Sunday, June 9, 2024

Night Springs Episode Three: Time Breaker

 Ok, now this feels like the main event.

In Time Breaker, we play as... Shawn Ashmore, presumably. Like, it's not precisely the real-world version of him, as he's doing FMV and mocap for a game by "Poison Pill Entertainment" rather than Remedy, but at the start, we're being directed by Sam Lake - like, the actual Remedy creative director - in a game that mirrors in some ways the game Quantum Break.

Shawn goes to look over the screenplay for the next scene they're going to shoot only to witness some crazy thing in which an alternate version of him is killed, and a woman who looks a lot like Jesse Faden (and a lot like Beth Wilder, for that matter) shows up, only for Mr. Door to teleport him away to some other reality.

Essentially, many versions of Shawn Ashmore are being hunted down by Mr. Door. Some versions of Shawn are working for some kind of multiverse-straddling reality-maintaining organization, and Mr. Door has determined that Shawn (and his variants) are a threat to him.

Notably, Door is referred to as the Master of Many Worlds, and we're given a theoretical backstory, explained by one of the... let's say Courtney Hope variants explains that some time long, long ago, Door touched some profound power that allowed him to become the single version of himself, existing in all realities, and eradicating his alternate selves.

Structurally, the episode takes us to various levels in which we seek out these floating polyhedrons and draw power from them to use various Lumivista TVs to warp to the next area. We go from the studio to a trailer in the woods (that might re-use Cauldron Lake assets, though this episode looks like it might have some more unique environments) and then to a black-and-white version of the Oceanview Hotel (with some weird spatial warping,) and then going off the rails into a comic-book cutscene, followed by a maybe SNES-era video game, then a strange void-space (that looked like it was under a lake, notably) and then into an old-school text adventure that ends with ASCII art.

Shawn is chasing down the Master of Many Worlds, but also trying to reconnect with The Red-Headed Woman. But when he seemingly finds the Master of Many Worlds, it's not Mr. Door he finds, but instead, evidently, Alan Wake.

There is a lot to unpack here.

How much of this is revealing the actual backstory of Mr. Door? Are we to understand that the multiversal variants and how they work in this are actually how the Remedyverse works as well? To what extent is this a non-canonical side-story?

I think I'm going to let myself digest this episode before going in deep on any serious analysis. There is sort of an ongoing question with these Night Springs episodes: Alan Wake II's main game felt like it was built with real intentionality behind just about every detail (and I'll concede that I'm a sucker for Mystery Box narratives, even though I should probably know better by now,) while the first two episodes of Night Springs did feel a bit inconsequential in the long run.

And maybe I'm reading too much into this one. But it does feel like there's some important stuff to glean from all of this - the DLC is mentioned by name by Mr. Door in his final confrontation with Alan, even if he treats it like a cancelled project. Dr. Darling is also mentioned on a conspiracy whiteboard here.

I don't know that this episode was much longer than the first two, but it definitely felt like we got more, thanks in large part to the formal experimentation and the stronger implication that this really will matter in the overall narrative.

But, we'll have to wait for the Lakehouse DLC. While I don't know that I can predict that to be much more substantial in terms of content and hours, I do believe it's a single narrative, and will probably be more clearly and directly tied into the plot (with a lot of speculation that it will tease Control 2 in the same way that Control's AWE expansion teased Alan Wake II.)

War Within Out August 26th

 In a bit of a surprise, the next expansion for World of Warcraft, marking the game's 20th anniversary (which is a little freaky for a game that came out my freshman year of college... 20 years still sounds like a super long time, so to think that that long ago I was already technically an adult is... kind of crazy) is going to come out in only a little over two months.

As readers of this blog might have noticed, I'm not as focused on WoW as my primary subject matter. I think when you play a game for coming on 18 years, your enthusiasm naturally waxes and wanes, and while I think Dragonflight was a fantastic expansion that really did a lot of the things I think an all-time great one should, I've just been a little less invested in the game (we're also in the post-final-boss slump, and while there's definitely FOMO from having a once-decently-geared main now left pretty far behind in Season Four, I'm not really playing very much at all because there's not much in the way of truly new content).

On a personal note, the date is kind of hilarious for me because it's the day that I fly off to the east coast to help take care of and welcome a new member of the family. So it's likely that for the first time since... Burning Crusade, I won't be able to play all day after the expansion launch. I do think there will be some downtime, and I'll have my laptop with me (I would have anyway, but I must remember to bring my mouse).

