Review

Alan Wake 2 Review - A Miracle Illuminated

  • First Released Oct 27, 2023
    released
  • PC
Mark Delaney on Google+

Remedy delivers its greatest game to date by turning a long-awaited sequel into a uniquely meta multimedia masterpiece.

Calling a game ambitious can come with an implied caveat. A game with great ambition can be something that reaches high and far, but can also be one that doesn't quite get there. Alan Wake 2 is one of the most ambitious games I've ever played, but don't misconstrue that, as it doesn't fall short of its lofty goals. On the contrary, Alan Wake 2 achieves virtually everything developer Remedy Entertainment set out to do. It's a game that feels novel and risky that is executed with confidence and a clarity of vision. The end result is a one-of-a-kind sequel that redefines its series, blazes trails in video game storytelling, and stands as the monument to a studio that has unlocked its potential to the fullest.

Picking up 13 years after the original game's events, Alan Wake 2 is made with two audiences in mind: those who may be new to its mystery-laden plot and those who have been decorating figurative cork board with red strings in their minds for over a decade. This is a smart way to broaden appeal to a bigger audience that Remedy executes by splitting the game into two campaigns, both unfolding using an unconventional structure.

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Now Playing: Alan Wake 2 Review

In one campaign, FBI special agent Saga Anderson arrives at the once-quaint Bright Falls, Washington to investigate a series of disappearances and ritualistic murders. Saga is joined by her partner, Alex Casey, and becomes the perfect proxy for the uninitiated as she is soon enveloped in the juxtaposition of Bright Falls' understated but haunting atmosphere and its quirky and often upbeat townsfolk. Turning over crime scenes in an unsettling forest rich in folklore, Saga's storyline combines the rustic foreboding feelings of The Blair Witch Project with the unflinching grit of a Fincher-esque dark crime drama. The other campaign, meanwhile, sees you play as the titular Alan Wake and picks up in a nightmare realm called the Dark Place, where Alan has been trapped since the end of the first game. This malevolent space feeds off of art and memories alike, creating a personalized prison for all who enter it.

As different as they are, the two storylines feel equally crucial to the plot. Though it can be tempting to mainline one story before moving to the other, the game makes a compelling case for embracing the intertwined nature of the narrative. Players can switch between protagonists at frequent intervals using interaction points found in many of the game's safe rooms, adding a storytelling touch that brings out so much personality and can also drastically alter the experience. Having said that, the narrative doesn't lose any luster if you choose to take the one-then-the-other approach.

Saga's and Alan's stories bleed into one another at times, and somehow Remedy has ensured that the tonal shifts never detract from the overall experience, and instead offer more texture. Depending on the order in which you experience each chapter, you might have one sequence come across as sinister and foreshadowing, while another player that has taken a different path may see the same events as dramatic irony, knowing the hero is walking into wickedness. By playing all angles, the full story comes into view, which is especially well-handled and well-hidden, given how fiction blends with reality and time moves differently in the Dark Place, making the truth of any scene feel murky.

While 2010's Alan Wake had horror elements to it, Alan Wake 2 is a true survival-horror experience, complete with many of the genre's established touchpoints. As either character, you'll need to manage a puzzle-like inventory, find respite from approaching monsters in safe rooms, and try your best to line up headshots with a variety of guns you typically unlock from some sort of locked display case.

Alan Wake 2's dual realities allow for two very different takes on one horror story.

In the original game, combat encounters were meant to be tense, but not exactly scary, as evidenced by its frantic gameplay that consisted of bobbing and weaving around half a dozen monsters at a time. Here, the action slows down and tends to involve fewer but hardier enemies--a recipe that'll be familiar to horror fans. Managing a small horde of different Taken enemies, often each with their own attack patterns, becomes an engrossing exercise in survival.

Their intent is often to flank and smother you, but like they did in the first game, others may lead from the back and chuck axes at your head, demanding you time your dodges well. I enjoyed how these Taken look and largely still behave like the ones I'd seen in the original Alan Wake, but each is spongier and smarter, meaning instead of dispatching perhaps multiple enemies with one round of ammo like I could in the first game, in Alan Wake 2 I'd more often have to evade and buy myself time to reload just to take out one enemy. In the first game, you could also hit an enemy with a quick burst of light at no inventory cost in order to stun them and gain some separation. Now, though, batteries are much more limited, and this flashlight technique, though it still critically removes their inky shields, doesn't do much to ward them off after that. Enemies can also regrow their shields of darkness, meaning you have to choose when to put the pressure on and very intentionally see it through, or else you've burned through precious resources for nothing.

