Wednesday, February 14, 2024

An Accidental Sequence Break in Tears of the Kingdom

 There are different approaches one can take to an open world game.

In a game like Skyrim, the "main quest" is one that can sort of be lost in the shuffle of all the other various stories you can play through. And when you defeat Alduin, there's still the whole world sitting around, waiting for you to complete other quests and stories.

Elden Ring was kind of fascinating, in that the actual nature of the game didn't change that much from the Dark Souls and similar releases FromSoft had made - the only real distinction was that the world was far larger and not as bottlenecked.

The notion of an open world game could, arguably, be traced back to the Zelda series, and the first game that introduced this idea of a big world to explore with all of its deadly dungeons.

The point is: Tears of the Kingdom has quests in a way that is more familiar to the Elder Scrolls or even World of Warcraft model than the Zelda games I grew up on. Yeah, we had Navi yelling in our ear every five minutes to go do the Water Temple already, but in a certain sense, the experience of the game was linear, so there was almost a distinction between "doing the story" and "doing quests" that were more like found objectives out in the world (the most epic in Ocarina of Time being the timed merchant-trading series that ultimately got you the Biggoron Sword, which took both hands but actually did more damage than the Master Sword).

So, here's what happened to me:

In terms of "main quest" progress, I'm pretty far. I've finished the "Regional Phenomena" quest that takes you to the four major dungeons at each corner of the world (that basically correspond with the four non-Hylian races and their settlements, each of which had its own Divine Beast in Breath of the Wild). I've also found all the petroglyphs and the memories contained in them, and I've gotten the Master Sword.

So, the endgame is coming close.

But it might take me less time, because I went exploring.

There's a lightning storm in the south central part of Hyrule (I believe it's above an area called Faron) that looked similar to the blizzard over the Rito village before you complete the Wind Temple. I built a Zonai airplane and flew over there, carefully stowing any metallic weapons or shields (though I've found if I want to make some lightning-charged chu-chu jelly tossing a metal shield into a pile of raw jelly in the middle of a storm is a great way to do it).

There, I found a shrine as well as a pair of doors that, like the Temple of Time, required a certain number of hearts to open. I'm at something like 13 or 14 at this point, so I had more than enough, and what I got was a weird little Zonai device that shot a laser into a particular statue down on the ground level. Building another glider-airplane thingie (and overshooting it, which was pain,) I brought this device to the statue, which unlocked a deeper structure that led to a platform that took me down into the Depths.

This... this felt pretty huge for something I had just stumbled upon.

And it turned out that it was huge. The head was for a construct that would be designed to allow the spirit of Rauru's older sister, Mineru, the Sage of Spirit, to inhabit. Like the other dungeons, I had to do a number of related tasks - in this case, retrieving the parts for Mineru's construct, which each involved some Zonai engineering puzzles - and then transport the pieces to the frame for the construct (I had actually done something similar with a giant Bargainer statue and a set of eyes earlier).

Then, I got to ride the construct - which is not the most convenient as simply walking drains your battery charges - on a journey to the Spirit Temple (I fought a Hynox on the construct along the way). And then, the Temple itself jumped immediately to a boss fight - one that was less about dealing damage and more about knocking a corrupted construct into an electrified wall.

And Lo and Behold, I got my fifth Sage ring activated and another ally for my honestly unwieldy, giant adventuring party.

I'm sure that there were quests that were going to lead to this experience, which I have yet to come across. But, credit to Nintendo, they allowed exploration to lead to this discovery, and I suspect they'll have alternate quest text to acknowledge that I did this before I was officially supposed to.

Tuesday, February 13, 2024

Just a Mind-Blowing Tidbit About the "Local Girl" Chapter of Alan Wake II

 No big analysis, and also just a note that I did not come up with this on my own - I think I first heard this during a Gaming University discussion of the game, but here's the crazy thing:

As Saga investigates the whole Cult of the Tree situation, a fictional narrative begins to overwrite her own life, most terribly in the fact that her daughter is, in the narrative, dead, having drowned at some point while Saga was staying in Watery with her family (Saga in the real story was unaware that she was born there until later).

In the Old Gods chapter, we hear about a story in which a teenager drowned in the bunker beneath what is now the Valhalla Nursing Home, whose name is Norah.

