Friday, November 8, 2024

I Can't Stop Thinking About Alan Wake 2

 For basically a year, after I finished the game the first time around in about two days, I've been sitting around going "man, I'd love to play a game like Alan Wake II." But that's the catch: what game is like Alan Wake II?

The whole thing, the whole reason for this obsession, is that it's really unlike anything I've ever experienced in a game before.

Last year was my induction into the Cult of the Remedy, playing first Control, then Alan Wake Remastered, that a few months before the release of Alan Wake II, one of the longest-anticipated sequels in video game history.

However, unlike most games that are stuck in development hell for over a decade, AW2 wound up being a masterpiece - a game that, upon finishing, I went into my apartment's front room and told my best friend/roommate that this game was the most artistically ambitious game I've ever played.

Was it perfect? Hell no. I struggled on the Cynthia Weaver fight because some bug kept locking me out of doing anything (something I think later patches fixed - the fight's also just plain hard). Alan Wake II is messy, but messy in a way that feels entirely because the game is striving so hard to do something so unique, and in most ways, it nails it.

I've written before that I like the action-gameplay of Control better. I cannot wait until Control 2 comes out, though I know that it won't actually start full development until next year.

I would love to go back and re-play Control, but I keep getting cold feet every time I get the prompt on Chapter Select or New Game that warns that doing so will erase all of my saved progress.

Really, Remedy? Really? You couldn't give us a couple different save files? You couldn't give us a New Game Plus mode? You really need me to just throw away the fact that I beat Mold-1, Hartman, all of those mini-bosses and side-quests, if I want to just experience the game again?

Even if I do bite the bullet and start a new game, I realize that nothing will compare to the feeling of entering the Oldest House for the first time. The profound mystery, my first time seeing Ahti, the nervous laughter I shared with said roommate as I facetiously repeated "oh yeah, everything looks totally fine here," while encountering monitors with "lockdown in progress."

But as much as I adored playing Control, and will still hop into my endgame save file and just look for Hiss to fight for the fun of it, it's very clear to me that Alan Wake II saw a quantum leap (not a break - I never played that one) in narrative ambitions.

I mean, when I sat in Poet's Cinema and realized that Yöton Yö was beginning to play, and then realized that it was a 20 minute arthouse horror movie just... there, for me to watch if I wanted. Holy shit.

The live-action, FMV experiments in older Remedy games, from Alan Wake 1's writer's room videos and Night Springs episodes, to the probably-too-far "TV-show in a game" concept of Quantum Break, to then, the more restrained Darling videos, Hotline calls, and occasional glimpses of Courtney Hope in live action when the Hiss try to take Jesse over, it's something they've been trying to refine.

Alan Wake II feels like it utterly nails the use of live-action. It's... it's just incredible.

This game has lodged itself in my brain - the three main chapters for each of its player characters feel as iconic as Brinstar, Maridia, Norfair, the Wrecked Ship, and Tourian do (those are the regions of Planet Zebes in Super Metroid, for those unfamiliar).

One of my favorite relaxation activities is watching video essays on YouTube - about lots of things, but particularly games, especially for people who have really interesting takes on them. While Jacob Gellar has not yet come out (at least on YouTube) with an Alan Wake-dedicated video (given his focus on indie games, this might be just on the other side of the mainstream line for him, though I believe it was his top game of 2023) I've also, in my searching for excuses to just think more about the game, become a big fan of Monty Zander's 5-hour long "Beyond the Lake" critique.

I've watched it 3 times. I don't think that it'll be the last time I watch it either.

To give you an idea of how amazing this game is, it inspired this Scottish YouTuber to make a 5-hour-long critique that, just like the game that inspired it, is a transmedia experience with poetry, original music, and a fucking interpretive dance routine.

The game is an incredible work, and one that really has interesting things to say - about depression, about memory loss (Zander makes a compelling argument that the game is, in part, about dementia), about the art and the value of collaboration, this last point being driven home by how the public-facing "auteur" Sam Lake, Remedy's creative director, made a game that emphasized how much he needs other artists around him to create games. It's honestly a beautiful idea, especially in an era of egocentrism and growing isolation.

And it's thorny - our title character's moral standing is left up for you to interpret: is he just trying to survive and not at fault for the bad things that happen because of his story, or is he using the people he writes about? Likewise, is the character revealed in the post-credits sequence to have been guiding him all along a secret guardian angel or a manipulating gaslighter?

I think you could make the argument that the game engages in some Mystery-Box storytelling trickery that has grown extremely sour in the past 20 years. I'm willing to give the game the benefit of the doubt because I don't know that it's really making any promises about revealing anything.

I have been following the stories about the game's profitability - I think it may have just broken even, after about a year, which I'm sure is not what AAA-studios want, but if this at least means that the game is now officially profitable, I hope that it will also mean that Remedy can continue putting out works of art like this.

The game's year-later DLC, the Lake House, is intriguing in its own way, a sort of micro-story (that is also apparently accessible from the main game, though I have to imagine it would be a very weird, pacing-wise, as I think it basically comes right before the Dark Ocean Summoning climax. Also, while I did beat the final boss of the DLC, I went back and replayed it and just couldn't seem to repeat that (not sure if it reset the difficulty to Standard, come to think of it).

But the Lake House honestly mostly just whetted my appetite for what comes next.

I know FBC Firebreak is coming out I think next year (trying not to think about what else happens next year) but while it does seem to be a PvE-focused game that will tell a story, I'm not sure how likely it is that I, as someone who doesn't really do online games other than WoW (grandfathered in from playing it for like 18 years now) and Magic the Gathering Arena (a game with next to zero actual non-game interaction with other players) I'm...

Look, we'll see as details emerge.

It's tough, though: I do have a friend who introduced me to Control, but he also doesn't do horror games, and so while I think he's seen a Let's Play of Alan Wake II, I don't know that he'll be as into such obsessive discussions as I really want to have.

So, I'm basically shouting this into the void of the blogosphere. This game has lodged itself in my consciousness. I feel lucky that it exists.

But it's all we're going to get for a while. So, I started playing Hollow Knight. I might write about that in a bit.

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