Alan Wake 2 Review

After 13 long years, Alan Wake has finally received its highly anticipated sequel. The extended wait had at times led me to doubt whether Alan Wake 2 would ever see the light of day, especially considering Remedy, the game's developer, is known for producing high-quality titles that, unfortunately, don't always achieve impressive sales figures. Experiencing Alan Wake 2 firsthand has made me believe in its existence, and I must say, it was worth the wait.

If you've read my review of Resident Evil 4 Remake on Phá Đảo, you probably know that Resident Evil 4 was my first horror game, sparking my interest in this particular genre. Alan Wake became the third horror game I played, following RE 4 and RE 5. Back then, being just a kid without access to an Xbox 360, I was fortunate that Remedy eventually released the game on PC. For some reason, I found myself captivated by the town of Bright Falls and the literary adventures of the esteemed writer, Alan Wake, as he embarked on a unique journey to rescue his wife, Alice.

Memories may fade, and emotions may dissipate into the mist of the Dark Place. Now, the light of the flashlight has returned, signaling the beginning of a terrifying journey. I approached Alan Wake 2 as a dedicated fan of the series, and after 20 hours of gameplay, I believe this is Remedy's most impressive game to date.

Alan Wake 2 can be described as an ambitious game, and with ambition comes a significant responsibility. Its success could elevate it to iconic status within the industry, while failure might consign it to the realm of unfinished concepts. Alan Wake 2 is one of the most ambitious games I've ever played, and it's truly gratifying that, after 13 long years, it emerges with the brilliance it deserves. This is not just another typical horror game; it introduces a fresh and daring vision and execution, setting it apart from the rest of the market.

Now, let's delve into the game's narrative. Alan Wake 2 unfolds into two storylines, one following FBI agent Saga Anderson and the other focusing on the familiar literary figure, Alan Wake. Before delving into the story evaluation, it's worth noting that having two separate storylines for two different characters is a brilliant move by Remedy. Given the 13-year gap since Alan Wake 1, this game was crafted to cater to two distinct audiences: those, like me, who have been eagerly awaiting the continuation of the narrative, and those new to the Alan Wake universe, ready to embrace Alan Wake 2 as a fresh start.

As a result, the two storylines for the main characters also offer slightly different gameplay experiences. One appears more tailored for newcomers, while the other, not surprisingly, serves as a nod to loyal fans. This seamless combination makes Alan Wake 2 feel like the best of both worlds. The careful integration ensures that no matter who you are, Alan Wake 2 strives to provide the best possible experience.

Now, onto the game's narrative. In the first storyline, FBI agent Saga Anderson arrives in the quaint town of Bright Falls, Washington, to investigate a series of mysterious disappearances and ritualistic murders. Saga teams up with her colleague, Alex Casey, to navigate the eerie atmosphere of this ancient town, concealing dark secrets. Meanwhile, the other storyline follows the familiar writer Alan Wake, trapped in a place called the Dark Place, the same location he was stuck in during the events of the first game. It has become a colossal prison that confines not only his physical being but also nurtures his thoughts, philosophies, and artistic creations.

Although the two storylines for the main characters are distinct and unfold in separate ways, they are equally significant and complement each other effectively. No main character fades into obscurity because Saga and Wake genuinely need each other. In fact, Alan Wake 2 isn't the first game to explore separate storylines for different main characters. However, what makes it intriguing is Remedy's decision to allow these storylines to unfold freely, giving players the agency to choose which one to complete first. Yes, Alan Wake 2 remains a heavily story-driven game with a linear progression and a predetermined ending, but Remedy takes a bold step in transforming this linear experience into a more open one, allowing players the freedom to choose how they want to proceed. This, of course, also affects the gameplay aspect, so I won't delve too deeply into the storyline to avoid spoilers.

As a result, allowing this level of freedom lets Remedy leave the player in control of how they want to emotionally experience the game. For existing fans, immersing themselves in Alan Wake's world may be the preferred choice, while newcomers, unfamiliar with the literary figure, may find flowing seamlessly with the concentrated narrative of Agent Saga more suitable. Therefore, regardless of the player's preference, Remedy places the decision in their hands. This design choice is a daring and peculiar move that I didn't expect from Remedy, but it aligns well with the studio's reputation for creating unique games in Finland.