But is it Norah?

See, here's the thing:

In the Cyrillic alphabet, used for the Russian language (among others, I believe,) the letters look similar to the Roman alphabet, but some don't totally match (there's some overlap with the Greek alphabet as well).

The letter that makes the L sound looks a bit like an N (a sort of large lower case N)

O is basically the same.

The letter than makes the G sound is basically a Greek Gamma, which looks like an upside-down L, but could also be interpreted as a lower-case R.

A is, again, the same.

Finally, the letter that makes the N sound looks like an H.

Norah is Logan.

Monday, February 12, 2024

Making Sense of the Timeline of Alan Wake II

The two playable characters in Alan Wake II play through the two books that are written over the course of the game, in a weird way.

In the original Alan Wake, the events of the game are the plot of Alan's manuscript, Departure, which he writes during a week trapped in the Dark Place after he dives in to rescue Alice from Cauldron Lake. The week of missing time is a mystery that he must unravel over the course of the game, but there's this odd question of time: because he is going through the events of a story he's already written, what does that really mean for his agency and free will and the very reality of what is happening to him over the course of the game? The goal of the first game is to ensure that Alice survives and escapes the lake, and that ultimately works, but at the cost of Alan's sacrifice to take her place in the lake.

Departure is also the first third of Joseph Campbell's mono-myth, which describes the hero's journey coming in three acts: Departure, Initiation, and Return. At the end of the Writer DLC in the first Alan Wake, we see him begin to work on a manuscript for Return, but we find out in Alan Wake II that he's been unable to complete it - and that the reason is likely that he has not done the intermediary step: Initiation.

So, what we see of Alan in the game is the plot of Initiation, whereas Saga's journey is that of Return.

This actually resolves a question I had had about the events of the game: the sequence.

I've actually come to a conclusion that the game might be less non-linear than I previously thought it to be.

Now, a caveat here: the Dark Place definitely messes with how one perceives time. And Alan's story only works if there is a looping element to his time there. At three points Alan comes back to the writer's room and interacts with the core climax of Initiation.

The first time, Alan finds his own dead body, and only the title page of Return, with the author's name scratched out. In his confusion, the Dark Presence finds him and invades his mind, but then he awakens in the green room at the talk show, ready for the We Sing chapter.

The second time, Alan walks into the writer's room and finds a complete manuscript of Return, but realizes it has been written by Mr. Scratch, and so decides he must try to edit and fix it, introducing Saga Anderson to the story to serve as its hero to thwart Scratch. But, while in this process, another Alan walks in and shoots him in the head.

The third time, after Alan has come to believe that his wife killed herself after being tormented by Mr. Scratch, he enters the writer's room in a rage and, seeing what he thinks to be Scratch ruining his manuscript, shoots him in the head, only for him to realize that it wasn't Scratch, but him who was responsible for all of this - in this moment of self-doubt, the Dark Presence takes him and then he vanishes from the Writer's Room.

    Naturally, the conclusion I draw is that this first visit to this scene is after it all goes down - while Alan is experiencing these visits in the above order, they're also sort of occurring in a 2-3-1 order.

But: I think that the end of the third scene, in which Alan vanishes gripping a single manuscript page, and all but the title page of the manuscript has vanished, also links up with another scene in the game: when Alan appears on the beach of Cauldron Lake after Saga defeats Nightingale.

Scene Three doesn't just say "End of Part" like the others do - it says "End of Initiation."

Thus, I think that we can imagine a somewhat linear layout to the game: Alan's parts are flashbacks.

I think before I had taken the whole notion of being able to swap from Saga's story to Alan's and back to imply there was some simultaneity to them, and to be certain, the Overlap conversations they have lend some credence to that interpretation.

But I think the ambiguity of where Alan truly is during Saga's story is something of a red herring. Saga and Alan speak to one another across time in those Overlaps, but the Alan found on the beach is not a doppelganger - he's both Alan and Scratch, because Mr. Scratch in this game is just Alan when he contains the Dark Presence. That presence doesn't let itself be known until he's in the jail cell.

I had previously thought that perhaps Alan was still trapped in the Dark Place during this time, but I don't think that adds up - for one thing, once the Dark Presence leaves him to take over Casey, Alan seems fully there.

