A thrilling new storyline, hordes of creepy enemies, serious firepower and beautiful Arizona locations, combined with a fun and challenging new game mode!
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출시 날짜: 2012년 5월 22일

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Alan Wake's American Nightmare 구매

LUNAR NEW YEAR SALE! Offer ends 2016년 2월 12일

이 게임이 포함된 패키지

Alan Wake Franchise 구매

3 가지 포함된 항목들: Alan Wake, Alan Wake's American Nightmare, Alan Wake Collector's Edition Extras

LUNAR NEW YEAR SALE! Offer ends 2016년 2월 12일

 

Steam Big Picture

게임에 대해

이 새로운 독립편에서 앨런 웨이크는 어둠의 전령, 사악한 미스터 스크래치와 맞서게 됩니다. 박진감 넘치는 새로운 스토리, 으스스한 적의 무리, 한층 강해진 화력과 아름다운 애리조나의 풍경이 재미있고 도전적인 새로운 게임 모드를 만나 Alan Wake를 즐기던 기존의 팬 뿐만 아니라 새로운 플레이어도 빠져들 수 있는 멋진 게임으로 탄생했습니다.

주요 특징:

  • 본격적인 스토리 모드 앨런의 인생을 차지하려 하는 사악한 살인마 도플갱어를 저지하고 현실을 바꾸기 위한 전투에 빠져들어 보십시오.
  • 동이 틀 때까지 싸워라! 아케이드 모드 액션을 만끽할 수 있는 아케이드 모드에서 동이 틀 때까지 살아남고 친구들과 리더보드에서 실력을 겨룰 수 있도록 빛을 다루는 기술을 연마하십시오. 해가 떠오를 때까지 살아남을 자신이 있습니까?
  • 어둠에 맞서십시오 무시무시하고 뒤틀린 괴물들이 그림자 속에서 당신의 뒤를 쫓습니다. 강력한 화력을 자랑하는 무기를 마음껏 활용하여 그들을 처치하십시오.

시스템 요구 사항

    Minimum:
    • OS:Windows XP SP2
    • Processor:Dual Core 2GHz Intel or 2.8GHz AMD
    • Memory:2 GB RAM
    • Graphics:DirectX 10 compatible with 512MB RAM
    • DirectX®:10
    • Hard Drive:8 GB HD space
    • Sound:DirectX 9.0c compatible
    Recommended:
    • OS:Windows 7
    • Processor:Quad Core 2.66GHz Intel or 3.2GHz AMD
    • Memory:4 GB RAM
    • Graphics:DirectX 10 compatible or later with 1GB RAM
    • DirectX®:10
    • Hard Drive:8 GB HD space
    • Sound:DirectX 9.0c compatible
유용한 고객 평가
28명 중 26명(93%)이 이 평가가 유용하다고 함
22명이 이 평가가 재미있다고 함
2,856.4 시간 기록
게시 일시: 2015년 12월 12일
레메디 게임즈에서 제작한 스릴러 게임 앨런 웨이크의 후속작 앨런 웨이크의 아메리칸 나이트메어입니다.

전작에서 브라이트 폴즈의 사건을 겪은 이후 자취를 감춰버림으로써 아내와 주변인들의 가슴에 대못을 박아버리고 기대 이하의 판매량으로 인해 마이크로소프트의 가슴에도 대못을 박아버린 앨런 웨이크가 자신의 적성이 못질이란 것을 깨닿고 네일건을 들고 나와 역습을 준비한다는 내용의 게임입니다.

다채로워진 무기들과 적들을 통한 다양해진 플레이 방식, 여전히 뛰어난 스토리텔링, 해석의 여지는 있지만 악을 물리침으로써 희망적인 결말을 통한 스토리의 지속성을 장점으로 들 수 있지만 자비없는 3탕 플레이를 강제함으로써 결국 프랜차이즈의 관에도 못질을 해버린 것으로 추정된 앨런 웨이크를 다룬 비운의 게임입니다.
이 평가가 유용한가요? 아니요 재미있음
3명 중 3명(100%)이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
1.5 시간 기록
게시 일시: 2015년 8월 31일
재미가 없는건 아닌데 손이 잘 안가게 된다.