Additionally, I'd like to mention that, although not a horror game, Yakuza 0 stands among the top three games with the best stories I've ever experienced. It's a game that allows for the separate development of the storylines for two main characters. So, when approaching Alan Wake 2 and learning that I would play as Saga and Wake separately, I was still excited even if the gameplay was linear. Remedy rarely disappoints in storytelling, and that's why, at some point during my playthrough of Alan Wake 2, I found myself thinking that Remedy should just make it entirely linear, similar to Yakuza 0. It wouldn't matter because the story wouldn't lose any of its appeal, even if players chose to approach each character's narrative one after the other.

Even after completing the main storyline, I reflected on Remedy giving players the freedom to choose how the story unfolds. They likely learned a valuable lesson from the controversial game, The Last of Us Part 2. So, I believe that Alan Wake 2 is perhaps the game that handles the dual protagonist narrative system the best.

Consider The Last of Us Part 2, which also features two main characters, Ellie and Abby. However, a significant portion of players complained about the amount of story content they had to endure while playing as Abby. It wasn't necessarily due to what she did in the story, but rather the entire campaign playing as her came immediately after Ellie's section, resulting in players having to go through three days almost identical in structure in the city of Seattle.

Even Ellie's section in The Last of Us Part 2, designed to create a cliffhanger, felt like players had to endure Abby's portion for an additional 12 hours to fully understand what happened behind the scenes. Due to Naughty Dog's confidence in its linear approach, they faced controversy. Of course, the contexts and characters of the two games are vastly different, and it's clear that they couldn't have similar narrative structures. However, it's challenging to find fault with Alan Wake 2's storytelling. The game has opened my eyes to a new storytelling style, where Remedy still dictates the story but allows players the freedom to decide, a novel approach in the typically linear story-driven genre.

Speaking of innovative narrative direction, what about the focus on the story and character performances? Simply put, it's exceptional. Alan Wake 2 possesses a depth of narrative along with outstanding character performances, even leaving a lasting impression with the supporting characters that is hard to forget. Above all, it showcases Remedy's boldness in adding quirky elements to the point where the game almost makes you question if it's still a horror game. Trust me, these elements are incorporated in a way that makes perfect sense and demonstrates Remedy's willingness to be a trailblazer in storytelling. It's not the flamboyant creativity seen in Japanese games like Kojima's works or the grand Hollywood-style blockbusters often seen in American games; it's more of the quirky and eccentric storytelling found in European games, specifically Finnish games.

The storylines of Saga and Alan sometimes intertwine, and somehow Remedy ensures that the changes in tone or pace never diminish the overall experience but instead enhance it. Depending on who you choose to play first, you might see the journey as a foreshadowing and then a careful calculation when playing the other character. For instance, if you play as Alan first, you may see the events as a prelude, and later, with Saga, you experience a careful planning, as Alan warned Saga through the dimension of time. Conversely, if you play as Saga first, you may perceive similar events in Wake's storyline later as a suspenseful revelation, knowing that you've already surpassed them with Saga. Playing Wake afterward becomes a means to understand why he had to warn Saga in the first place.

Specifically, Agent Saga is investigating a series of mysterious disappearances and murders that inadvertently connect to the disappearance of Alan Wake's wife. Somehow, both of them establish a connection as if through telepathy—one in the real world and the other in the Dark Place. Both must do everything in their power to survive before everything takes a turn for the worse.

The game even includes plot twists that will leave players bewildered, making them question where they are and who they are. It seemed like I could predict Remedy's storytelling approach, but I was wrong because Remedy likely accounted for that. It's only after you finish watching the post-credits scene that the full extent of its mind-bending narrative becomes clear. It feels like Christopher Nolan directing a horror game.

In each area of Bright Falls that Saga must visit to solve the case, she encounters strange and mysterious individuals concealing their motives. This town is inherently peculiar, and its inhabitants exhibit an abnormal vibrancy. Meanwhile, as Wake is trapped in the Dark Place, he steps into the darkened world of New York City, a place that recreates the region where he once lived with his wife, Alice. He also encounters seemingly insane people, with dangerous shadows representing the darker aspects of each person. Both Saga and Wake must confront and struggle with their own psyches because this is fundamentally a psychological horror game rather than a pure action horror game.