This leaves the question of who we're controlling in the brief bit at the end of Local Girl - when the Cult of the Tree attacks the lodge and we control Alan fighting taken members of the cult. I think it would be fair to interpret this as our actually controlling Mr. Scratch, but my own interpretation is that the Dark Presence is laying dormant within Alan, letting him think the threat is external for the time being.

And, frankly, this actually makes the sequence of the trilogy make more sense. Initiation comes before Return. Alan has struggled for thirteen years because he tried to skip forward. Initiation can be a difficult phase to go through.

Consider, for example, Star Wars - a trilogy that used Campbell's monomyth extensively. If we think of the original three movies as fitting these same categories, that makes Empire Strikes Back the "Initiation" phase (obviously there's also a microcosm of that in the original movie as well, but if the first movie is Luke learning to use the Force in any meaningful way, the trilogy is about him becoming a true Jedi Master). And, you might recall, Empire Strikes Back is the one in which things do not go well for our heroes. Han's frozen in carbonite, the Empire has the Rebellion in retreat, and Luke gets his ass well and truly handed to him by Darth Vader, losing a hand and also discovering that... oh crap, that father that you had a vague sense as being some kind of heroic Jedi? Nah, he's the dude in the skeletal mask and black armor who has killed like billions of people.

It's the phase at which the heroes go through painful episodes, but learn important lessons. And without the trials, they can't grow to the point where they can succeed.

Saga's own story is a microcosm, going through her own Departure, Initiation, and Return (and hopefully gets to walk out of that writer's room and back into the real world to go hang out with her family). But Alan might have needed his initiation to teach him that he couldn't make it all about himself, as he's become literally his own worst enemy - he rejects the self-centered auteur identity (that Tom Zane represents) to bring Saga in to be the hero and to help write the ending.

There's still a journey for him in Return, and he doesn't get to just exercise his own mastery to solve the problem on his own. Indeed, he's given the role of hero to Saga, and must play victim, villain, guiding sage, and co-author to her.

D&D's 50th Anniversary Rulebooks and More: The Release Dates!

 All right, if you were wondering when all of the new core rulebooks were going to come out, today on a post at D&D Beyond, we've now got official release dates. Additionally, the new high-level adventure book, Vecna: Eve of Ruin, the anthology Quests from the Infinite Staircase, and a historical retrospective, The Making of Original Dungeons & Dragons, 1970-1977, have all gotten release dates as well.

First out will be Vecna: Eve of Ruin, which comes out May 21st.

    This will be a big adventure book (256 pages - comparable to Tomb of Annhilation and other adventure books we've gotten) and starts at level 10, taking players all the way to level 20. The adventure appears to be a big setting-hopping one, with parts that take place in the Forgotten Realms, Greyhawk, Eberron, Dragonlance, Ravenloft, and between worlds in Spelljammer.

The Making of Original Dungeons & Dragons will be out on June 18th, and is a history of the making of the game by Jon Peterson, and includes an early draft of the game rules by Gargy Gygax from 1973.

Quests from the Infinite Staircase comes out July 16th, and is an anthology in the tradition of Tales from the Yawning Portal, updating old adventures that go from level 1-13.

The 2024 Player's Handbook comes out on September 17th.

The 2024 Dungeon Master's Guide comes out November 12th,

And finally, the "2024" Monster Manual actually comes out February 18th of 2025 - a year and two days from now.

    So, a couple surprises: I think most of us had assumed that all three core rulebooks would be out this year to coincide with the anniversary, but it looks like the Monster Manual will take a bit more time. I'm also a little surprised given that I'd assumed that the Monster Manual would come out before the DMG.

Still, there had been some concern over the last year that the D&D team would be too rushed to get the new core rulebooks out in a good state of quality. However, with seven months left for them to get the PHB done, I think we're actually looking pretty good. The big public playtest is done, it seems, and now it's all in internal testing and polishing, and I think seven months is plenty to get the PHB in good working order.

Because this isn't a full edition reset, of course, the lack of a new monster manual from the get-go is less of a problem. Especially with Monsters of the Multiverse providing a lot of monsters that conform to the new design standards, it's not as if people trying to run things with the new PHB are going to be completely lacking stuff to run the game with.

