I 100% feel like it was a conscious decision on his part. That Eternal Darkness structure is exactly what I was more or less hoping to see. I think shoehorning Alan out of the lake and back into the protagonist's spot through some contrived event would only serve to hurt the significance of his choice. I would much rather see Alice as the main character for a full on sequel. Being that she has been touched by the DP she is in a prime position to take up the fight, especially if Alan is guiding events from the cabin. I just feel like there is so much more story to tell, and I for one am really excited about the DLC and the propect of a full on sequel as well.
I go back in my mind and try to think of why this game ended up being so appealing to me, just to make sure I'm not gaga over the latest horror/thriller style game simply because of what it is. What I keep thinking is that while I clearly loved the story and the ambience, and even though the delivery of that story was top-notch, the game really excells because is just so simple on a whole. Rather than an over-reaching like GTA4 and trying to do a myriad of gameplay elements in a sub average fashion, or doing several different things in a better than average fashion and then repeating them ad nauseum with zero variation like Arkham Asylum, Alan Wake found the right balance of quality gameplay elements and applied them appropriately. There are only a few real scenarios in this game, and you will do them in almost every level: Wander, fight Taken, fight birds, fight big possessed objects, drive. On paper, there isn't a lot of variety, but the integration of these elements into the levels was so suberbly woven that it never felt like a chore to be faced with the same situations over and over, namely because they didn't ever feel like the same situation. You spend probably 60% of this game wandering in the woods with a flashlight, and I was constantly noting to myself how I couldn't believe that it wasn't feeling repetative. The circumstances and justifictions were constantly variant, whether it was a standoff with Barry and Sarah, a mad dash to escape the Dark Presence, or even just braving the swelling Darkness in the hopes of a thermos or a manuscript page. Alan Wake serves as a shining example that a small, solid core of gameplay elements is all you need when you understand how to integrate them creatively. The pacing in this game is top tier and fluid, so much so that I fear future DLC chapters may wizz by too quickly!
He's NOT a cyborg...he is TECHNO JESUS.