I played this on a 360 some decade ago, but looking back I must have done so half asleep in the middle of the night (or completely baked - it may be both, there seems to be some correlation) because I remember very little of it. Some more major plot points, but mostly that there were things I liked (especially the presentation and atmosphere) and things I didn't (combat being a major one). A quite mixed experience overall. As some still keep gushing about this, I decided to give it another and more throughout go on PS5, just finished the main game.
The gameplay graphics look like what you'd expect from a (then very impressive-looking) game from few console generations back that has received a minor facelift. Or few shots of Botox from a used syringe in some shady back alley, as may be the case here. Increased resolution and 60fps is of course appreciated, but clearly it is an older game. Also whether some of the lighting changes are actually an improvement is debatable, but on the whole, it's fine by me, it does what it needs to. And performance has been solid, which is always nice.
The cutscenes are a whole another matter though. They target 30fps (and currently can have some serious stuttering, hopefully that gets patched) which is not ideal, but I can live with that. The character models and especially animations can look quite "retro", to put it politely. Given how much emphasis there is on the narrative in the game I would have expected both to receive much more attention, but alas this is not a Bluepoint-level remaster, let alone a proper remake, so that gets a pass too. This means there can be some unintentionally hilarious moments though. But what gets me is the faces, or rather the skin. I'm no graphics expert so I can't say if it's the textures, skin shaders or whatnot, but the way the skin reacts to ambient light just feels completely wrong. The skin shouldn't be able to "pick up" some of the tones it does. Maybe it's just me, but it looks really off-putting and can also look like the face should be a part of a completely different scene than its surroundings.
The combat, I get why Remedy wanted to do something different. Typical third person combat with automatic weapons and bazookas wouldn't be appropriate here, and using light as an integral part is fitting both thematically and visually. But I just don't like the implementation, I find the combat very messy for lack of a better term. The aiming is not that great under ideal conditions and when fighting only a single enemy, but with enough action on the screen it becomes quite literally hit-and-miss. Regular flares do an especially good job at blinding enemies while also obscuring them from the view of the player. Having L1 function both as dodge and run is just a bizarre design choice - it can be unreliable to initiate running with enemies around, and when you manage to do that, there's no visual cue to tell the player that you're running out of stamina. Alan just breaths a bit harder for a little while before crashing, which you likely won't hear because of all the other sounds from the combat. I found the combat tolerable at first, but towards the end of the game it just got tedious and boring. At no point after an encounter did I think to myself "wow, that was an epic battle!". Quite often I thought "welp, I'm glad that's over with".
I have nothing against linear games and I think not making this open world (as was the original idea) was the right call. But "linear" doesn't mean it should be "almost on rails". Here the game shows its age as well, most of the level designs are fundamentally very basic. "Wide linear" is a more recent buzzword, but surely the concept has existed much earlier, I would have preferred that approach. It's easy to determine where you should be going even without the checking compass, and while there may be some obstacles in getting from point A to point B, more often than not it's just some menial busywork like retrieving a nearby key or starting a generator. Not that moving some platforms around is that much more satisfying. Of course you can take some detours (usually in a very limited fashion) if you're so inclined, but that raises the question "but why?" - and the game doesn't do a very good job answering it. You can hunt for supplies of course (although the game is quite generous with them, if you want a refill for your flare gun it's often right around the corner), beyond that... there are the collectibles, naturally.
I don't think every game needs collectibles, but if you're going to include them, they should have at least some payoff. I quite liked the radio and TV shows, but you don't need to go out your way to find them, they're found pretty automatically along with the main story. Beyond that there's reading signs (I suppose some context to the world), knocking down can pyramids (something to do at least) and collecting coffee thermoses (if you aren't a trophy hunter or have really severe OCD there's absolutely no point to them). Personally those don't offer much motivation for exploration. Of course there are the manuscript pages as well. They are connected to the main story and may also hint about upcoming events, but while I tried for a long while to maintain my interest in them, they are just not that great in my opinion. I doubt Alan will receive a Pulitzer any time soon.
...and that was an intentional segue to the story and writing. The writing can be very heavy-handed at times - or in other words, it's Sam Lake. This is more of an observation than criticism, he has a rather distinct style that fits here reasonably well. At the same time, he's not the most versatile or eloquent writer out there, and that shows as well. The story, ehh, it's alright. I didn't hate it or anything, but it didn't blow my mind either. I guess what gets me most about the story is that it's just such a huge wasted opportunity. The premise (that Alan can affect reality with his writing) would allow for all kinds of really weird shit, but in the end what's in the game is all quite tame. Grounded even, in a way. One could argue that instead of a complete brainfuck (which I would have preferred) the game is going for that Twin Peaks mystery vibe, with a little town and the eccentric people in it, but that's really not the case either. Most of the town and its inhabitants are completely ignored, and the few ones you interact with don't really have much of a personality beyond a name and occupation.
So, this remains a mixed experience for me. I wanted to like it more than I did. But at least I tried - still have the DLCs left, maybe I'll enjoy them more.