It built in me a hyper-awareness of my surroundings and items, as narrow forest paths or a confined cabin could give the enemies an advantage. I'd backpedal through a doorway hoping to funnel the monsters into my trap, but this was a slower, more methodical process that demanded I carefully considered my use of flares, flashbangs, and nearby Safe Haven light fixtures. The original game's combat loop had a lot of style, but not so much substance. Alan Wake 2 strikes a much better balance in a way that lends itself to its shift toward being a survival-horror game.

In that sense, Alan Wake 2 doesn't redefine the gameplay leanings of the genre, but it uses them deftly nonetheless. I typically had just enough ammo to get through an encounter, which may have left me limping to the next Safe Haven light that would let me catch my breath and plan my next move through the lush but intimidating forest surrounding Cauldron Lake. Sometimes the best decision was to flee a scene, which would shift the encounter from a gunfight against wispy shadowmen to something more akin to a vicious slasher chase.

One unique Remedy touch that distances Alan Wake 2 from something like Resident Evil or Dead Space is how comfortable it feels in sometimes not forcing players into combat just to pad out the action. Saga's investigation includes many side cases, such as solving puzzles built around weird nursery rhymes found in the woods, or looking into a mayoral candidate, which has a conclusion you ought not miss. In heading down these peripheral pathways, long stretches without combat are possible, but because the atmosphere is so rich and the world so detailed, I never felt like I was missing something. Instead, I very much wanted to pour over every cabin I could get inside of, where I'd often find not just crucial supplies as the tension built toward my next encounter, but also a litany of items that contribute to worldbuilding, which has been made more exciting than ever now that we know Alan Wake and Control share a single story world.

While foundational survival-horror mechanics are shared across both timelines, their moods, aesthetics, and themes are quite different. Saga's story plays like a police procedural, allowing the expert criminal profiler to use her almost-supernatural deductive reasoning skills to work through a twisted case of cult murders and bewitched folklore. The backdrop of the gloomy Pacific Northwest is more The Killing than the original game's Twin Peaks, though the region is still full of peculiar denizens, some of whom are genuinely hilarious--seriously, everyone is going to love the Koskela brothers' TV ads. These breaks in the horror feel impactful, whether characters remain quirky throughout the story and bring layers to the cast or, as is sometimes the case, when once-lighthearted characters break bad, leaving you feeling uneasy and untrusting.

In either setting, the visuals are stunning and the atmosphere is rich.

To further immerse you in the investigation aspect of her mission, you'll fill out Saga's Case Board, which winds up having an additional benefit. Not only does it fulfill that detective fantasy of linking clues with taut red strings and cracking the case, but it serves very well as a helpful visual guide through the twisting (and twisted) story. Remembering names, events, and locations becomes much easier when it's laid out in her mental map, the Mind Place.

Late in the game, my time in the Mind Place involved a bug that demanded I brute-force and troubleshoot my way past a 15-minute scene for about 45 minutes, but Remedy has since deployed a patch that is said to have corrected this. It slightly hampered the pacing of the finale for me, but it didn't sour the experience overall. While others with the game have reported having a rougher experience, I--and other members of the GameSpot team--have had a smooth experience, barring the aforementioned bug. Again, Remedy has released a pre-launch patch to address several concerns, but there is still the chance that bugs remain.

Given how gorgeous and detailed the game is, I'm curious how some of its technical feats are possible, such as moving seamlessly between the Mind Place and the real world. It seems a testament to the studio's in-house Northlight Engine that the game can run well, look incredible, and somehow still at times defy my (admittedly limited) understanding of video game tech. And for a game about light and darkness, it's downright hypnotic in how it uses each scene to create a virtual portrait of its settings, with amber sunlight reflecting through the thick trees around Cauldron Lake as heavy rain soaks the forest, effectively creating a dreary mood.

After more than 15 hours spent mostly in Saga's timeline, I had already felt like Alan Wake 2 was one of the year's best games. Then I played Alan's campaign, which routinely subverts expectations in never-before-seen ways that I dare not spoil. Though we've seen other iterations in previous games, Alan's version of the Dark Place today manifests as a haunted noir metropolis where neon signage and hotel lobbies soaked in smooth jazz are offset by the shadowy assailants that lurk menacingly throughout the ever-shifting city. All the while, Alan finds echoes of Alex Casey conducting an investigation. This is a different Casey than Saga's partner, with this one coming from Alan's own crime fiction novels that made him famous before Alan sunk out of the physical world--and this is one of many intentionally crafted points of intrigue and confusion that Remedy expertly plays with.

