Large block of pixels, hyperbole much? The number one problem with Alan Wake at least on console is image quality and the terrible aliasing. Very few outside forums like these are noticing shadow maps vs rt shadows.You can argue that the cost of those stable shadows isn't worth it at the moment for this particular game fine, but there's no denying that 'large blocks of pixels blinking in and out of existence' is a particular egregious graphical defect we've just learned to accept as a limitation of shadow maps.
There's more to "graphics" than shadow maps and these insignificant minor defects. Imaging wasting all that performance to implement path tracing when the moment the character moves, all semblance of believability is irradicated? Wasting performance on barely noticeable path-tracing is funny when the physics in the game are a giant regression from control. Hair physics in AW2? Awful. Cloth physics, not great. Animations, awful with noticeable dose on uncanny valley. The world of AW2 is sterile and static. Before I can even bother myself with shadow maps, I have to ignore all the things I mentioned and more. The closer you get to real time graphics, the more the minor details stick out. I know many are wowed by AW2 but I'm certainly not one of them. The more I see, the less impressed I become. I earlier said that I wouldn't purchase the game but I got it for free. The lack of cohesion just kills this game for me. When I look at the performance cost for this glorified corridor shooter with tank controls, it's hard to be impressed.They don't ruin the entire presentation of AW2 for sure, but it's a longstanding defect that is well overdue for being addressed. Throughout the history of game graphics there are a multitude of effects that when taken in isolation, are invariably 'minor' and when solutions are introduced (such as soft shadows) have always been derided as having an egregious cost relative to their benefits. It's when they become commonplace, and especially when combined with other advanced rendering methods, that we come to accept them as necessary to construct a realistic image as a whole.