앨런 웨이크가 좋았던건 후래쉬 비추고 맨땅에 헤딩해가며 전투하는게 재밌었던게 아니라 연출이나 스토리가 매우 인상깊었기 때문이지... 앨런 웨이크에 특별한 애착이 있는 분들이라면 나쁘지 않긴 한데, 아무튼 팬디스크 느낌이 강한 프리퀄입니다.
이 평가가 유용한가요? 아니요 재미있음
1명 중 1명(100%)이 이 평가가 유용하다고 함
9.3 시간 기록
게시 일시: 2015년 11월 3일
기존 앨런 웨이크보다 더 전투씬이 재밌고 자유도가 많이 높아짐 하지만 길치인사람은 이 게임을 진행하는데 어려움이 있을것으로 보임 그래픽도 기존 앨런 웨이크보다 더 상향됬으나 같은맵의 돌고돌아서 약간의 지루함 그리고 스포일러여서 마지막 엔딩은 알아서 보시길
그래도 재밌었음 ㅇㅇ 나쁘진 않음
이 평가가 유용한가요? 아니요 재미있음
1명 중 1명(100%)이 이 평가가 유용하다고 함
5.1 시간 기록
게시 일시: 2015년 11월 23일
앨런웨이크의 속편.. 또는 확장팩
플레이시간은 원작보다는 확실히 적음
스페셜에피2 이후의 이야기인듯
이번에는 실제 사람이 연기한 것이 굉장히 많이나와
영화같은 요소를 더 더했음
계속 반복된다는 컨셉은 좋았는데... 맵 딸랑 3개를 3번씩 반복하게 한건 좀 그런거같았음
뭐.. 더 좋을수도 있었다는 거임
암튼 전편과 마찬가지로 굉장히 만족스러운 게임임
전작의 장점도 가지고 있으면서 몇가지 인터페이스가 발전함(무기, 손전등 등 하고 그래픽)
발전된건 이전에 비해 불편한것도 있었지만 대부부은 더 좋아짐
보통모드는 난이도가 전작에 비해 더 쉬워짐.. 전작이랑 비슷하게 하면 더 좋았을거 같은데
암튼 추천

진행도 : 보통모드로 엔딩봄
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39명 중 36명(92%)이 이 평가가 유용하다고 함
5명이 이 평가가 재미있다고 함
78.7 시간 기록
게시 일시: 2015년 10월 31일
Picture this, if you will, gentle reader; a man plunged into a twisted nightmare of his own design. Stalked by otherworldly horrors and mocked by his dark twin, the embodiment of the worst in him, the man must unlock the secrets of enlightenment or be doomed to repeat his mistakes again and again in his shrouded vision of strange goings on in rural America, made flesh. Did you picture it? Because that’s Alan Wake’s American Nightmare; a brazen send up of The Twilight Zone from the perspective of its hapless writer.

Having not played the previous Alan Wake, American Nightmare would have to serve as an introduction to Alan’s world, and as a standalone adventure, it’s very accessible. There are some vague references to the events of the prequel, but AN can be picked up without any confusion. American Nightmare comes across a little bit like an inverse Max Payne, which is not hugely surprising, considering Remedy made them both. Even some of the stock “this door is locked!” sound effects are recognisable as the same, which isn’t to say the two titles are carbon copies, because they’re closer to distorted mirror images, aptly enough.

Unlike Max Payne, Alan’s not an ex-CIA genetically engineered astronaut cowboy; he’s a writer. Or so he likes to keep telling everybody. He does precious little actual writing, unless you count the rewriting of reality, and even then he plays it safe by working off his old hits.

While Max Payne was about gratuitous slow motion gun play, AN is about frantic torch shining and panicky self defence. Whereas Max Payne had surreal Twin Peak-esque horror lurking on the fringes through blurry TV sets, and the funny as hell, worst thing I can think of drug fuelled delusions of Max’s entrapment in his own narrative, these things take centre stage as Alan Wake really is trapped in a fictional world of his own devising, while his evil mirror image runs amok in the real world, the real world as we know it being snippets of radio shows and TV clips, courtesy of the murderous doppelganger channel.

Despite Alan’s insistence at being a writer, his tools of the trade seem to be less the pen, and more the gun and torch. With this in mind, much of the game’s tension comes from Alan’s lack of superhuman abilities; he can’t effortlessly evade bullets, getting out of the way of danger is hard and takes precision. Nor is Alan a killing machine. His greatest weapon might just be the light, his trusty torch being the bane of The Taken; the darkness infused menagerie of slasher movie caricatures and monster mash clichés that really don’t like Alan’s annoying habit of having a pulse.

