Game Review: Alan Wake II
After recently playing and reviewing Remedy Entertainments
initial entry into the Alan Wake franchise, it was easy to see the ocean’s
worth of potential the series had to proceed on. Despite its age, it did an excellent job in
establishing a unique narrative and furthering it with creative formats of
gameplay. What really stuck with me from my time playing the game the most
though was the story. Alan Wake’s effort
to solve the mystery behind the Dark Presence’s infestation of the rural,
lake-side town of Bright Falls and save his wife was done in such a captivating
way. It was layered with subtext and clues
to keep the player engaged to try and solve the mystery. When the game ended, it did a great job in
wrapping up the core story very neatly but it left a nice bit of ambiguity for
fans to cling onto in hopes of a sequel.
Well 13 years later, Remedy Entertainment finally committed to answering
what Alan Wake meant when he said that mysterious line “It’s not a lake, it’s
an ocean.”
Developed by Remedy Entertainment and published by Epic
Games Publishing, Alan Wake II is a third-person, survival horror game which was
released across PlayStation 5, Xbox Series X/S and PC on October 27th
2023. Upon release, the game received critical success with an aggregated score
of 89 on OpenCritic and selling over 1.3 million copies by February 2024. While it reviewed well and sold a substantial
amount of units, it’s worth recognizing the game has still yet to turn a substantial
profit. That is due to the fact that the
game is reported to have cost Remedy 75 million dollars in total to develop and
market and is recognized as one of the most expensive cultural products to come
out of Finland. While serving as a
direct sequel to the original 2010 title, Alan Wake II makes a point to
integrate the events of Alan Wake into the shared Remedy Connected Universe
with their other video game franchise; Control.
The narrative of Alan Wake II follows not only the titular character
as he still struggles in his attempts to escape the Dark Place but it also
follows a new central character, FBI agent Saga Anderson. Saga, along with her
partner Alex Casey are tasked with investigating a series of ritualistic murders
up in Cauldron Lake. The murders end up taking the agents on a winding trail
that brings them back onto the case of Alan Wake and the mysterious events
which took place in the local area over 13 years ago. As the agents dive deeper into the case and
the sinister Cult of the Tree, it becomes all too clear that the Dark Presence
is slowly seeping its way back out from Cauldron Lake and soon enough Alan Wake
comes face to face with his dark doppelganger; Mr. Scratch. Wake soon learns
that Mr. Scratch has used Alan’s ability as a writer to create a story that
will allow him to escape into the real world and change reality as he see’s
fit. As both Saga and Wake progress through their own individual storylines,
their paths will converge in unexpected ways as they both seek to solve the
case and stop the Dark Presence from re-manifesting into reality.
The narrative scope of Alan Wake II is to take inspiration
from Alan’s phrase from the original title is as wide and as deep as an ocean. The
narrative clearly continues to take inspiration from televised mystery shows
but there’s a great emphasis on horror here. The deeper both Saga and Alan dive
into this case, the more volatile the threat of the Dark Presence puts them
in. There’s so many clues and red
herrings littered around the story and the way it all combines together near its
climax is incredibly satisfying. I also really enjoyed the approach to Alan and
Saga’s parallel narratives. Saga’s
segments take place in the real world and you see how the Dark Presence has
sadly infested the town of Bright Falls once again. Her pragmatic and no-nonsense approach to her
detective work makes her segments fun to follow as she tries to solve the mystery
behind the Cult of the Tree, Alan Wake and the Dark Presence. Alan’s narrative in turn plays more into the
supernatural and metatextual elements of the game. As he’s trapped in The Dark Place, there is
no standard rules of reality and the world shifts and changes around Alan like
a living nightmare. It all serves as a
deep, tormented dive into Alan’s psyche and the game takes full advantage of its
setup to provide the narrative a lot of thematic flavour. I love the way both
of their narratives work to reflect separate perspectives on the shared story,
it’s synchronised in an incredibly clever way.
The layered and interconnected narrative is given even more
definition through the gameplay portion of the title as well. Both Saga and
Alan’s playstyles are predominately the same, with the gameplay taking place
over the shoulder from the third-person perspective. Both Saga and Alan are given their own unique
arsenal of weapons to utilize on their journeys, and there’s a fair range of
options for upgrading the weapons through collectables you’ll find throughout
the world. It’s a good thing too, as the
Taken enemies in the game pose a far deadlier threat this time around too. It’s
still in essence the same approach as it was in the original game, using light
to weaken Taken enemies and then shooting them dead. There’s a better variety
of enemies to face in this game too, each offering their own unique challenges
to overcome. Combat feels a lot more
fluid and responsive in comparison to the original game too, there’s a lot of maneuverability
to dealing with encounters too.
Navigational and explorative gameplay is also fleshed out nicely too. Saga’s mission to explore Bright Falls and its wider area is littered with mysteries to solve and clues to find. The environment rewards you a lot for going off the beaten path and exploring every nook and cranny. Items and collectables you pick up will help Saga piece together a lot of the answers to the numerous questions you’ll uncover throughout your time in the game. In Alan’s situation, the Dark Place likes to shift reality constantly and there’ll be little cohesion or structure to the environment Alan’s plucked into. Alan’s unique functionality over his environment is to re-write select scenes he finds himself in. Through story echo’s, Alan will get inspired with new scenes to write and by doing so the environment he finds himself in will shift and change to allow him to progress further. It’s such a unique gameplay function and it works so well to reflect the skillset Alan has to hand as a renowned writer in a supernatural environment.
In terms of world design and visuals, the game is rife with
detail and color that really benefits whatever themes and tone the sequences
require. Saga’s sections exploring the forested
areas of Cauldron Lake and Bright Falls are especially noticeable for their
visual design. The way the game engine
is able to render light and shadows through the depths of the trees and terrain
is just incredible and really showcases the graphical fidelity and capability
of Remedy’s Northlight engine. Audio
wise, the game has some excellent sound design, I really recommend wearing surround
sound headphones when playing the game. On top of that as well, the game touts
an absolutely incredible soundtrack.
Both it’s original score and licensed songs showcase some real depth of
quality. Like they really didn’t need to
go so hard on the music choices in this game, but they really help give the
game a lot more atmosphere.
Alan Wake II is an incredibly competent sequel when all things are considered. It’s unique approach to storytelling is phenomenal and deserves as much praise as I can afford it. It’s gameplay only serves to highlight the engaging functionality that ties all of the games core components together. Playing Alan Wake II is an experience I implore everyone to have at some point or other. Again, it only continues to emphasize why Remedy Entertainment deserve to be paid attention to, they are really working overtime to provide truly immersive gaming experiences.
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