Down The Well: Alan Wake Remastered
You're playing a video game. As you navigate your character through three-dimensional space using the left analog stick on your controller, you're in constant conversation with the level designers; everything from lighting to the density and quality of props is drawing your eye, guiding you toward where the designers want you to travel in order to progress. The well-trodden path beneath your avatar's feet stands out against the more heavily leaf-strewn grass textures and scattered foliage ahead; in the same direction, a break in the fence geometry. Dark wooden slats contrast against the moonlit route forward. This is where they're telling you to go. Except, you've played enough games like this to know that they're NOT actually telling you where you should steer your character, the designers are telling you where the critical path is; where the rest of the level leads. Unintuitively, because the ones shaping the space know that you're aware of this, th...