I struggle to recall a game that possesses an opening as remarkably impactful as Alan Wake 2. Right from the start, Remedy Entertainment unmistakably signals its goal: to enhance every aspect of its 2010 action-horror cult favorite and, in the process, challenge conventional interactive storytelling norms. Surprisingly, the studio not only fulfills its ambitions but also surpasses them, offering a gaming experience that is significantly more intense, intricate, and unconventional than any of its previous creations.

Premise of Alan Wake 2

Taking place 13 in-game years after the events of the initial installment, Alan Wake 2 introduces the titular character, a writer turned interdimensional warrior, along with a new protagonist named Saga Anderson. Saga, an FBI profiler, arrives in Bright Falls, Washington, a town in the Pacific Northwest, to investigate a series of enigmatic disappearances and murders associated with a disturbed cult.

Alan Wake 2 Movie Theater
Alan Wake 2 Movie Theater

Upon her arrival, Saga and her partner Alex Casey, a seasoned mentor fond of coffee and resembling creative director Sam Lake, deduce that these crimes might be connected to Alan Wake, who vanished more than a decade ago. Swiftly, they become entangled in a horrifying puzzle, one that not only jeopardizes their lives but also has the potential to reshape the very essence of reality itself.

Vs. the Original Alan Wake

The original Alan Wake drew inspiration from Stephen King's horror stories, the drama of Lost, and the surreal style of Twin Peaks, establishing its unique identity. The sequel maintains this tradition, but its focus on survival horror incorporates even stranger influences. Broadly speaking, the game's narrative and atmosphere blend elements from True Detective's first season, Twin Peaks: The Return, and John Carpenter's In the Mouth of Madness. It starts as a slow-burn detective thriller and gradually evolves into a cosmic-horror nightmare.

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Following Remedy's previous titles like Quantum Break and Control, Alan Wake 2 showcases the studio's enhanced skills and creativity. Unlike the linear structure of the original, Alan Wake 2 features larger, more open-ended environments, akin to The Evil Within 2. Players are encouraged to explore and backtrack, with new areas becoming accessible during gameplay.

Combat changes

Combat has undergone significant changes as well. Alan Wake 2 adopts a less-is-more approach, featuring smaller groups of fierce Taken enemies attempting to outmaneuver Alan or Saga. Light sources, such as flashlights and flares, remain crucial for dispelling the darkness that shields foes, albeit with notable alterations.

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Alan Wake 2 combat

longer restore health. Players must now scavenge for medical supplies, painkillers, ammunition, and crucial story items, accessible through a grid-based inventory system reminiscent of Resident Evil 4. The game's puzzle design mirrors Capcom's horror franchise, especially Resident Evil 2’s remake, featuring concealed supply caches throughout each area that demand careful observation and deductive reasoning to unlock.

However, these survival horror aspects are just the tip of the iceberg regarding Alan Wake 2's most ambitious innovations. Departing from the original game, players can switch between Saga and Alan at any time in their respective storylines (before and after specific plot-critical chapters). Despite sharing the survival horror mechanics mentioned earlier, the two narratives feel like distinct games, blending into each other, much like the encroaching darkness in Bright Falls. Saga's story explores the link between a lethal cult and the supernatural mysteries of Cauldron Lake, while Alan fights desperately to escape the Dark Place, a nightmarish version of New York City he can alter by adjusting "plot elements" found in the world. The shifts between rural horror and urban surrealism are both shocking and thrilling.

The Mind Place

The core of these separate journeys revolves around the concept of the Mind Place, an interactive 3D realm where players can meticulously examine various clues, upgrades, collectibles, and revelations discovered by each character to advance the storyline. This design choice is daring but proves to be one of the most rewarding aspects of the game. Remarkably, transitioning between the Dark Place, Bright Falls, and this liminal space is seamless and instantaneous, with no technical pause in the game. Additionally, the Mind Place is inaccessible during combat, eliminating concerns about accidental activation during intense battles.

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The Mind Place introduces distinctive narrative and gameplay opportunities for each character. For Saga, this space enables her to gather clues, which can be pieced together into evidence maps displayed on a case board in the room. New clues unlock additional case files (or quests) that can be pursued and completed throughout the game. After accumulating enough clues, Saga must profile suspects, a skill she possesses almost supernaturally, leading to conclusions. These profiling sequences resemble fugue-like visions akin to Will Graham's empathic episodes in Hannibal, blending live-action and in-game footage, reminiscent of the hotline messages in Control.

For Alan, the Mind Place transforms into a writer's room where he can arrange plot elements on a chalkboard using "echoes" of inspiration found in the Dark Place's nightmarish depiction of New York. This process allows him to create new pathways through previously inaccessible parts of the world. Additionally, a new item called the Angel Lamp enables Alan to generate portable bursts of light, forming passages reminiscent of those in the Oldest House from Control.

Final Verdict

Importantly, familiarity with the original game is not a prerequisite to grasp the new installment's storyline. However, having a basic understanding of both Alan Wake and Control adds depth to one's comprehension of Alan Wake 2’s implications within the Remedy Connected Universe. Thematically, the game intricately weaves together concepts of alternate dimensions, metafiction, and recursive retcons, creating a labyrinth of surprises and existential dread that kept me engaged until its chilling conclusion.

Alan Wake 2

Alan Wake 2 is a monumental achievement, representing 28 years of experience from a studio whose resources and scope have finally matched its ambitious ideas. It serves as both a tribute to Alan Wake enthusiasts and a bold reimagining of survival horror on a grand scale. In a year marked by remakes of esteemed horror titles like Dead Space and Resident Evil 4, Alan Wake 2 stands out as one of the genre's finest offerings this year.

In my view, it is already a contemporary horror classic, opening up a vast array of possibilities for Remedy's future endeavors. If it takes another 13 years for a game of Alan Wake 2’s caliber to emerge, the wait will undoubtedly have been worthwhile.

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