Still, the new MM is going to miss the 2024 window, which, paradoxically, I think is a good sign - if it means that the team has decided to take the time they need to get it done rather than trying to fit it into this symbolic but ultimately somewhat arbitrary time frame.

It is a little sad that it'll be over a full year before we get our hands on the new Monster Manual.

I am excited for Eve of Ruin - while I don't run published adventures, I find them good sources of inspiration, and I'm particularly eager to see the kind of content they have for tier 4 parties (given that I'm running a campaign with tier 4 characters now!) I'll confess I'm less excited about the anthology. And the history book - it's not for me (for one thing, I feel like every time I learn something new about Gary Gygax I find myself less eager to honor him as the creator of the game... kind of seems like the sort of person you'd like to consign to history).

With the core rulebooks not being fully complete until 2025, this does actually cause the game to butt up against the other big RPG release I've been looking forward to, which is MCDM's as-yet-unnamed RPG. (Part of me really thinks at this point they should make it something with the same initials: "Masters of Combat, Domains of Magic," or something like that.

Still, let's be honest: the PHB is the most important of the three books, and that's the one that is coming first, which is a good thing. Usually the fall is when we get the year's big adventure book, but not so this year.

I'll be curious to see what the cadence of releases is going forward, but this is everything announced so far.

Saturday, February 10, 2024

Tom Zane, Alan Wake, Authors and Auteurs

 Filmmaking is a collaborative art form. Actors, directors, writers, editors, production designers, set decorators, costume designers, costume builders, composers, musicians... if you watch the credits to a modern film, especially any with a big budget, the credits list, like, thousands of people. But even on low-budget independent films, the work of a whole large team of people is required to get a movie from idea to the screen.

When Alan has his last confrontation with Mr. Door - indeed, the only interaction that truly comes off as a confrontation - the latter admonishes our writer, telling him that he has "armies" of people helping him, and that he needs to get his ass in gear.

Alan is a novelist. And writing fiction is typically seen as one of the more individual forms of art - though of course we can't ignore the influence of editors, there's still a sense that a book's primary artist is its writer - its author.

In the 1960s, a group of French film critics who wrote in Cahiers du Cinema wished to change the way that people thought about films. In America in particular, Hollywood films were very much made by the studios - a high-ranking film executive would approve projects for production, and only afterward would a writer and director be chosen. These writers, some of whom went on to become important directors of the French New Wave, wanted to see film ditch this "made by committee" approach and recognize instead the Director as the primary artist who could claim responsibility and ownership over a film. Consider, for example, the works of Alfred Hitchcock, whose stamp upon his films (along with usually a silent cameo passing by in the background) could be felt deeply in the style of his filmmaking: this new approach to film criticism would recognize Hitchcock as the author, or, in French, the "auteur" of the movie.

It is that 1960s period, when "New Waves" across many countries (weirdly not unlike the political revolutions a century and change earlier) sprang up, that our Tom Zane fits into.

I don't know if we're ever going to get a straight answer on what, exactly, Tom Zane is. After all, his reality is very different from the version we were introduced to in the first Alan Wake game. I could easily go in circles guessing at whether the old version of Zane was a lie to manipulate Alan or if the new version is some kind of identity-stealing parasite who "overwrote" the real Zane.

I'm also going to set aside any speculation that Zane might be a more "authentic" person than Alan given that he is portrayed entirely by Ilkka Villi rather than Alan's hybrid portrayal by Villi and Matthew Poretta.

So, we'll set these notions aside and talk about what he represents thematically.

Zane is, in his own words, a "celebrated auteur." However real the Cult of the Word actually is, the cult worships Zane like an utterly rabid group of fans. Remember, the word "fan" is short for "fanatic," but we tend to use the full word more when discussing religious zealotry. Still, there's a link: religion and art have always been intertwined. Western notions of drama largely stem from Ancient Greek theater, but that theatrical practice was not a regular form of entertainment. It was specifically a religious ritual to honor Dionysus, and happened only once a year.

Alan has, according to Zane, been collaborating with him to create two works of art as companion pieces - Alan's novel "Return" and Zane's "Yöton Yö." This is, to be fair, not precisely the form of collaboration that happens within the making of a film - the intent is for two separate pieces to be produced, but which go together.

