Review- Alan Wake 2
Part 1: Intro
Just as I was reconsidering my Game of the Year list after
playing Super Mario Bros. Wonder, Alan Wake 2 hits the entire list like an
earthquake and plants down its flag right at the top of an already stacked
list, during an incredibly stacked year. I could say that “Alan Wake 2 feels
like *this movie director* or *this author* made a videogame”, but to do that
would be a disservice to the folks at Remedy Entertainment, who’s only real
point of comparison is their previous work, since no one is really doing what
Remedy does at Remedy’s level of quality. Alan Wake 2, with its narrative
complexity, gorgeous environment design, seamless inclusion of live action
sequences, and thrilling gameplay, feels like a final form for how Remedy makes
games. If it wasn’t already obvious, I was blown away by Alan Wake 2, and I’d
like to explain why.
But first, a brief recap… The first Alan Wake ends with Alan
trapped in the Dark Place, sacrificing himself to save his wife. For those that
did not play Alan Wake, the Dark Place/Presence is this malicious entity that feeds
upon art and artists and can turn art into reality. So, when Alan, the
best-selling novelist, was trying to fight against the Dark Presence, he did so
through his art, and the original game leaves the audience with Alan writing
his escape out of the Dark Place. It seems that he was unsuccessful so far, as
13 years have passed between that original game and Alan Wake 2, and he is
still trapped. The biggest difference in this game is that Alan is no longer
alone in his fight. Alan Wake 2 sports two protagonists: Alan Wake, and
newcomer Saga Anderson, FBI Agent. Saga and her partner Casey are visiting
Bright Falls, investigating murders, and missing persons all relating to the
Cult of the Tree, but once they arrive, they stumble onto pages of a manuscript
from someone that has seemingly written them into this “horror story” they find
themselves in. No spoilers here, but this trajectory sends both Alan and Saga
into a winding and looping plot as they both try and escape this horror story
intact.
The biggest upgrade that Alan Wake 2 has in comparison to
its predecessor, are the upgrades in gameplay and game feel. These upgrades
that I’m talking about are the shift in camera controls, updates in encounter
design and improvements to old mechanics. The original Alan Wake’s camera
perspective gave the player a view of Wake’s whole body, but here in the sequel
Remedy has adopted the classic over-the-shoulder camera placement. This shift
makes combat much more straightforward and adds a bit of tension since the
camera is now showing far less than it did before. The update to encounter
design is thanks to the change in genre, as Alan Wake 2 is now full on survival
horror, instead of action with brushes of horror painted on. This means that
there are fewer enemies overall and enemies are more resilient, creating
smaller scale encounters, but that tradeoff in scale is balanced with the
increased tension now present in most every encounter. The best upgrade has to
go to the refreshed mechanics, those being the dodge and the flashlight. The
flashlight was one of my biggest annoyances with the first Alan Wake, since it
felt like it needed to be handled with more finesse than the controls of the
game allowed for, making its main use, destroying shadows off of taken enemies,
feel spotty and unsatisfying. Here in Alan Wake 2, the flashlight is very
snappy, locking onto targets with accuracy and ease, and now the batteries
store charges to take off a shadow, so the battery economy is much more of a
known quantity now than it was before which is huge. The updates to the dodge
are updates by osmosis, since a lot of the improved feel comes from the updates
to the camera and encounter design. Here in Alan Wake 2, encounters have far
fewer enemies, making dodging much less chaotic than it could have been
previously, and the updated camera positioning makes it much easier to know
what you’re dodging and where you’re dodging to.
Part 2: Saga
Anderson
Saga was the biggest surprise in Alan Wake 2. I never
expected her story to be of low quality, but her half of this game was far more
endearing and captivating than I was expecting. So captivating in fact that I
just HAD to finish her part of the story as soon as possible, so instead of
flipping back and forth between Saga and Wake I did their playthroughs one at a
time. I wouldn’t necessarily recommend doing that, but I had a great time,
nonetheless. What makes Saga so interesting from a narrative perspective is how
much her story in the game mirrors Wake’s story from the first game. They both
arrive at Bright Falls and act as an audience surrogate, blissfully unaware of
what they truly just walked into. Both of their lives get tangled up in the
Dark Presence underneath Cauldron Lake, and they both work to untangle their
increasingly strange situation as the world around them slowly but surely
begins to be influenced by that Dark Presence. Like Abby in the Last of Us Part
2, Saga’s story is purposefully similar to Wake’s story from the first game to endear
the audience to her, and to give her story connective tissue to the whole
package.
The best features of Saga’s portion of the game, and the
features that are unique to her portion, are the environment she spends time in
and her powers of deduction. Briefly touching on the geography, Bright Falls
and its surrounding forests are absolutely beautiful. The vistas, the lighting,
the graphical fidelity, and the detail of it all is insane. I don’t typically
highlight the look of a game, but Alan Wake 2 is one of the most graphically
and artistically impressive games I have ever played. It’s fairly obvious from
the geography of her locations and her occupation that Saga’s story is inspired
by both True Detective and Twin Peaks, but the impressive part of this is that
it actually commits that inspiration instead of taking insignificant window dressing
from it. Here in Alan Wake 2, you’ll be moving through lush forests and small
towns, actually piecing together clues and evidence by using Saga’s Mind Place.
Saga will collect evidence and then go into her Mind Place to either profile
someone or examine evidence. Her deductive powers put Sherlock Holmes to shame,
and while the discoveries she makes in the Mind Place can feel a bit convenient
at times, it’s really nice to play a game about clues and mystery and actually
be surprised at the twists and turns, rather than spotting the ending from a
mile away and just waiting for the detective to catch up.
