Mild spoilers for up to half-way through the game
This is probably the most disappointed I’ve ever been by a game, at least in recent memory. That’s not to say it’s the worst game I’ve ever played, but it’s such a tremendous let-down that it’s left me seriously bummed out.
Let’s start with the positives. This game is a visual marvel. Not just in terms of the graphics—which are regularly beautiful and have you stopping to take screenshots like you would take a photo of a breathtaking landscape—but in how it knits gameplay with FMV, and how it twists and warps the world around you. I don’t think I’ve seen any other game even come close to pulling off what this does.
Talking of FMV, those sequences are a delight. They’re well acted, surreal, and often hilarious. The Koskela brothers’ low-budget TV ads and the musical sequence had me grinning like a fool.
Control was my favourite game that year (still one of only two platinum trophies I’ve ever got), and I recently replayed AW1 and had an absolute blast. The idea of further intermingling of Alan Wake, Control, and Max Payne (we’re all agreed that Alex Casey would just be Max Payne if Remedy still held the rights, right?) had me giddy with excitement. So...all aboard the complain train.
This game has a serious case of what I call “the RDR2 problem”: the developers have created a beautiful, engrossing world that I really want to immerse myself in, but the actual game around it is absolutely miserable to play.
The gameplay mechanics of AW1 weren’t to everyone’s tastes, and as much as I really liked them, I will happily admit that game was a little overlong and got quite repetitive as a result. But, it was fantastically well balanced. The flashlight and guns were “analogue”, for lack of a better term. You could slowly deplete the shield of a distant enemy and then boost just for a second to finish the job as they got closer. You could choose to only reload one or two bullets in the revolver to buy yourself precious time when you knew the guy rushing you was close to death, and while the enemy variety was limited, that at least gave you a good understanding of how many bullets you would need from whatever gun you were using. When things got frenetic, you felt like you had the tools to tip the balance back in your favour.
All of that is gone in AW2. The mechanics are a huge regression from both AW1 and Control, and instead the game plays like a poor facsimile of the Resident Evil remakes, lacking the quality gunplay and weapon variety that makes those games so fun to play. The flashlight no longer damages shields without boosting, and the boost works in fixed, uninterruptible bursts. Better hope the lock-on picked the enemy you were actually aiming at, because it doesn’t a lot of the time! Similarly, the guns can only be reloaded in full, and doing so is painfully slow.
Enemies are bullet-sponges, with a half-hearted weak-point system that seems to be totally forgotten about for half the game. They can very quickly get right up in your face, and environments are often cramped, meaning encounters often devolve into a frustrating pile-on. At this point you might be saying, “well duh, it’s a survival horror game”, but look at Resident Evil 2: that game doesn’t exactly let you Rambo through the place either, but it’s still fun and engaging while maintaining tension. After a few hours I ended up bumping the difficulty down to Story, but that just swaps frustration for general dullness, as all challenge is removed and several other assists are turned on too.
AW2 introduces two new mechanics: the writer’s room for Alan, wherein he can introduce new plot points to warp the Dark Place around him, and the Mind Place for Saga, where she can piece together clues and evidence to solve various ongoing cases. The former is fairly cool, but the latter is utterly pointless and absolutely destroys the pacing during Saga’s chapters. There are tons of clues, they are often required to advance your objectives, and there’s no real game to any of it. They aren’t puzzles to solve, they’re just busywork. It’s akin to being forced to pause the game every five minutes to push half a dozen wooden blocks into the correctly shaped hole. Except some of the holes are in a different filing cabinet, and “pause” isn’t really correct, because for some reason I cannot fathom, entering the Mind Place doesn’t pause the game.
Some other generally irksome points that don’t warrant their own paragraphs:
- The game still has a fair amount of technical issues: audio drops or goes out of sync in cutscenes, and what I assume are FSR artefacts sometimes spoil an otherwise excellent presentation
- One of the biggest criticisms of Control was the checkpointing, and
it’s somehow even worse here. It doesn’t (always?) save between
chapters, and at one point during a boss battle the game checkpointed me with one hitpoint left, forcing me to reload an earlier save to stand any sort of chance
- If there was a strategy to dealing with the Shadows when playing as Alan, I didn’t work it out. Engaging with them wasted a ton of batteries as many just fizzled away, but trying to ignore them or sneak by often led to a pipe in the back of my head
- The wolves in Saga’s chapters can fuck all the way off
- Why does this game have weapon and inventory upgrade systems? Does that really add anything?
- The repeated jump scares are pretty cheap
I tried to stick with this because I love Remedy’s stories, and because I absolutely fell in love with Control. But this is just a terrible let down.