Reviews

Alan Wake II | PS5 Review

Alan Wake has been trapped in The Dark Place for thirteen years, but so have his fans. We’ve had false starts, teases, rights disputes, and even footage of a potential sequel over the years. Then, finally, Remedy’s Control teased us with what we all hoped to see: a proper sequel. So here it finally is, a chance for both Alan and his fans to escape into the light. The only question worth asking is “Was it worth the wait?”

It Was Worth the Wait

The best thing I can say upfront about Alan Wake II is that I’ve never played anything like it. It is a melding of mediums the likes of which I’ve never seen. There’s the gameplay and cutscenes you would expect from a video game, but photography, live-action, original lyrical songs, and more blend together to tell one tale. The creativity and originality on display is almost unparalleled, and it will leave you breathless on more than one occasion. Thanks to the dream logic inherent to the premise, nothing is off limits, and the game is all the better for it.

Alan Wake II

This dark tale is told along two parallel paths. That of Saga Anderson, an FBI agent brought in to Bright Falls to investigate cult murders, and that of Alan Wake, our famous writer trapped in a nightmare dimension for over a decade. I refuse to give away too much, but their stories overlap in interesting ways and the connection between the two is revealed, satisfactorily, with time. This didn’t surprise me, though, as Remedy have always been bold storytellers and I didn’t expect them to start letting me down now. What was surprising is just how different the gameplay is between Saga and Alan.

Collecting Evidence Had Gotten Old a Few Hundred Bullets Back

Saga Anderson is an FBI agent sent to Bright Falls to investigate some grisly murders. What surprised me was just how much Alan Wake II leans into that investigative side. While there are of course monstrous foes to fight, a lot of Saga’s gameplay chapters are slow-paced affairs that require talking to people and discovering clues.

The slow pace is of no bother, however. The town of Bright Falls is just as delightfully quirky as ever, as are its residents. There are plenty of familiar faces that make returns that’ll have you grinning, and a few that will have you gasping. New characters are also all over the place, whether it’s Saga’s partner Alex Casey (he might sound and look familiar) or the goddamn perfect Koskela brothers. Seriously, they’re the best. Nearly all characters you meet stand out and leave a memorable impact. Every location is memorable and filled with hidden things to find, including some interesting collectibles. Bright Falls was a joy for the game’s entire 25-30 hour runtime, and all the investigations within were gripping from beginning to end.

Saga can use the aforementioned gathered evidence inside of her Mind Place, a mental world of her own construction she uses to think her way through a case. You place each piece of evidence onto the so-called Case Board, and this can lead to you learning something new as you reach deductions. You can’t really fail at this (if you choose incorrectly, you’ll just get a mild scolding and be allowed to try again), but it does immerse you into the role of an FBI agent. There is also a really fun profiling system for intuiting when a suspect has more information than they’re letting on, and Remedy uses mixed media to make this far more enrapturing than it otherwise would be.

Ripped Apart in a New York Minute

Alan Wake makes his grand return, as well. His section of the game is all about the Dark Place and the horrors within. This half of the game is far more consistently unnerving than the other, and as well it should be. This is a nightmare world, and as such you’re constantly plagued by horrifying sights and sounds.

Alan Wake II

There’s a stroke of genius in the enemies here, as they’re all shrouded in shadow and whisper creepily. Often, you’ll be surrounded by these shadows, but not all of them are actually enemies. It’s up to you to decide whether or not it’s safer to use a flashlight charge on them or approach. You’ll never have enough batteries to safely vanish all the foes from afar, so you may have no choice but to get closer. This could put you in danger as the shadow reveals itself to be an enemy, or it could be nothing at all. The tension never fully evaporates in the Dark Place.

It Was the Most Horrible Thing I Could Think Of

As he’s in a nightmare realm, Alan’s portions of Alan Wake II allow anything to happen. While much of it is a rain-soaked New York City, it doesn’t operate on standard logic. You might go down a flight of stairs and end up on a rooftop, for instance. It’s rare to have your full bearings, which leads you to being just as confused as our protagonist. More interesting than that, though, is the nonstop creativity Remedy displays in these sections. I still refuse to give anything away, but Alan’s chapters go to some places and do some things I’ve never seen in a game before.