Anyway, I have not been following the Beta very closely, so while I have a general gist of what we'll be seeing down in Khaz Algar, I expect there will be plenty of surprises.

If anything, though, this makes me feel more ok with skipping much of Season Four, as it'll be all the sooner that any gear gets replaced in early leveling.

Saturday, June 8, 2024

Night Springs Episode Two: North Star

 The ultimate impact of Night Springs on the lore and vibes of Alan Wake II is likely to be minimal. Ultimately, I think the main goal of this DLC has been to let us play around in the world with different characters and different vibes. I'll admit I was hoping for this DLC to be a bit more substantial than it is - more like Control's Foundation and AWE expansions, which were certainly shorter than the main game by a lot, but still felt like big chapters with a real arc to them.

Night Springs is what I'd describe more as bite-sized content. I could imagine blasting through these again at some point if I'm really eager to play through some Alan Wake combat, but honestly, combat was never AW2's strongest suit.

It's important to note that the cost of this DLC was pretty low - I think both packaged together as an upgrade to the "Deluxe Edition" was like 15 bucks, so if we're calling this $7.50, it's not a terrible amount of content for that price (by contrast Elden Ring's Shadow of the Erdtree is a whopping 40 bucks, so I'm expecting a pretty massive chunk of game for that investment).

Still, I guess I loved being immersed in the story of Alan Wake II so much that I'd have perhaps liked to pay 25-30 bucks for a meatier expansion. We don't know when or how big the Lake House DLC will be, but I think we're really going to have to set our sights on Control 2.

All this being said, while short, there's some fun stuff to this.

The second Night Springs episode is North Star, which has us stepping into the shoes of Jesse Faden, the player character from Control. This clearly takes place before the events of that game (though it's also very "alternate timeline" so that might not be a necessary distinction. The episode actually has a weird parallel with the plot of Control, where we arrive at a strangely desolate location where Jesse's brother is being held, only to find that some strange and alien force is infecting the people there.

Unlike Number One Fan, these enemies do have darkness shields, but like the previous episode, ammo (and now batteries) are plentiful. I realized I was trying to carefully line up headshots and was getting my ass handed to me and then remembered that I didn't need to be so conservative and blasted away as if I had the Grip form of the Service Weapon.

North Star takes place in Coffee World, where some kind of weird alien strain of coffee has taken over the minds of the people kept there. Sheriff Breaker (or, rather, "The Sheriff," as no one is explicitly named in any of these stories) is our one friendly face. Most of the episode revolves into trying to get into the warehouse (the Kalavala Knights workshop,) where we think the brother is being kept.

There are a few puzzles to solve - fairly simple ones - and a few Coffee-Taken to take down.

It's super fun to be able to play as Jesse again, but I also think that unless there's some big twist in episode 3, the stand-alone nature of these episodes feels like a bit of a bummer given how important story and lore are to these games.

Night Springs Episode One: Number One Fan

 I've now played through the first of the three Night Springs episodes. It's short - I don't have a great estimate of its length as I had a long birthday phone call in the middle of it.

This one centers an unnamed fan (obviously Rose Marigold) who lives in a weirdly charmed world - essentially, it's the world of her strange fan-fiction (actually, technically speaking it's not fan fiction because it's not based on an existing story, unless you count Departure or Return). She's a perfect Mary Sue character, and that's reflected in the gameplay: you start off with a pump-action shotgun and a hunting rifle, and you have about 300 shells for the former.

So, basically, you need to throw out the typical careful Alan Wake II gameplay strategy and just smoke every enemy you come across. Healing items are not infinite, but relatively plentiful, so basically if you ever wished you could just go hog, this is for you.

The scenario is absurdly silly: a "bad boy" evil twin of "The Writer" whom the narrator/player character loves has shown up on a motorcycle, and claims to have kidnapped him, and unleashed a bunch of "Haters" to attack him.

The map is basically just the Bright Falls area, starting at the Diner (in this case "Nite's Diner") and going out through the boatyard and into the woods toward the Valhalla Nursing Home (or just, in this reality, The Writer's home). There's a boss fight with the evil twin, with some truly absurd developments over the course of it.