Actually, there's an example here that I think could be particularly relevant, which is the creation of Poe's album "Haunted" with her brother Mark Z. Danielewski's "House of Leaves." Poe's musical contribution to Alan Wake II is the many variations of "This Road," which play after each of Alan's chapters (and is itself an adaptation of a previous musical project called "September 30, 1955") while House of Leaves served as a major inspiration for Control.

Still, there's something worrying about Zane - there's something about him that seems parasitic.

While the auteur theory did unleash a transformation upon the film industry and the kinds of movies that could be made (though in our current era the power has swung back toward the executive class) there is a downside to this way of looking at things as well: it downplays the value of collaboration and the contributions of other artists.

I realize that, as an elder millennial, my assumption of a universal disdain for the Star Wars prequels is not always backed up by the impression I get from social media - it seems as if there are a shocking number of people who look back on the prequels with nostalgia. My suspicion is that it's an age thing - I'm old enough to remember when the only Star Wars movies were the original trilogy, and that the prequels were these sort of new additions that needed to prove their value to be considered part of it all (and they failed to do that).

But if you'll come along with me and agree to the premise that something went deeply wrong with those prequels (I'll concede something went terribly wrong with the sequel trilogy as well, though that was almost the exact opposite problem) I think we can chalk it up largely to the fact that George Lucas was given full authorial control.

The original trilogy was, for certain, the brain child of George Lucas, mixing influences like old Buck Rogers serials with Kurosawa samurai films, but at the time, Lucas had only two other movies under his belt - a weird dystopian sci-fi movie called THX1138 and a sort of slice-of-life movie about teenagers growing up in the 50s called American Graffiti. With modest success and having worked with his friend Francis Ford Coppola, he was given some leeway to make his dream project, but there were still editors and producers who could say no to him, or force him to rewrite things.

By the time the prequels came out, Lucas was a legend and titan of the industry, and he was powerful enough that no one could tell him no on just about anything. And that's why we wound up with Darth Vader as a plucky little kid, and later as a mopey teen. And how a series known for its mythic, elemental storytelling got bogged down in convoluted plots about trade disputes.

The point is this: great art has always struggled between vision and humility. If you've ever had an urge to be an artist, it's probably motivated by the desire to get some vision of yours out and manifest it for the world to see. But in most cases, and especially in collaborative media like films... and also video games, you need to be able to have the humility to allow others to contribute to that work, and share in the ownership over it.

The character we haven't really talked about in this whole story is Sam Lake.

Sam Lake is the face of Remedy Entertainment - he's the creative director, but he's also literally the face of their breakout hit, Max Payne. The very fact that that is the case tells you something about the history of video games as a medium. Back in the late 90s, when Max Payne was in development (I think it came out in 2000,) game studios, even pretty big ones, were still kind of small companies that would simply use staff members as models for game assets. It was cheaper and quicker than paying a professional model or actor. This is part of the reason why some of the earlier games to have voice acting often have pretty flat, wooden performances - in a lot of cases, the voice actors are simply programmers and designers.

That era of game making was similar to the rise of independent filmmaking in the 1960s and 1970s - beloved Swedish auteur Ingmar Bergman and famed British director David Lean were said to have once had a conversation in which Bergman said "when I make a movie, I simply get together with twenty of my best friends," to which Lean replied "and when I make a movie, I get together with my two hundred worst enemies." In that small band of artists, it's simultaneously easier to point to a single person's vision and consider them the auteur but also easier for that person to share credit with the people who have worked on it.

While Alan is a writer and Sam Lake is a video game maker, there's clearly a lot of Sam in Alan (I even imagine that it's no coincidence that Wake rhymes with Lake). And I think Sam Lake, who presides over a project that might have even more names in its credits than a major film, is very conscious of the need to be the face of the project while recognizing that he's just one of many people contributing to its creation.

In the end of Alan Wake II, Alan is forced to confront what it would mean for the Dark Presence to take over the world. And the reality of that is shocking - it's not a dark world of brutal violence. Instead, it's a world of vapid, simple worship toward him - a world in which his genius as an author is venerated above all else. It's... it's kind of underwhelming and disappointing. But that very fact reinforces how dreadful it is - it's not even a cool apocalypse! But what I think it helps him realize - in a very real way he's having his confrontation with his shadow in the Jungian sense (the shadow simply being the part of ourselves that we don't know is there) - is that he can't treat this all as if it's his problem alone to solve.