Therefore, the performances of Saga and Wake are truly outstanding. At times, it felt like I was watching a long 19-episode TV series corresponding to the 19 chapters of the game. They are so captivating that binge-watching seems inevitable. Saga, with the mindset of a strong-willed female agent, also displays the nurturing qualities of a mother. Wake returns with his classic warm and thoughtful dialogues expressing love for his wife, coupled with inner turmoil as he is a contemplative thinker. The supporting characters from the first game and DLC, such as the waitress Rose, and the Andersons, are back. These returning characters have more depth in contributing to the story than in the first game. Of course, I won't spoil how they performed. Additionally, new characters are introduced, from the reserved agent Casey to the friendly yet mysterious Koleska brothers and many others. They all have well-rounded roles and play specific parts in advancing the narrative. After all is said and done, it seems that everything you experience is merely a subtle manipulation by Remedy, playing a game where you don't realize you've been played, only to be captivated and compelled to keep moving forward to uncover more.

Moving on to the gameplay, it can be said that it still relies on the old style of the first part but has been built on the model of recent Resident Evil remakes. It seems like this is another best of both worlds from Remedy, maintaining the flashlight and weapon mechanism to defeat the Taken, but incorporating actions, gunplay, character movement, and ammo management inspired by the successful model of recent Resident Evil games. It's not surprising since the game director of Alan Wake 2 admitted that they wanted to draw inspiration and learn from Resident Evil. Once Resident Evil has established the pinnacle of horror, there's no reason for Remedy not to bring those elements into Alan Wake 2.

Perhaps that's why, after 13 years, from the moment I played this part 2, I still felt familiar as if it were just another day when I controlled the character shining a flashlight on the Taken and unloading a barrage of bullets into them, but the character movement and direction felt like controlling Leon to eliminate zombie hordes. Especially, it's been only about half a year since I played and reviewed Resident Evil 4 Remake, yet now I feel the same excitement when diving into Alan Wake 2.

So, it appears that this game has something in common with Resident Evil 2 Remake. In Alan Wake 1, combat encounters often felt tense with more emphasis on action than horror, throwing a bunch of enemies at Alan for non-stop shooting, resembling Resident Evil 4 Remake with reduced horror elements to focus more on action. In Alan Wake 2, however, things seem slower and tend to attack individual enemies; the game won't throw a horde of enemies at you, and sometimes there are battles with just one Taken. But in return, they are stronger, more resilient, like representing many, and it resembles Resident Evil 2, creating a sense of horror everywhere, making you stay vigilant because these combat encounters are unexpected, not easy to predict, and far from being too action-packed like in Alan Wake 1 and Resident Evil 4 Remake.

Because the survival horror element also makes Alan Wake 2's gunplay more strategic. Even managing ammunition is much harder since, in Resident Evil, there is often ammunition and health left by zombies to make it easier for players, but in Alan Wake 2, there isn't; no Taken leaves anything for you after you defeat them. You can only find ammo and health in piles of junk or remnants in the environment. Therefore, playing at the highest difficulty, Hard, I faced difficulties in managing ammo, sometimes running out even though I was being frugal. And from there, the difficulty of the game becomes challenging in a true survival sense.

Yet, the AI in the game is equally intelligent, making it necessary to use firearms. I highly appreciate the Taken in this part 2, as they have added more attack tactics. In the first installment, they usually wielded weapons and charged at you for a straightforward fight. However, in part 2, they have more tactics. Their goal is to flank you and surround you from multiple directions. While in the previous version, they typically attacked head-on by trying to get close to Wake, in part 2, they will more often try to encircle you from behind. Some Taken even have the ability to dash swiftly, making them move very fast and easily causing panic for players. Additionally, some Taken can attack from a distance by throwing objects at you, as in the previous version. Although the Taken do not appear in hordes like before, with only 2 to 3 Taken at a high difficulty level, things can quickly spiral out of control if you're not focused.

Therefore, the game allows players to dodge and roll each time they are taken down to help them escape the encirclement of the Taken. Of course, these elements are interesting and useful, but I admit that the release of part 2 after 13 years gives Alan Wake 2 a significant advantage in creating a fresh feeling in combat. Nevertheless, don't underestimate how they make Saga and Wake sleek in combat. Sometimes, it feels so immersive that I think this is the best John Wick-controlled game, with Wake's long, dusty hair and black suit shooting Taken no different from how Wick takes down his enemies. The actions of dodging, reloading, and running, Remedy has made them smooth and completely impressive.