The whole thing is pretty quick and simple. I was waiting for some haunting, jarring descent into horror or at least psychological weirdness, but it's mostly told simply and straightforward.

If this is the typical length of the chapters, then this DLC is going to be probably closer in scope to the first Alan Wake's DLCs, the Writer and the Signal. I'll confess I'm maybe a little underwhelmed, but we'll see how I feel after getting through all three chapters (the second is the Jesse Faden one).

What I'm curious about is how these will play with the balance of the game. Number One Fan is mechanically pretty much unchanged from regular AW2 gameplay (now, feeling like an idiot, I never checked to see if Rose had her own Writer's Room/Mind Place equivalent) but the ample availability of ammunition and the lack of darkness shields on the enemies makes the whole thing feel more action-heavy.

While the map is basically the same as in the base game, with some barriers that appear to keep you on a narrow path, there's a lot of fun, cheeky design. In particular, I laughed out loud when I was going to find the evil twin on a beach and I came across two signs, one on top with an arrow pointing forward that said "NOT THIS BEACH" and another below it with an arrow pointing to the right saying "THIS BEACH."

There is this kind of open question as to whether Rose's enthusiasm for Alan tips into inappropriate territory. Here we see the unfiltered version of her obsession, and there's something weirdly childish about it. Also, we get several shots of Rose in wide-eyed wonder while absolutely splattered with blood (of people who don't like Alan's writing. I mean, yeah, they're also violently attacking people, but if Rose thinks of people who aren't a fan of his writing as being mindless zombie-like monsters that are totally worthy of being blown away with a shotgun, that's... not super healthy?)

One note here is that Alan - sorry, "The Writer" - calls out to her through a couple of means. The first is through one of those plastic singing wide-mouth basses. This actually reminds me of one of the Dead Letters from Control in which a person claims that one of these is possessed by the devil. I don't know if that's meant to be a connection or just another piece of weird, surreal Americana.

It's also fully possible that there are hints and details in this that I just didn't clock because I don't have the context. There are two other chapters to play through, and I'm very curious to see what the through-lines might be.

Night Springs Out Today

 Well, it's a happy birthday for me! Alan Wake II's first of two DLC expansions is out today, and we got a trailer for it yesterday at Summer Game Fest.

We'd gotten a general description of Night Springs, but now we're seeing what it will look like.

The DLC has three chapters, each with a different playable character (neither of which is Saga or Alan).

I don't know precisely what scenario each of the chapters will be, but we do know who the three playable characters are: Rose Marigold, Tim Breaker, and Jesse fucking Faden.

I'd be tempted to do a deep-dive on the trailer, but given the DLC is out either already or later today, it seems a bit silly not to just go straight to the primary text.

Still, from what I can tell, Rose's DLC will likely take the form of the fan-fiction (or, I guess since she's just writing about a scenario in her real world, simply self-insert fiction) that we find fragments of in the Alex Casey lunchboxes. That means shooting zombies with shotguns and possibly romancing both Alan Wake and Mr. Scratch.

Tim Breaker's appears to involve the strange polyhedrons that he's encountered. But he also seems to be on a set, getting directed by Sam Lake.

Jesse Faden's I have the least sense of.

I'll be very curious to see how this plays out, and what the narrative justification for all of this is. Sam Lake says that they'll be something like "What If" scenarios, but given the changeable reality of the Remedyverse, that doesn't seem like it would make them non-canonical. He also said they were going "out there" with these, acknowledging that it's not as if they hadn't gone pretty out there in the base game.

Anyway, I'm pumped. I doubt this is going to be hours upon hours of gameplay or anything, but I'm just excited to have an excuse to jump back into this game.

Wednesday, June 5, 2024

Info Gleaned From the Shadow of the Erdtree Preview Event

 Two years after its initial release, Elden Ring's DLC is coming toward the end of June. Everything we've heard about this expansion suggests it will be utterly massive. It's said that the area of the DLC will be about 40% of the size of the original game. FromSoft already has a pretty amazing reputation when it comes to DLC. Granted, they're also charging a full 40 dollars for this one, so in a sense, it better be worth it.

Luckily, the early previews have suggested it will be.

