Bright Falls, the Dark Place, and Alan Wake are all names most fans of the first game are familiar with and we've only heard echoes of since. An entire 13 year period has passed and finally a sequel and continuation of Wake's story has surfaced to show us what's in store for the writer. Let's dive into this dark lake together and discover if Alan can still shine brightly through the darkness, or if he'll be forced to resign himself to a never-ending loop of madness.
Alan Wake 2 opens up with some narration from Wake himself as he tells us this story only has victims and monsters and how the story will eat them alive. A naked man pulls himself out from Cauldron Lake and slowly makes his way through the woods in the dead of night. The man continues down the best path he can find until he's blinded by a set of bright lights, grabbed by a group of people wearing deer masks, and cut open on a picnic table. This chaotic event is stopped by some bystanders that scare away the masked murders and sets the stage for an approaching pair of FBI agents that arrive that morning.
Saga Anderson and her partner, Alex Casey arrive to Bright Falls to investigate the strange murders taking place in this small town. From here, players find themselves playing as Saga as she and Casey make their way to the murder site. We check out the scene, gather some evidence, and ask some questions and here is where we get to see Saga's, mind place. In this small room that's contained in Saga's mind, we can put pieces of evidence together, delve deeper into characters through 'intuition', and even upgrade our weapons later and listen to collected manuscripts pieces and other media. After Saga forms her theory, the agents return to Bright Falls where Saga can perform a proper autopsy. Things pop-off quickly from here as the lights go out, the corpse attacks the police, and one of the sheriffs just disappears before they can hand over some manuscript pages.
Casey and Anderson head back to the area of the murder site in hopes of discovering where the walking cadaver went. It's here that Saga starts to accept the weirdness of the situation and finds a way to enter into a weakened pocket of reality and guns down the corpse before it can make her one. She returns to the real and finds herself on the same beach that the body stumbled out of. Only this time, a new, breathing body is on the shore and upon stirring the person awake, Saga discovers that this ragged and scared man is the writer himself, Alan Wake.
Let's put a pin in the story for now while we take some time to talk about the actual gameplay and other mechanics. So as you may have guessed by now, this game is shared between two characters, Wake and Saga. While both characters fundamentally play the same, their biggest differences come from the areas we find ourselves in with them. Saga's side of the story has her stay in Bright Falls and the surrounding areas as she also interacts with familiar characters on her journey. Wake on the other hand sees his side of the story within the Dark Place and the effect it's having on Alan as he's trying to escape while stopping Scratch. Both characters have their fair share of memorable moments as we explore with them throughout their journeys. The only one I'll briefly mention is how Alan gets to experience a musical moment that comes out of left field but you'll wish would linger for just a minute longer.
While the areas may differ greatly from what both characters explore, both of our heroes must fend off the forces of darkness, the taken. Simply, these are typically people who have been overtaken by the darkness from the lake in one manner or another. In order to defeat them, first they must be hit with your flashlight's beam or a flare then you can unload on them with your pistol, shotgun, even arrows! Perhaps one of the game's bigger downsides comes with the enemy variety as besides bosses, there's only four; melee focused taken, taken that throw knives, wolves, and a really beefy taken that looks truly monstrous. It really would have been great to see two or three more enemy types just to keep things fresh throughout the game but it doesn't harm the experience that much.
When she's not killing taken or delving deeper into the investigation, Saga can explore a the areas to discover cult stashes, rhymes, and lunchboxes. The stashes always have a puzzle needed to open them, sometimes they're simple Simon Says style puzzles while others may have you bust out a calculator for the goodies inside. The rhyme puzzles are pretty easy and have some nice rewards attached to them and the lunchboxes aide in upgrading your weapons so you don't want to pass them up. Meanwhile for Wake, he's not too worried about collectables this time as the thermoses last time were enough for him. Though Wake can still upgrade himself by finding words of power that enable him to upgrade not only his weapons but himself too as he makes his way through the Dark Place.
Just some final mentions in regards to the story and characters before we talk about the achievements and wrap this up. Overall I would say the story does a great job of drawing you in and for long time fans and for people who have played Remedy's other games like Control and Quantum Break, there are plenty of nods and hints as to things going on and possible future events. Perhaps my biggest complaint in regards to the story and characters boils down to Saga, mostly because like Jesse from Control, her personality is drier than rye bread. They certainly try to elevate Saga and she does have moments where the voice actress is making me believe she's panicking but then Saga's face is just still and unresponsive in the scene, totally killing those moments. The story itself ends in a way that will leave you wishing we got more answers by the end but at the same time it's not an unsatisfactory end either.
How about those achievements though? Great news if you're an achievement hunter, this list is pretty easy and can absolutely been completed in one playthrough. The bulk of achievos can be picked up as you make your way through the story but do be careful. There are plenty of collectables that can be missed but the game does give you a warning when you're about to hit the point of no return so you can mop up most remaining collectables. I would suggest finding all the mayor Setter campaign slogans and meeting him later as he'll give Saga a charm that reveals all collectables in a nearby area, makes cleaning up significantly easier. This list is an easy time and won't stress you out as it's pretty easy to keep track of what you have and what you're missing.