The Taken, as avatars of darkness, hate the light, and this light vs. dark conflict is central to American Nightmare. In fact the ideas of motifs and symbols themselves are central to American Nightmare.So when Mr. Wake uses his miraculous ability to focus his torch’s beam, The Taken stop dead in their tracks, unless something untoward occurs, like the fiends splitting in half, which is most ungentlemanly. That The Taken need to be exorcised of the darkness protecting them before they can be dealt with adds a clever twist; the only thing standing between you and undiluted evil is an AAA battery.

Having this everyday item be the only thing keeping death at bay is an effective vehicle for ramping up the pressure as it plays on and prolongs anticipation of the conflict, which is classic horror movie fare. AN excels at creating these back to the wall, dead end scenarios, where the pressure is steadily piled on, as Alan is encircled by mobs intent on redecorating the great outdoors with his insides.

It’s not so easy for Alan to outrun them, though he may find shelter in one of the various rejuvenating street lamps, fonts of light that they are. If Max Payne is John Woo, then Alan Wake is John Carpenter (minus all the synths), and American Nightmare absolutely nails the horror movie atmosphere of the relentless supernatural force bearing down on the stubborn everyman, with the only thing protecting him being some flimsy mystical rules.

American Nightmare isn’t outright scary, but it is stressful in a perversely enjoyable sort of way, and competently eerie. This eerie nature is due to a mix of deserted locales, the tense combat situations that constantly threaten to pop up, and the convincingly acted aforementioned video diary from Mr. Scratch, the bad Alan. For all its serial killer bravado and fear of the dark, American Nightmare’s most unsettling aspect is how subversive it is.

Part of the game revolves around finding manuscripts, each entry shedding more light on the story, which neatly justifies the hunt for them. The earnest journal entries tend to be more engaging than Alan’s purple prose, and the implications that maybe he’s not actually that great a writer, until the line starts to blur between fact and fiction within the narrative, which in a completely organic way, questions the nature of sentience, reality, free will and fate, and even the role of fiction.

American Nightmare features some deceptively excellent writing which dawns on the player as a revelation through the barely concealed s♥♥♥♥♥♥s of the narrator’s periodical spiel about champions of light and how ‘this could be anywhere in America’.

Mechanically, AN isn’t very complex, but it is both tense and engaging. The ‘puzzles’ if you can dare call them that, seeing as there’s no actual puzzling to be had beyond ‘push button until solved’, are basically exercises in connecting Alan’s occupation to in game activities. They work thematically, but they aren’t challenging. Even the scavenger hunt for manuscripts is sign posted when you get nearby. The only real challenge in terms of the game itself is the combat, which is helpfully extended into Arcade Mode, a last stand survival mode at one of multiple classic horror movie locations, and the source of lots of replayability.

Though it might be seen as hand holding, American Nightmare doesn’t want you to get frustrated exploring for paper, just like it doesn’t want you to get annoyed with overly confusing puzzles. It wants you to experience its story, it wants you to be engaged by its concepts, and it wants you to be drawn into its world (so your evil double can take your place).

Alan Wake’s American Nightmare is massively repetitive. It’s repetitive. Repetitive. But that’s not a bad thing! American Nightmare is centred around a very tightly honed combat design and central motifs that are introduced, reintroduced and then exploded. Events never let up, and AN is paced without hesitation and only gains momentum as it progresses. There’s really very little time to even think about getting sick of proceedings. Its repetition is central to its theme and is never monotonous.

It doesn’t hurt that the gun play is extremely well realised, with each weapon feeling distinctive, and even, dare it be said, approaching realism. The animation also, bar the occasional ‘I’m looking at the ceiling’ conversation standby is great. Overall, American Nightmare is highly polished, with a consistently good quality in everything it does. It’s not the deepest game out there, but it strikes an admirable balance between cerebral thematic content and a pinpoint focus on action and atmosphere and the relationship between the two.

American Nightmare doesn’t hang around, but it doesn’t need to either. Judge this book by its cover; just make sure the cover you’re thinking of is an Americana doused, enjoyably knowing schlock-fest, with a surprising philosophic tinge.
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