Of course, one of the challenges of releasing DLC for a game that is two years old is that the state of our characters going into it might vary significantly. Personally, I haven't taken any of my characters to New Game Plus, even though I've beaten the game on I believe six characters. My characters are thus around the 150-160 level range. But I could imagine that there might be players who have done NG+ or even further cycles (unless I can find a similar thing in the DLC, I'm tempted to take my Int-based Darkmoon Greatsword character into NG+ just in order to actually get the Magic Scorpion Charm, which I missed because I progressed Ranni's quests without finishing Seluvis' quest line).

Recently, a number of Elden Ring community folks like VaatiVidya (not my only FromSoft lore person, but the first one I got into) were invited to play a bit of the DLC, and were also given some footage they could post and comment upon.

Evidently, there will be a mechanic that is meant to let you kind of titrate the difficulty of the expansion, and along with this we get some new proper nouns.

The "Shadow Tree" that is, evidently, the expansion's namesake, is called the Scadutree (and yes, it's the towering black twisted tree seen from most places on the map much like the Erdtree is in the Lands Between). The crumbling, ashen splinters that fall from the Scadutree form Scadutree Fragments, which will be one of the items similar to Golden Seeds and Sacred Tears that you can use to permanently buff yourself. It seems these will increase your damage and reduce damage taken. There will be, I believe, a finite number of these to find, but I don't know if it will be like Golden Seeds in that there will be more than what's needed to maximize this buff or if you'll really want to track them all down. Similarly, Revered Spirit Ashes will buff both your Spirit Ash summons and Torrent to be more resilient (and I believe do more damage, though Torrent has never done damage, if memory serves).

I'm sure there will be some hardcore people that will eschew using these, but just as there are those who refused to use spirit ashes, I would say that those who want that extra challenge are free to do so, but I think no one should feel bad taking anything the game gives you to make it a little easier.

Reports are that the enemies are tougher, which makes sense - DLC enemies tend to be.

It's also notable that, unlike the Painted World of Ariendel or The Hunter's Nightmare, the passage into this DLC will be accessible only if you've defeated Mohg, who might not be the hardest optional boss in the game (surely that's Malenia, with Placidusax in second place) but is certainly what I'd call a late-game or end-game challenge.

There are also several new weapon types to try out. There are thrown blades, the mechanics of which I don't know for certain, but I think will essentially be an endlessly-renewable ranged weapon option, thrusting shields, which seem to be shields built for offense as well as defense, reverse-gripped swords, great katanas, light greatswords (which are long as a greatsword but still light and quick) and then some sort of unarmed fighting system as well as "perfume bottles," which sounds really out there. (I think there's also some new kind of fist weapon that is not the same as the unarmed system).

What I really hope, given all the potential new stuff we can find, is that there will also be additional Larval Tears. While I haven't exhausted my supply of these on any of my characters, the fact that it's a finite resource is always a bit anxiety-inducing, and surely we'll be tempted to try other builds (granted, with my stable of characters, I'm likely to stick with the overall stat priorities I already have on each of them, but if I need some fine-tuning it might be helpful).

I'm confident, of course, that we'll also get a few more Ancient Dragon Smithing Stones and Somber Ancient Dragon Smithing Stones so we can fully upgrade new armaments we find, along with the top level Graveworts for any new spirit ashes.

In terms of the structure, it seems we emerge from a cave into the big field of spirit gravestones, with one of those big wicker men serving a similar function to the Erdtree Sentinel just below the First Step in the base game, in other words: Schmuck Bait. While this world boss I'm sure will ready to fight once you get your feet wet a bit, it's probably best to leave it alone until you're a bit better situated in the Land of Shadow.

I haven't heard much about mini-dungeons in the DLC, though I assume we'll get some, but there are Legacy Dungeons, with two that people were able to enter in this event. The first is Belurat Tower Settlement, which appears to be a city that was likely purged by Messmer, and which seems to contain some sort of divine gate through which Miquella is seeking passage. The boss of this dungeon is the Lion Dancer seen in the trailers, and the whole story seems tied into the history of the Omens, the Crucible, and the way that an older religious system was stamped out by Marika's order.

The other dungeon (of which there's no footage in the new preview) is Castle Ensis, which is where you find Rellana. No, that's not a typo. This is Rennala's sister, a Carian sorcerer who became a champion of Messmer. As always, the sequence of events within Elden Ring's timeline is sort of the foundational mystery in everything - one wonders if Rellana's ties to Messmer were formed after Radagon and Rennala's marriage, when the "Moon and the Erdtree" joined in alliance, or if that's not at all the story.