Over the course of Alan Wake II, we see how Alan is constantly terrified that Mr. Scratch is going to ruin his writing, to rewrite it into something terrible. But as we discover, all these instances of "Scratch" coming in an shooting him or scratching out his work is actually just different versions of himself. Scratch kind of never really existed outside of himself. But it shows that he's been so singularly focused on what he should write that he's been unable to even collaborate with himself.

Alan is able to finally finish Return when he releases that need to be the sole author of the novel. Saga, whom he has dragged unwillingly into the plot to serve as his "hero" character, now gets to have a say in how the story ends. By relinquishing control, by allowing for collaboration, Alan finally escapes the loop that he's stuck in (we might need to explore what changes between the first playthrough and the Final Draft to fully unpack this).

But what of Zane?

Zane seems to represent the opposite. We can see that the subject of his film is of an innocent man being sacrificed to allow his version of Wake to escape the Dark Place. But even while this reflects the reality of Alex Casey becoming possessed by the Dark Presence in place of Alan, in the film, Zane literally plays Alan.

Zane is a filmmaker - someone who creates art that requires a large number of people to make - but he has fully embraced the auteur identity, claiming it for himself. And as such, he's willing to see anyone and everyone subordinated to his own will and goals. He wants to be Alan Wake if that means escaping or otherwise getting what he wants, and perhaps he has already done the same to the real Thomas Zane.

Friday, February 9, 2024

This Is What It Sounds Like When Dragons Cry - Tears of the Kingdom

 So, a couple things have changed since I played Breath of the Wild.

One that we shouldn't ignore is that I'm not playing the game on a super heavy Wii U tablet controller. The Wii U was a remarkable feat of ingenuity, but one that really didn't have the technology to execute its vision in a painless way. The Switch basically solved all of the Wii U's issues, and I imagine that most BotW fans played it on a Switch instead.

But also, I think that ToTK has rebalanced things in a way that make it less of a pain - weapons still break, but you get a pretty decent amount of use out of them before they do - I've cleared dungeons in this game only breaking a single weapon. While there's an impermanence to any cool weapon you come across, it's not nearly as much of a pain.

Indeed, the fact that your best weapons are created by fusing things to existing weapons was a huge revelation to me, and further makes it less painful - early on I was fusing whole weapons to one another, which turned out to be a bad strategy. Instead, simply by fusing Zoanite robot bits and horns or claws form various monsters to weapons that kind of fit with them (for example, Bokoblin Horns seem to go great on spears) will get you decently powerful weapons that also last a pretty decent amount of time.

Another difference is that I invested more in Stamina - I think in BotW I was getting killed so quickly that I didn't feel I could afford to ever get anything other than heart containers. There are for sure still situations in which I'll die from a single hit when I still have like 9 hearts (even with my high-defense Phantom Armor) but it's rarer.

Anyway, the point is that I can see myself really getting through this game - there's countless side quests to track down, of course, but with three of the four major dungeons down, and now with the Master Sword in hand, I feel like I can actually get to the end of the game and at least call it a success - hopefully before Final Fantasy VII Rebirth comes out in twenty days.

I haven't done a lot of monster-massacre construction like the things you've seen on YouTube - though I did put together that little Hover Bike thing, which is somewhat useful but I think I need to farm a lot more battery charges (I'm up to seven total - two full batteries and one third of another.)

The dungeons in this game are certainly, to my mind, better than the ones in Breath of the Wild, though there's definitely a samey-ness to the design of them (each has you activating like four or five things that you need your local companion to hit with their special ability). There aren't memorable mini-bosses, and even the bosses go down pretty easily (I did the Water Temple today, and the boss there seemed particularly easy - I might regret going to the Air Temple first, which had what definitely feels like the most epic boss so far).

Still, in contrast with the Ancient Beasts, the dungeons here feel very much like their own distinct places, with thematically appropriate puzzles.

Anyway, I'm going to try to stop and smell the roses as best as I can, but I do want to try to beat the game before the 29th so I can pick up with Cloud and the gang.

