzzles, usually starting a generator, which requires pressing a button a few times at specified intervals. Recommend rating of 7 out 10 for single-player campaign.

Deaf Gamers: The subtitles are outstanding – while not completely letterboxed, there is a significant amount of contrast and the subtitle font is both highly legible and readable. Cinematics are subtitled, as are a large number of atmospheric conversations and character comments. Mission-specific text is subtitled. While ambient noises are not subtitled, the game usually pauses the action for a moment and zooms in on approaching enemies to alert you to their presence. However, it can become confusing when people are talking while the main character is doing a voice-over, especially due to the lack of noting who is speaking what dialogue. Recommend rating of 7 out of 10, only because speakers are not identified and atmospheric noises like birds are not subtitled and some birds are hostile.

One-handed: Gamers with use of one hand will likely find the game difficult. There are two control modes, driving and on foot. There is a default configuration and an alternate configuration for each, but no remapping is possible. Although Alan Wake doesn’t use a particularly large number of controls, nor does it require particularly swift reflexes, it will likely be challenging for one-handed gamers, especially due to all but requiring the use of both triggers at the same time. Recommend rating of 3 out of 10.

Subtitled: The subtitles are often partially and occasionally completely letterboxed. There is a significant amount of contrast, making sure that the text is legible and readable against backgrounds in the game. Finally, the game uses a sans serif font, meaning that it uses the most basic version of letters to ensure maximum legibility and readability at a glance. Speakers are not identified, and ambient noises are not subtitled. Recommend rating of 7 out of 10.

Color Blind: Gamers with a form of color blindness should not encounter many, if any problems. Some puzzles use both red and green, but they use solid colors on an outlined background and do not use both colors at the same time. As one example, starting a generator requires the player to press a button when a spinning marker is in a certain area – the area is shown in green, but if you press the button before or after the marker is in the region, the puzzle turns red and continues on. As long as a player with color blindness presses the button while the market is in the solid colored area, in this example, the game should present few challenges. See the full review for more information. Recommend rating of 7 out of 10 due to using red and green when other colors would have worked just as well.

Mobility Disabled Checklist

Mouse Sensitivity Setting No
 
 

User reviews

Average user rating from: 1 user(s)

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Overall rating: 
 
6.3
Mobility:
 
5.0   (1)
Visual:
 
7.0   (1)
Hearing:
 
8.0   (1)
 
 

Another Look at Alan Wake

Overall rating: 
 
6.3
Mobility:
 
5.0
Visual:
 
7.0
Hearing:
 
8.0
Was this review helpful to you?
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Tara Tefertiller Reviewed by Tara Tefertiller
September 06, 2010
Top 10 Reviewer
Comments (0)
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Report this review
 
Last updated: September 06, 2010
0 of 0 people found the following review helpful

Mobility: 5 This game does not offer remappable controls, the given control schemes are similar. The game is fast pace and profides few options in customization.

Visual: 7 This game can be dark, but is red-green color blind friendly. Objects are highlighted to stand out in the darkness, although higher contrast options would have been useful.

Hearing: 8 The game offers subtitles, but not closed captioning. The hearing impaired won’t have a problem with this game since cinematic events often call enemies to your attention.


Visuals:

Alan Wake is a dark game over all, but should still be playable to the visually impaired gamer. When you first begin the game, the player is required to adjust the brightness based on three boxes on the screen. This ensures that the player has the game set on a brightness that allows for the player to observe everything. If the player decides that the game it is on the appropriate setting it can be adjusted at any time during game play. Additionally, things of importance normally have a glow or halo about them so that they stand out from the background and become easier to locate.

Alan Wake is red-green color blind friendly. No objective icons, health bars, or other things of that nature are displayed using red-green colors or have red-green states. Although there are several items that do have red-green color indicators, there are enough additional elements that make being red-green color blind negligible. There may be a generator that is indicated as being off by a red light on the side, and green when it is on, but you could also tell that whether it is on or off by nearby lights working or not.

Controls:

Alan Wake is not a game for players who need to remap their controls. This game only offers two different control schemes, which are fairly similar. The most used buttons (fire, flashlight, jump and use) and tied to the same buttons on both control schemes (right trigger, left trigger, A and B, respectively). Because of this it is also not very friendly towards one handed gamers.

Alan Wake does allow for both the x and y axis to be inverted on the left joystick and for the controller sensitivity to be adjusted.
Additionally, the player must hold down buttons to sprint or “boost” the flash light. A toggle option is not available.

Precision:

This game does require precision, but does have a feature that can help those who have issues with fine motor skills. When Alan “boosts” his flashlight during combat, he will auto aim to the enemy nearest the flight light beam. Over all, it isn’t enough to say this game does not require precision. If you have problems with other third person shooters, you will likely have problems with this game as well.

Subtitles/Audio:

This game does have full subtitles, but not closed captioning. All important dialogue is captured, there is something to be lost when you can’t hear some of the game’s sounds effects or music.
At moments when hearing an enemy coming up behind you would be important, the camera often does a slow motion cinematic effect to call attention to the enemy. This prevents deaf users from being at a disadvantage during these moments.

Over all though, it is not hinder game play and is very friendly to deaf gamers.

Additionally, Alan Wake is a single player game and communication via the mic is not needed.

Mobility Disabled Checklist

Mouse Sensitivity Setting No
 
 
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Comments (1)Add Comment
RenderB
RenderB
September 20, 2010
Votes: +0
...

The main issue with this game I have is it gives me a headache after a while. The glare from flashlights etc are probably the cause. Only other game that comes close to that is fallout 3, where the pipboy light also doesn't truely light something up. (The effect isn't reflected light, but more turning whatever is aimed at into a light source.)

I hate anything quicktime event like, and those generators are such events rather than puzzles imho.

Also felt The Signal was not that good. The main game runs on it's story. The dlc is mainly combat centric.

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