Yeah, the names in this game can be confusing. We have to keep straight Renalla, Ranni, Renna, and now Rellana (and it didn't help that Ranni first introduces herself to us as Renna... assuming it's really Ranni who gives us the spirit calling bell) and then also knowing the difference between Godfrey, Godwyn, Godrick, and Godefroy. There's Melina and Malenia, too! And then, to keep us on our toes, we need to understand that Margit and Morgott are the same person (man, Morgott, don't you think you could have picked an alias that sounded less like your actual name?)

The big through-line, it appears, will be a group of NPCs following in Miquella's footsteps. It appears that they come from all different backgrounds - one previously loyal to Radahn, one previously in service to Mohg. And hey, by the time we get to the DLC, both of those demigods are dead, so it makes sense that these NPCs would have sought some other faith.

Everything about the way that FromSoft treats classically divine figures makes me deeply suspicious that Miquella is not actually the benevolent figure he's known as. I genuinely think it's not that unlikely that the final boss of Shadow of the Erdtree will be Miquella himself (I still think the odds are higher that it'll be Messmer, but man, at this point if it turned out Messmer is just another aspect of Miquella, I wouldn't be shocked.)

And yet, the FromSoft folks could actually pull off a pretty impressive reversal if it turns out that Miquella really is as good as he seems to be. I doubt we're going to get a really bright-and-cheerful story even if that is the case, but it would be nice if Miquella actually is doing everything to try to actually make the world better (of course, in these games, the road to hell is paved with good intentions - you could argue Marika was always trying to make a better world, but those efforts backfired spectacularly).

Actually, one thing that does seem to have been revealed is that the Smoldering Butterfly is not Messmer's version, because there will be a new butterfly - a Blackflame Butterfly. (I could have the name wrong, as Messmer's associated flame does not look like the Black flame wielded by the Godskins - it is a deep red with black in it, rather than their iconic black & white fire.)

With only a couple weeks until the release, I'm eager to plunge into the new lore and the new stuff.

Saturday, June 1, 2024

Poison Pill, Ducks, and Nite's Diner

 Alan Wake II came out in October of last year, so it's now been out a decent amount of time. As much as I've loved the game, I didn't spend a lot of time re-playing it, mainly just revisiting it when the Final Draft (New Game Plus) option came out, in order to see the changes and new ending (and to be more of a completionist when it came to collectables - something hampered by a couple bugs, like being unable to pick up one of Saga's inventory expansions and the fact that the Cult Stash with the Crossbow was already opened but didn't count toward getting all of them).

Like the original game and like Control, Alan Wake II is slated to get two different DLCs, being Night Springs and The Lake House. The former is said to consist of multiple "episodes" of the in-universe Twilight Zone (but from the 90s or early 00s) anthology show, with various Bright Falls characters taking the player character role (I'm given to understand it won't be Alan or Saga). The Lake House is built around the eponymous facility, which appears to be the lodge once used by Emile Hartman for his mental health center/unethical laboratory, but which has, in the last decade and change, been taken over by the FBC to be used as a facility to study the portal (Threshold) into the Dark Place in Cauldron Lake (and... honestly probably also conduct experiments of dubious ethical standards).

The timetable for these DLCs has been somewhat unclear, but it looks like Remedy is ramping up to at least give us a better look at Night Springs, which I believe will be the first of the two.

The first interesting note might not actually have anything to do with the DLC and could be a corporate branding thing but Remedy's YouTube presence has been renamed Poison Pill Entertainment. It's still "@RemedyGames" but there's a new logo and everything.

It does seem likely that this is part of the marketing for the DLC, and if so, I think in introduces a motif that we might want to keep an eye on, which is opposites. A Poison Pill, for example, is something you'd really want a Remedy to neutralize (though I suppose Antidote is the more obvious antonym for poison - but we're starting from the other side here). Beyond this, I don't know how much we should be reading in.

Next, something very odd: Ducks.

The Poison Pill/Remedy YouTube channel posted a short titled "Did you notice the rubber ducks in Alan Wake 2?" It shows several rubber ducks in various Alan Wake II environments, along with some suspenseful music and the creepy laughter recording you need for the ritual to open the Huotari Well.

