This is a sub-page of Proto:Alan Wake (Windows).
A dump of 3 Xbox Live archives of an internal development build of the game, dated January 11, 2010, from only a few months before launch. Sadly, most of the game is missing - the archives only contain additional, non-global data for Episodes 2, 3 and 4, so the build cannot be played. The build is, however, a treasure trove of in-development placeholder cinematics and early sound files.
|
|
To do: |
Early Audio Tracks#
There are several audio tracks which differ from those in the final game. Some of them seem to have been earlier versions of sounds in the final game, while others are leftovers from earlier stages of development and therefore were removed entirely from the final game's files.
Early Dark Presence sounds#
The dark presence has a deeper, more beastly roars in this build compared to the final game which has more high pitches screeches. Those sounds can also be heard in trailers and demos from TGS and E3 in 2009.
dark_presence_shriek_short_01#
dark_presence_roar_01#
dark_presence_roar_02#
dark_presence_roar_close_4sec_01#
dark_presence_roar_close_6sec_01#
dark_presence_roar_close_11sec_01#
dark_presence_roar_distant_6sec_01#
dark_presence_roar_distant_11sec_01#
dark_presence_shriek_rising_long_01#
AlanWakeProto_dark_presence_attacks_police_car#
dark_presence_attacks_deputies#
Early Taken Buildup Ambience#
Different versions of the buildup track that plays when enemies are about to spawn. It can be heard in the E3 2009 demo.
ambientloop_takens_danger_far_phase1#
ambientloop_takens_danger_far_phase2#
ambientloop_takens_danger_far_phase3#
Early Taken Sounds#
There is one track which, as the name suggests, is a variation of the phrase "You called us here" - which has been heard in many trailers of the game across 2006. This track can also be heard in the E3 2009 demo when the first enemy is spawned.
whisper_youcalledushere_variant#
Early Taken Rusty Voice#
Early lines for the taken version of Rusty which are identical to those used for the final game, but have a different voice filter.
Haunted House Sounds#
Sound effects from an unknown haunted house level.
hauntedhouse_horror_stinger#
hauntedhouse_screech_00#
hauntedhouse_screech_01#
hauntedhouse_screech_02#
Frying Pan Level Sounds#
Leftover sounds from the scrapped Frying Pan level, as it would've featured a forest fire and a large cable car station.
forestfire_stinger_004#
cable_car_interior_loop#
cable_car_motor_stop#
TV Series Test Sounds#
Likely sounds from an early test of the in-game TV series "Night Springs"
tv_series_test_music#
tv_series_test_sfx#
Early Weapon Sounds#
Early weapon sounds for the revolver and flare gun, which were also heard in the E3 2009 demo.
shoot_revolver_0#
shoot_flaregun#
rocket_fly#
Early Music Tracks#
The builds contain a lot of music tracks which are different from those found in the final game.
Early Level Trackss#
Tracks which are used in the final game, but are either different or much longer than they are in the final game's files.
lvl4_01_imhome#
lvl4_02_lookinggood#
lvl4_03_powerout#
lvl4_05_fishingman#
lvl4_06_junker#
Unused Level5 Tracks#
Several tracks for level 5 which are absent from the final game.
lvl5_battle_02#
lvl5_battle_02b#
lvl5_battle_02c#
lvl5_suspension03#
lvl5_suspension04#
E3 keynotes#
Several tracks which are labeled as E3, but were actually used in the police escape sequence from the TGS demo.
part_1_chase#
part_02_combat#
part_2_flare#
part_3_car#
part_4_chopper#
part_04_reveal_combat#
part_5_primer#
TGS Tracks#
Several tracks which are made for TGS, but can also be heard in the E3 2009 demo.
gdc09_combat_loop#
gdc09_suspense_loop#
WUW Tracks#
Several tracks which appear to be early versions of some of the combat tracks that can be heard in the final game
wuw_1_unfold_full#
wuw_2_suspense_full#
wuw_2_suspense_nobeat#
wuw_3_chase_full#
wuw_5_descent_beatonly#
wuw_5_descent_full#
wuw_5_descent_nobeat#
wuw_6_elevation_beatonly#
wuw_6_elevation_full#
wuw_7_suspense_beatonly#
wuw_8_fight_beatonly#
wuw_8_fight_full#
wuw_9_suspense_full#
wuw_11_fight_full#
Other Tracks#
Tracks that don't have any inicatiors or hints as to what they were intended to. Some of them are strikingly different in style than the final game, possibly from a much earlier stage in development.
horror_suspense#
suspense1#
suspense2#
suspense3#
suspense4#
wakeup_base_01#
wakeup_strings_12#
wakeupwake_stinger_08#
threat#
combat_01#
Placeholder Cinematics#
|
|
To do: |
At this point, all the episode introduction movies are simple text-on-black-background placeholders.
cine_4000.bik (Episode 2) |
cine_9000.bik (Episode 3) |
cine_11000.bik (Episode 4) |
|---|---|---|
All the cinematics are rendered in-game, with no facial animations. The files have text on screen showing the camera path's filename. Many have placeholder music and sound effects that differ slightly from the final game. Note that the voice lines aren't missing here, the game simply overlays the vocals in-engine depending on the localization.
At this point, the end of Episode 2 has a different song, "Lovely Head" by Goldfrapp. The final game uses "Haunted" by Poe.
|
|
To do: |
Episode 3's end is represented by a storyboard. The song used is different again, "Sea of Love" by Tom Waits - the final game uses "The Beaten Side of Town" by XXX.
Tor uses a placeholder model of someone else with Tor's textures applied on top, with terrifying results.
The shot layout and pacing of the scene is very different, indicating that this is a very early storyboard of the scene.