Certainly, shooting like this cannot go without mentioning the flashlight mechanics, which made Alan Wake stand out from the rest of the horror game genre. In Alan Wake 1, shining the flashlight strongly to immobilize them and gain time to plan attacks didn't cost much because the battery would recharge when not in use. Now, Remedy has completely removed that advantage; shining the flashlight will deplete the battery, reducing the player's OP status. Moreover, if you illuminate them, causing them to lose their dark protection shield, and still haven't finished them off, they will regenerate this shield, making you have to spend the flashlight battery again to break their defense. Therefore, you have to be very calculative because, like bullets, flashlight batteries are extremely scarce.

Therefore, when it comes to the gunplay of Alan Wake 2, I must admit that there are times when I have to dodge more to buy time for myself, either to reload or to find an opportunity to shine the flashlight on the right enemy. This means that if you are thinking that the game introduces too few enemies into each combat encounter, leading to boredom, you're wrong. Sometimes, living through a prolonged encounter with a powerful Taken is more exciting and exhilarating than shooting a horde of mindless Taken.

In addition, the game also features some high-quality boss fights. Of course, the method of defeating them remains shooting, so, to increase diversity, Remedy designed environments for each boss that are almost entirely different. Sometimes in the deep dark forest, sometimes in the flooded dungeons of an abandoned factory, sometimes in the parking lot at the police station. The difference in each boss comes from the environment; how you approach them will vary. Therefore, even though it's just shooting, rest assured, environmental factors will make boss battles more diverse.

One thing I really like about Alan Wake 2, which also makes it different from Resident Evil or Dead Space, is that it doesn't make players uncomfortable during non-combat action-oriented sequences. This is when the game supplements puzzle-solving or investigation mechanics. In Saga's case, she possesses a supernatural ability called the Mind Place, a room of the mind. This is where her mind is used as a basis for players to assemble evidence to solve a case. Players can enter the Mind Place at any time, making it not a place that forces players into non-combat linear sequences. Actively entering the Mind Place also allows players to gather and piece together evidence to understand more about the game's lore. When you collect and arrange evidence and realize you've solved the case, you'll find yourself immersed in a rich and captivating detective atmosphere without feeling like you're missing anything, even when you don't need to pull out your weapons to scratch that combat itch.

It's like a safe room in Resident Evil, helping players take a breather to reflect on how far they've progressed in the game. What have they missed, what tasks are incomplete, or where is the storyline at the moment, requiring a recap for themselves. The Mind Place of Saga or Alan's writing room is like an elevated version of Capcom's Safe Room. Accessing it is also free. Therefore, there's no coercion here; players have the freedom to decide whether to experience puzzle-solving, investigation, or shooting at any time. This is a pinnacle of freedom in a seemingly linear genre.

Certainly, the highest point of the gameplay is perhaps the ability to change the level design to progress, and this mechanism is exclusive to the levels in the role of the writer Wake. By introducing the game's lore with the writer needing various inspirations to write, these inspirations have become a central element of the gameplay by altering the level designs. Even in the same location, changing just a few inspirational elements is enough to significantly alter the environment, particularly in deciding whether Wake can proceed.

This aspect of change surprised me because I had never seen a game approach it in this way. While Alan Wake 2 might not be the first game to do this, it certainly stands out as a title that applies this concept at its peak, a rarity among AAA games. As the alteration of level designs is almost continuous throughout Wake's adventure, this investment is immense. Remedy executed it meticulously. I had to enter Alan's Writing Room and make various changes to transform the in-game locations to find the next path. Applying details from dialogue in the game as well as items such as flashlights turned this into something akin to puzzle-platforming in a horror-action game.

After all, the gameplay of Alan Wake 2 is outstanding, a model for the horror genre. However, this still doesn't capture the full extent of Remedy's audacity in pushing beyond comfort zones and consistently making their games uniquely strange. Can you believe there's a level called "We Sing" where we get lost in a musical maze of Hard Rock? Even more, this level is designed so perfectly that I think Horror and Hard Rock were made for each other. From Wake's anxious entry into this space to the point where he has to shoot countless Taken before escaping, it's like a macabre musical theater, an artful extravaganza. It's a classic that only Remedy could create, something other game studios can't quite replicate.