Now, I don't actually remember seeing a lot of rubber ducks in AW2. To me, the thing that first came to mind was the rubber duck altered item from Control, which you need to chase down and return to Containment for one of the side quests. The duck, if memory serves, was seemingly created by an FBC agent accidentally, but I don't know if there's any real clear connection here to the goings-on in Bright Falls.

Finally, the most recent short at the time of this post is a shot of a coffee mug on what appears to be a diner table. Naturally, when it comes to diners in Alan Wake games, the Oh Deer Diner is the iconic one, and is a location we visit early on in both games. But here, the mug says "Nite's Diner" and "'The best' in... Night Springs."

Bright Falls and Night Springs have always had this kind of implied polar relationship - Bright vs. Night, or light and darkness, and Falls vs Springs - where water descends vs. where it ascends. The color palette here isn't strictly opposite, but my impression of the Oh Deer is kind of a classic 50s/60s/70s diner color palette of earthy browns and yellows, whereas Nite's Diner has pink and turquoise.

If I wanted to really put myself out there, the Oh Deer's "diner color palette" makes me think of diners from the northern part of the country, like New England, New York, or obviously the Pacific Northwest, whereas the pink and turquoise feels much more like an American Southwest or Southern California. Given that Night Springs was theoretically the setting for Alan Wake's American Nightmare, which was in a southwestern desert town, this might suggest that we're going to be in a significantly different environment in at least some of the DLC.

There is music that plays over this shot, which is from the Alan Wake II Chapter Songs album. The song is a bit of a throwback neo-disco pop song that feels like it shares some DNA with Michael Jackson's Thriller, with many references to horror movie scenarios. The lyrics of the chapter songs, of course, have tended to be very relevant to the events of the game, so if you'll permit a bit of an obsessive deep dive, let's look at those lyrics, verse-by-verse.

Space invader, looking cute in a human suit
Secret agents with the down-down rays they shoot
Psychic powers, hypno eyes and magic fruit
Trees, machines, weird mysteries
We got freaky fantasies.

    So, this all feels relatively broadly related to the kind of paranormal stories that you tend to find set in places like Roswell, New Mexico. The FBC, of course, functions as the Remedyverse's version of the "shady government agents," so I would not be shocked if this referred to them. The "space invader looking cute in a human suit" could easily be some brand new element, but you could also see this somewhat as a reference to the Dark Presence, and how it possessed people like Barbara Jagger, Alan Wake, and Alex Casey, wearing them like a suit. The reference to "Trees" is likely tied to the Cult of the Tree, but I'll confess that I don't really know where the hypno eyes or magic fruit are coming from, nor precisely what machines are being referred to. This could all be referring to elements not yet introduced, of course, or could simply be references to the genre in general (though I don't know if "magic fruit" is such a common trope).

In Night Spring, psycho killer on the run
In Night Springs, I don the black hole sun
'Cause in Night Springs we're just looking for the thrill
All your nightmares come true
Crashing through the warning signs, your car breaks down just outside
in Night Springs

    In this first chorus, I don't know that we get a ton to work with, but we can consider a few references. First, "black hole sun" naturally makes me think of the Soundgarden song of the same name. Though, other than being a fan of 90s Alternative Rock and the sort of X-Files-style paranormal mystery genre, I'm not sure what to make of it. The Black Hole Sun, of course, does conjure up this paradoxical inversion: where stars like our sun are mainly known for outputting light, a black hole is an object so dense and massive that light itself cannot escape. The Dark Place, of course, feels a bit like this. The one thing I don't totally get is "donning" the black hole sun, though this might be the idea of "wearing" the Dark Presence in the way that the various Scratch incarnations (Jagger, Wake, and Casey) do. One final note on this is the car breaking down, which, notably, is the very first thing that happens in the first Alan Wake - a nightmare in which Alan's car breaks down and he's pursued by one of his own poorly-written (or at least minor and not fleshed-out) characters.