Within the narrative of Alan Wake II, Alan’s writings can shape reality. To represent this in the gameplay, you can find certain scenes that can be altered by finding the right inspiration. It sounds amazing on paper, but in execution I found it somewhat wanting. Each scene only has one correct answer, so it doesn’t make you feel quite as much the writerly god as you’d hope. You’ll often have four or so inspirations for each chapter, and you can indeed select them to change the scene as you see fit. In reality, however, this is often only cosmetic for the room as it waits for you to select the right answer. A small disappointment, but one that is worth noting.

Pulling the Trigger is a Binary Choice

There is also the occasional gunplay to be had, though significantly less than the first entry. Returning from the original Alan Wake are the Taken, humans corrupted by the Dark Presence and turned into shadow creatures. They have a shadow shield that must first be eradicated by focusing your flashlight. This mechanic, coupled with the screeching noise it makes, remains just as satisfying here as it was thirteen years ago. And in keeping with the sequel’s desire to be more of a survival horror, batteries are limited making for a much tenser combat experience.

Alan Wake II

Also in keeping with the genre is the limited inventory space. You’ll have to choose carefully how best to carry your batteries, health packs, weapons, and ammo. Remedy is known for the top-of-the-line action gunplay, but things are a little different this time around. It’s not about being flashy or cool, as it’s often tense encounters against only a few foes. This works for the best, as combat often becomes annoying when too many enemies are in the mix. Your characters simply aren’t nimble, nor do they have enough combat options, to make large groups fun. There is also an enemy type or two that circle around for an agonizingly long amount of time before you can get some shots off, and it’s just as annoying as it sounds.

Something Wicked This Way Comes

I had to mention the music. Listeners of our podcast know I’m not much of a music guy, but the way it’s utilized in Alan Wake II really struck a chord with me. There are tons of original songs throughout this game, and they all help to tell the story. You can gain new insights by listening to the lyrics, and a song caps off every one of the game’s chapters. Many of the most memorable moments of the campaign have to do with music and its power. It stands out for how unique and powerful a narrative tool it is.

All in all, as I said, Alan Wake II was absolutely worth the thirteen years it took to get here. The burgeoning Remedy Connected Universe is on full display here, and it’s such a thrill to learn more about it. The seamless blending of different artforms should inspire other developers to stretch their creative muscles in the medium. Now I must admit the last hour or so kind of ended on a whimper, and the story leaves more questions than answers (some fun, some frustrating), but the journey to get there is simply incredible. Let’s just hope we don’t have to wait another thirteen years trapped in the Dark Place.

To hear me talk more about Alan Wake II, be sure to listen to the November 8th episode of The Gaming Outsider Podcast around the 36:39 time stamp.

This review is based on a PlayStation 5 copy of Alan Wake II provided by Tara Bruno PR for coverage purposes. It is also available on Xbox Series X/S and PC via Epic Games Store.

Alan Wake II

$59.99
9

The Final Verdict

9.0/10

Pros

  • Scary as Hell
  • Many Memorable Moments
  • Blending of Art Forms
  • Uses the Parallel Protagonists to Great Effect
  • Fantastic Characters and Story

Cons

  • A Few Annoying Enemy Types
  • Alan’s Plot Board Has Unfulfilled Potential
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Zack Parkerson

Zack is a proud Chicagoan and even prouder gamer. He’s been gaming since his grandpa put an Atari joystick in his hand to play Outlaw. Owning as many consoles as possible since then, he’s never slowed down in playing as many games as he can. He loves his girl, maybe even as much as he loves his PlayStation. When he's not too busy worshipping at the altar of all things Yoko Taro and DrakeNieR, you can find him weekly on The Gaming Outsider's flagship podcast.

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