Of course, being a story-driven game with added elements of the bizarre, the presentation of Alan Wake 2 undoubtedly has to be top-notch. It can be said that Remedy's in-house Northlight engine once again deserves recognition for depicting the world of Alan Wake 2 in stunning detail, setting a benchmark for graphics. Everything in the game is intricate and vivid. I had to experience it on PC to fully leverage the graphics capabilities, and I regretted that the game was so demanding that I couldn't even enable ray tracing. Naturally, the game's performance has some issues and is not consistently stable, but as mentioned, this is like a new Crysis in the gaming world, and having high-end hardware or a top-tier console would be the optimal choice. I also encountered a few bugs and glitches, but considering that this game is hardware-intensive, I admit that Remedy may have gone too far and overlooked the need for optimization, as most gamers will find it challenging to afford high-end hardware to experience this game.

Setting aside performance, everything in Alan Wake 2 has to be exceptionally beautiful. From the once quaint town of Bright Falls, it has now been given a new look. The historic buildings, crystal-clear lakes, deep green forests with smooth, leafy hues, and even the chillingly serene picnic spots, all exude a spine-chilling atmosphere. In contrast to Saga's Bright Falls, there is a desolate New York City in Wake's world, with towering buildings illuminated by glowing red neon lights, residential complexes, television studios, hotels, and even the subway stations, all incredibly realistic and eerie. Wake's world is devoid of any human presence, perpetually immersed in darkness. It's like the kind of horror-infested cityscape I've been seeking for a long time, dark alleyways reeking of graffiti and blood. A New York that is both hauntingly imaginative and tainted with the grimy odor of nearby rat holes. The two virtual and real worlds of Alan Wake 2 are both superbly recreated, and there's almost nothing to complain about.

Additionally, the character motion capture is also top-notch, reaching a level comparable to that of Santa Monica or Naughty Dog. There were moments when I couldn't believe this was in-game engine and not CGI, as the characters' speech and gestures were incredibly smooth. Particularly impressive is the charming waitress Rose, with her exaggerated expressions and movements. She has a peculiar and oddly cute demeanor, and the smooth motion of her lips and eyebrows made me just sit back and enjoy this horror movie. Not to mention, the game incorporates many live-action footage, as has been a long-standing trademark of Remedy. If in the Xbox exclusive blockbuster Quantum Break, the live-action segments were produced at a high quality, in Alan Wake 2, everything is even more well-invested. The acting of the cast is superb, with no cringe-worthy moments, despite the crazy and bizarre script.

Perhaps, if I had to name the two best-performed characters, it would be the mysterious Mr. Door and writer Wake himself; their interrogation scene made me truly believe that Alan Wake deserves a proper TV series. The Bright Falls mini-series that Xbox produced for the promotion of Alan Wake 1 in the past was not enough.

As for the visuals, what about the sound and music? Also excellent. The sound effects and ambient sounds in the game are vividly reproduced, creating an immersive and eerie atmosphere during gameplay. The music, on the other hand, evokes a nostalgic feeling. If the song "Herald of Darkness" is a type of Hard Rock from the 80s and 90s, "Wide Awake" gives off a vibe from the MTV era of the 2000s and 2010s when Pop Rock was popular again. It perfectly fits the era of Alan Wake 1, so after listening to the song, you'll reflect on the fact that you've never heard it before, but still feel a sense of nostalgia because it brings back memories of what die-hard fans of Alan Wake 1 like me have experienced. It takes you back to your high school days, watching MTV or listening to Xone FM on FM channels with US-UK music genres. Now, about to turn 30 and becoming a middle-aged man, I will cherish the impressions that Alan Wake 1 made and see Alan Wake 2 as a continuation of that legacy. Therefore, I can confidently say that, in terms of audiovisuals, excellence is a certainty as solid as a pillar.

VERDICT

After all, Alan Wake 2 is a horror game that excels in every aspect. It serves as evidence that Remedy knows how to create games that belong to the classics. They stand out not just because they are good enough, but because they dare to step out of the comfort zone, always seeking to bring about changes that are uniquely bizarre. Alan Wake 2 is the next example that proves Remedy's excellence in the story-driven game genre. It is undeniably a horror game that I recommend to you. Even though it falls into the niche category and may be a bit selective in terms of players, after over 20 hours of experience, I believe you will have an enchanting experience. After 13 years of waiting, I finally continue to witness Wake navigating his world through his own words. It serves as an inspiration for myself, a journalist, a game reviewer, as I also use my words to tell you how good this game is.

10/10 MASTERPIECE

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