Endless versions of this town, Buck hold of the Elder God
Live inside a sleepless dream, better let her sleep in Night Springs
If I died in your arms, I don't mind it
I'd hunt you when you like it

    Phew, ok, this one's a little tougher. The first game did have the song "Children of the Elder God" playing at the Anderson ranch, so the "Elder God" has precedent as being a term for the Dark Presence (we think). Buck could refer to a deer, a symbol that is associated with Saga. Interestingly, "Buk" is used in Dark, Twisted, and Cruel in the opening line, referring to Charles Bukowski, an infamously bitter and pessimistic writer, but I don't know if we can draw a connection here, other than just possibly linking this to Nightingale's habit of referring to Alan by the names of different famous writers (suggesting that aside from being crazy, Nightingale was pretty well-read, or at least knowledgeable about literature). The "Endless versions of this town" line could simply refer to the way that Night Springs is an anthology show, so as a setting, it is constantly changing to fit the needs to the narrative. Not entirely unlike the Dark Place, which we know can take on many forms - Alan's dark New York is just one manifestation. Now, who is living in a sleepless dream? The simplest answer is probably Alice, who, by the end of Alan Wake II, seems to be in the Dark Place again (I'm still unsure of whether Alan is back there too or if the Writer's Room they go into is physically back in the real world, at the top of Valhalla Nursing Home). But "sleepless dream" sure sounds like how the Dark Place operates, and this makes me wonder if Night Springs is like, some part of the Dark Place (to borrow D&D terms, if the Dark Place is the Shadowfell, maybe Night Springs is a Domain of Dread like Barovia). And those last two lines... at the end of the Final Draft, Alan and Alice are still separated, but seem to also be connected in some way that is at least partially satisfying their desire to be reunited. That being said, I've got a pet theory that Alice's role moving forward will not necessarily be perfectly benign, as I'm convinced that it was the Blessed Organization, not the FBC, that helped her regain her blocked memories, and that whatever she is doing in the Dark Place is furthering their goals (whether she's a full convert to their cause or just a useful asset).

In Night Springs, caught in an endless time loop
In Night Springs, a solar system in your soup
'Cause in Night Springs, we're just looking for the thrill
All your nightmares come true
Lost in mist for days and days, now you see the sunny seas
Night Springs

    Ok, endless time loop feels sort of obvious - the Dark Place seems to operate in loops (or, actually, spirals). The "solar system in your soup" is either purely weird surreal imagery that fits the scansion of the song, or it's some huge, important detail that I just don't understand or don't have the context to fit in. What feels like the most important thing here is the "lost in mists" and "sunny seas" line. After all, the Dark Place is not a lake, but an ocean, and we got an as-yet-not-in-game Old Gods of Asgard song called The Sea of Night. Alan's experience in the Dark Place sees him lost in mists - sometimes literally (and once again reinforcing that Shadowfell/Ravenloft reference to D&D - a game that I know Sam Lake to be a fan of,) but the "sunny seas" might bear out the theory that the Dark Place is not an inherently malevolent thing - that perhaps the endgame for Alan is not to return to some semblance of normalcy with his wife, but that they might become navigators of this vast ocean of possibility, only now free from the terror that has defined their earlier experiences with it.

This final chorus repeats unchanged (fitting given its reference to time loops). Especially with the instrumental bridge, it's clear that the song is echoing some of the vibes of Thriller.

    So, what does this all add up to?

What we've heard about the DLC is that it will essentially be several stand-alone chapters with other characters to play as. It seems likely this will all play out within the Dark Place, so it'll be interesting to see who gets swept in. I'd guess, though, that environmentally we'll be far from Alan's "Noir York City," and instead be in something resembling more of a Southwestern desert town - though I also think the town will look different in subtle and large ways with each story.

I'm also expecting Night Springs to feel like a kind of weird doppelganger of Bright Falls - perhaps there will be a downtown area similar to Bright Falls, with Nite's Diner serving the role of the Oh Deer. (I'm curious is Sam Lake or other Remedy folks are familiar with Welcome to Night Vale, which has its Moonlite All-Nite Diner).

I suspect we'll get a theme of opposite counterparts, and thus might even run into alternate versions of the characters we've met in Bright Falls. The Dark Place doesn't actually have much of a cast - for most of it, we basically only ever see Alan, Ahti, Mr. Door, the Old Gods (including Baldur,) Tim Breaker, and only much later Alice and Saga (all the "fade-out" enemies, it's been discovered, are actually Alan himself with blur and distortion effects hiding this from the player, either on a different loop or some self-destructive aspect of his personality).

Anyway, I've been eager to see what comes next in this story, so I hope we won't have much longer to wait for this DLC.