Thursday, February 1, 2024

Choice and Fate in Games

 It's interesting to me that the two games from 2023 that impressed me the most were so profoundly different when it came to their attitude toward player choice.

Baldur's Gate 3 lovingly recreates the experience of Dungeons & Dragons on the computer, not only incorporating the rules of 5th Edition D&D (with a few tweaks here and there) but has a massive amount of flexibility as to where the story can go - you've got characters who can be early miniboss fights or full-fledged party members, and the fates of your party members can vary drastically depending on the choices that you make with them. Tons of different scenarios can play out in different ways depending on how the player chooses to approach certain things, and whether the right die rolls favor you.

Alan Wake II is a singular narrative that is going to play out the same one way or another - an extremely complex, intricate narrative that investigates the very nature of storytelling, the function of the hero's journey, the morality of fiction, and the challenge of truly facing the darkness within us.

In general, I think the prevailing ethos in gaming is, and has been for over a decade, the notion that freedom and openness is the ideal goal. We've seen many more games go for an "open world" concept, and the games that people seem the most excited about are the ones in which players really get to choose one of many paths through the game's world.

As readers of this blog will have noticed, I've been lukewarm to hostile regarding the direction the Zelda series has gone since Breath of the Wild (I wasn't crazy about Skyward Sword either, but for very different reasons). I'll concede that, at least for now, I feel like I'm vibing more with Tears of the Kingdom, but I do still miss the clear structure that the Zelda games that I grew up with, like Ocarina of Time (I guess I didn't play Wind Waker or Twilight Princess until I got to college).

And Baldur's Gate 3 was incredible and fun, but for some reason I hit a wall when I got to the eponymous city - I began to feel paralyzed by the scope of choices presented to me, and the more invested I became in the characters, the more important it was for me to not "screw it up" and give any of them tragic ends. The freedom of choice began to feel like a trap, where I felt compelled to look up guides and ensure that I was doing everything "right."

The single story path of Alan Wake II, as a result, felt oddly liberating. I knew that I was going to get through the story that Remedy wanted to tell, and even if I might play with the way that story was presented, choosing when to swap between Saga's and Alan's sides of the game (the first time I played through it I alternated every mission, whereas when I did the Final Draft, once I was able to choose, I played through all of Saga's stuff before finishing Alan's half.

Alan Wake II is still something of an "open world" in the sense that, in contrast with the original game, it's not broken up into distinct levels. Until the game's ending, you can generally re-visit areas of the game you've been to before, and there are side objectives that you can pursue that require you to criss-cross the game's world (particularly on Saga's side, where there's a light Metroidvania-style unlocking of things that require you to hit certain parts of the story to get tools that let you past various locked doors).

But the story has two endings only in the sense that you need to beat it a second time on the Final Draft mode to see how things ultimately end up (as a note, Stephen King has been a big influence on Alan Wake and Control, and I feel silly that I didn't see the looping ending as a connection to the Dark Tower's infamous and controversial ending - which I confess I hated when I originally read the last book when it came out in my freshman year of college. I guess it's just that, unlike with Roland Deschain, we actually got the opportunity to see Alan's final loop).

Baldur's Gate 3's goal is to do its best to simulate what happens at a table of people playing D&D - where normally you have a human dungeon master who can improvise a response to the crazy ideas that the players have. In a digital game, that's incredibly impressive given that every possibility has to be programmed in ahead of time - essentially Larian studios had to predict every crazy idea that people have now pulled off in the game and made it work.

On the other hand, the whole plot of Alan Wake II is the culmination of a writer refining his story over the course of countless drafts, allowing only the perfect version that walks the narrow line that will achieve his goals to come out in the end.

Indeed, the difference between the main game and the Final Draft are subtle, which means there's really not much of a margin for error - so it makes sense, in a way, that the player couldn't make any real plot-impacting decisions - that victory requires going through the story successfully.

I think it would be tempting to create a hierarchy here - in my case, to be the contrarian to most modern gaming trends and extol the virtues of this "linear" (if Alan Wake II's mindfuck of a plot could be considered linear) type of storytelling over player choice and decision-driven stories. Of course, the truth, as usual, depends on the situation. These are extremely different games shooting for extremely different goals. They do, as well, both do an amazing job of making me care about them and their characters.