Saga’s story is also where the player is first introduced to
how Remedy will be using live action in Alan Wake 2. While there will be far
more to talk about in Alan Wakes portion of this review later, the live action
inclusions in Saga’s story are a nice appetizer of what is to come. There are
two ways that Saga’s story includes live action: Commercials and Mind Place
profiles. The commercials are Remedy’s bread and butter, having already existed
in some form in their previous games like the Night Springs episodes in Alan
Wake or the informational videos in Control. Here they give flavor to the
Bright Falls community, showing off their local Amusement Park, Coffee World,
or highlighting the local Oh Deer Diner. The other live action inclusion are
these background flashes of real life people that Saga see when she’s profiling
someone in her Mind Place. Saga will be trying to piece together information,
and behind her and, for a brief moment, the live action version of that
character will show up on screen. What separates Alan Wake 2’s live action
elements from other Remedy games is that these characters that are made live
action are already in the game, so it’s not a real person the player is
watching in a videogame, but it’s a character they are already familiar with
just being shown off in a new way, a way that makes them more memorable.
Control was my first Remedy game, and obviously my first introduction to their
type of game, and while I got used to it, I was never fully sold on their
inclusion of live action elements in it. It always felt like a loose thread
that was part of the full package but was never seamlessly interwoven. Alan
Wake 2’s live action inclusions was exactly what I was wanting this whole time,
and I truly cannot fathom how they were able to make live action feel
completely flush with the rest of the game.
Saga’s part of this game feels like the first Alan Wake was
upgraded and on steroids, sporting interesting mechanics that really lean into
her role as a detective. But that’s just it, she’s just a part of this game. So,
let’s examine the other part of this game, that being titular character Alan
Wake.
Part 3: Alan Wake
If Saga’s part of Alan Wake 2 feels like the original Alan
Wake on steroids, then Alan Wake’s part feels like Remedy as a whole on
steroids. Here is where Remedy really pulls out all the stops with complex
puzzle encounters, the best inclusion of live action I’ve ever witnessed, and some
of the most gorgeous environments I’ve walked through in a videogame.
Getting straight to
the point, Alan Wake 2 has Wake trapped in the Dark Place, trying to write his
way out so he can be reunited with his wife Alice. This loop he’s stuck in has
him trapped in the Dark Place’s rendition of New York, unable to simply escape,
as he needs to construct a narrative that follows the rules of a satisfying
horror story. Just as he is the author of the story, he is also a potential
victim of his art, since, as he states at the beginning of the game, “In a
horror story, there are only victims and monsters”.
First off, this rendition of New York City is just as
beautiful as Bright Falls, just in a different way. Instead of lush forests and
quaint towns, the streets are rain-soaked and lit up by neon signage. It’s
reminiscent of a hard-boiled detective story, which fits, as not only is that
the type of story that made Alan Wake successful as a writer, but it’s also
that same detective character that Wake created that’s there in the Dark Place
with him, sometimes chasing him, sometimes being the subject of inspiration for
what Wake writes.
The puzzle writing encounters were a particular highlight of
the game, as Alan walks through environments, getting inspiration both for
locations to include in the narrative as well as plot points to progress the
story. The puzzle encounters make use of two new mechanics: The Lamp of Light
and Alan’s Plot Board. The lamp captures light and allows Wake to transfer it
to different locations, either allowing for new passageways to open or creating
small zones of safety, as the player is safe from the taken enemies while in
the light. The other mechanic, the Plot Board, is Wake’s version of Saga’s
detective board, where he is piecing together a horror narrative, mixing and
matching different scenarios with premises he finds around the location. One
that has been shown off in the marketing is a subway car that Alan needs to get
through, so, with the new premise he discovered of these people called the
torchbearers, he writes that they set fire to the subway car, allowing for him
to crawl through the burnt wreckage so he can progress through the level. It’s
a game of twisting and turning with both the lamp mechanic and the plot board
mechanic that really make these puzzles engaging, although it can be more than
a bit frustrating if you don’t seem to understand what to do next, which did
happen to me more than once. Nevertheless, these puzzles were both fun and
tense to walk through, as you slowly watch Wake write himself into more and
more trouble, just trying to find a way out of this horror story.
By far my favorite part of Alan Wake 2 was Alan’s live
action inclusions, as I’ve never seen it done so seamlessly, and executed at
such a complex level. Alan Wake’s entry into the Dark Place almost always
begins in Mr. Door’s television studio. Here is where most of the live action
sequences are done, where Videogame Alan Wake wakes up in a studio Green Room,
looking at a tv with himself on the screen. After clicking the button prompt to
focus on the television, the live action sequence begins, and what follows is
likely is either Alan Wake just being constantly confused at what’s going on around
him, or the greatest set piece I’ve ever seen in a game ever, no spoilers (but
if you know, you know). The other aspect of Alan Wake’s story that uses live
action elements is arguably the most interesting inclusion. While trying to
piece together a narrative to forward his plot, Wake will come across these orbs,
one made of light, the other made of shadow. By aligning them he is able to
gain inspiration for what to write about next, being told about this developing
plot by his creation, Alex Casey. These small sections have a real human silhouette
in the game, as well as a translucent projection of one of the characters in
the sky, not dissimilar to the Wizard of Oz. It’s not the most bombastic
inclusion, but it’s such a creative one that I wanted to mention it because it
deserves recognition.
The Big Picture
Both Alan and Saga’s stories are great in their own right,
making use of interesting and novel mechanics, but what puts this above its
contemporaries is how their stories are woven into one another. That’s how it is
for the whole game really. The gameplay, the narrative, the meta flair, all of
it is great in its own respect, but it’s looking at the whole package, with all
these pieces moving in tandem at full speed, that shows off just how special of
a game this is. I'm so glad I decided to pick this up last minute, and thank you for taking the time to read my review.
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