Alan Wake 2 finally brings back the writer and plenty of familiar and new faces into this next chapter of his story. While not everything gets wrapped up in a nice bow at the end, I feel that enough gets answered and resolved here to satisfy most. Regardless though, the game does a great job at bringing you back into the horror story and showing us that this goes deeper than we could have originally expected. If you've been waiting for this sequel, I believe you'll come away pretty happy with everything it has to offer, while a bit more would have been good too, what we have here doesn't leave you unhappy. So, don't worry about falling down a seemingly never-ending spiral of darkness here, Alan Wake is ready to step up and ascend as the champion of light with some help from Saga.
NIGHT SPRINGS DLC:
The first set of dlc has released for AW2 and this set is separated into 3 episodes in the style of Night Springs, the Twilight Zone of this universe. Our host setting the scene each episode is Mr. Door who will also offer some final words at the end of the episodes too.
Episode 1 focuses on Rose, the waitress from the, Oh Deer diner as she's being absolutely marveled by the townsfolk. Things kick off when someone announces the writer is in danger and Rose grabs her shotgun, rifle, and plethora of ammunition as she heads out to rescue her beloved writer. The episode is a fun time as we get a glimpse into Rose's head and her combat music helped to keep things feel light and silly as we blast away the haters.
The 2nd episode puts us in some familiar shoes of Jesse (from Control) as she is in search of her brother. Her latest lead has brought her to Coffee World, a coffee themed park that has developed a very strange cult centered around, yes coffee. Jesse quickly gets a gun and flashlight and the gun's fire-rate feels great and can immediately remind you of her future weapon. Episode 2 felt like a nice pseudo prequel to Control and it was nice getting to play as Jesse again.
Episode 3 though was probably my favorite as besides getting to play as the sheriff character that goes missing early in AW2 (kinda), episode 3 is where Remedy goes full ham. The director of a video game shows up and gushes about their current project, realities shift in ways utterly different than what we've ever seen before, and the implications for what may be coming help to keep me hopeful for another sequel in the Remedy-verse.
This dlc adds 12 achievements, each episode containing 4 of it's own related to that episode. While there are a couple that may be missed on an initial playthrough, replaying the episodes can be rather quick so not to worry about sinking in a lot of time for missing 1 or 2 achievements. Overall, the experience is a nice change-up from the base game and even has some nice inclusions and hints from other Remedy games. Prepare to dive once more into the weird, but fascinating world that you may wish to call home in, Night Springs.
THE LAKE HOUSE DLC:
With the 2nd piece of dlc out for Alan Wake 2, it has us follow a character from the main game, FBC (Federal Bureau of Control) agent, Kiran Estevez. This bit of dlc will actually take place a little bit before the events of Alan Wake 2 and focus on Estevez's investigation of a FBC facility called, the Lake House, that has gone silent.
The Lake House, true to it's name rests on the edge of Cauldron Lake in Bright Falls. As the lake itself as been a solid source of paranormal to happen, the FBC thought it best to have a station nearby to closely monitor the lake for any abnormalities. Estevez heads alone inside the station and finds it be quiet and empty of the dozens of staff members that should be within. exploring further floors below reveals the head scientists were conducting some rather unethical and dangerous experiments.
This piece of dlc is certainly more focused on giving us an atmosphere closer towards what you may have experienced in Control, just without the cool powers. The cold and emotionless hallways and offices portrayed in Control's areas come through here in the Lake House as well and when you find areas with the walls covered in strange paint it almost sets you more on edge, like something has corrupted this clean and orderly space you once knew.
While the tone and areas you travel through feel in line, unfortunately I felt that this dlc left me wanting and didn't do much to make me remember it. Only one new enemy type will appear in this dlc and it's impervious to all forms of damage... until you get what's essentially the rocket launcher and that'll do the trick. I was pretty disappointed to discover there were only these single new foes, especially when their 'source' should have nearly unlimited potential for new enemy types.
Another piece of disappointment came from the final boss in the dlc. Remedy have never been known to have good boss fights and sadly that remains true here. The boss is nothing you haven't seen before; a humanoid enemy with a dark veil you need to break before you lay into them with most of your ammo. While Remedy are typically pretty good at making interesting characters and places to explore with good combat, I can only pray they hire a small group of people to develop boss fights that are fun and engaging for future titles.
Additional achievements were added for this dlc as well and the vast majority are easy to pick up and can certainly be done in a single run. I would however strongly recommend you check the guide for, Shape of a Man, as it currently is acting a little buggy but thanks to some experimentation, users have found a reliable work-around for it that's very easy to do.
The Lake House ended up being a very lackluster piece of dlc that I didn't find provided enough new content or new mysterious to ponder over. It's small addition to the story of AW2 didn't feel impactful or even necessary and it's short and uninteresting tale will drift off to the depths of the lake to be forgotten as nothing more but the dlc that teased Control 2.
4.0