New to the series, Alan's Plot Board serves as something of a gameplay analog to Saga's Case Board, albeit with very different effects. It allows him to alter reality by discovering different story details in a level that are then used like an ability, tool, or weapon upgrade. For example, in the Oceanview Hotel, you might arrive in the hotel lobby, discover an Echo of a Casey story that clues you into how you can alter the scene, and then instantly do so as Alan rewrites his story, which is reflected in-game with a technically impressive instant-switch in the environment. But with the new scene likely come new threats and opportunities, and to progress his journey, Alan's rewrites must make sense. It's a subjective puzzle mechanic that asks the player to consider narrative merit, but its rules are clear even as the pathing can be purposely dizzying, so no instance ever balloons too big.

Watching the environment change before my eyes never got old, and often when I'd know which setting and plot details would combine to advance the story, I'd use the alternate options first, like going down the secondary pathway in a traditional horror game with hopes of finding other items of interest before making my next move.

Using a stunning blend of live-action scenes that often spill into the game's rendered world, Alan Wake 2 frequently offers some of the most elaborate and beautiful imagery I've seen in the medium. Remedy has always been in favor of live-action elements in its games, but it's never been used to this extent or in this particular way. Far from the stop-and-go nature of Quantum Break's full live-action episodes pulling players out of the game, here it's more an evolution of a style Remedy first used to great effect with Control's Hotline segments. In Alan Wake 2 superimposed visions of characters and echoes of voices from another time and place creep into a scene, giving it a layered audiovisual flourish that strangely no one else in video games seems to attempt. Perhaps after Alan Wake 2, we'll see more studios try something like this, as the Finnish team has unlocked something mesmerizing with expert cinematography, a distinct style, and some wonderful sets that bring the story's arresting characters and locations to life.

Live-action can easily be done poorly in video games, but Alan Wake 2 uses it very well, creating a unique and memorable audiovisual style.
Live-action can easily be done poorly in video games, but Alan Wake 2 uses it very well, creating a unique and memorable audiovisual style.

Further enhanced by an intense focus on music that builds upon, and actually outshines, Control's Ashtray Maze, Alan Wake 2 stretches the definition of what a video game is and becomes an arresting multimedia fantasy that few studios would likely dare attempt. There are multiple scenes in this game, in Alan's campaign especially, that will surely be poured over and talked about with reverence, much like Control's Ashtray Maze was. Even if you've been waiting for this sequel for a long time and think you know every theory and have explored every inch of the story universe, you are simply not ready for what Alan Wake 2 has in store for you.

That's another wonderful thing about Alan Wake 2: Not only is it a gorgeous, eccentric, and immersive game, it's also meta as hell. Alan Wake 2 wraps nightmares inside timeloops tied to a distortion of the monomyth inside a metaphysical world that bleeds into reality, blurs fact and fiction, and spins out doppelgangers in every which way, and it does it all not just to be weird, but to tell an elaborate story about writing, balance, irony, and so much more. As perplexing as it certainly is, and as hazy as some of its answers to mysteries may be, Alan Wake 2 feels like it wants to be understood--it just wants you to sweat a little in getting there, and it doesn't intend to give away everything yet anyway.

There are parts of this game I interpret to be Remedy talking about its own journey in returning to the world of Alan Wake after such a long time away. It does this in such a layered and lovably strange story that even after Control, which felt like Remedy had stepped up its narrative ambitions significantly, it now seems as though Remedy has found yet another new benchmark for itself, while creating new avenues that we may see replicated by other teams in the future. At one point I worried that Sam Lake, Remedy's creative director, may be retiring after this because it feels so vision-complete and full of purpose, like a last hurrah. And having finished the game, I wonder how the studio will top it.

The Remedy Connected Universe (RCU) also comes into view like never before in Alan Wake 2, making the game not just an Alan Wake sequel, but also includes a continuation of Control's story, some (legally transformative) nods to Max Payne and Quantum Break, and an apparent setup for the next RCU game. The details light my brain on fire with the bewildering possibilities and implications Alan Wake 2 creates. The tangled web Remedy continues to weave through its shared story world is exciting and unique even at a time when spin-offs and tie-ins are dominating movies, TV, and games. Though you can enjoy Alan Wake 2 as a singular timesink in your gaming catalog, those who dive in with knowledge of (or a desire to understand) the RCU elements are going to have their minds blown.

The idea of what Alan Wake 2 could be has changed so much over the years, but in playing the game, I was reminded of Sam Lake saying how he was so happy that all the previous versions of this game never worked out, and how excited he was that this is the Alan Wake 2 the world has finally received. I have to emphatically agree. The mere existence of an Alan Wake 2 would have, at different points over the years, felt like a minor miracle, but for it to be this one, that feels singular in its achievements, and coming from a studio that refuses to shy away from the paths less traveled, makes Alan Wake 2 a miracle illuminated.

Mark Delaney on Google+
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The Good

  • Dual campaigns that feel symbiotic and equally vital, yet diverse
  • Immersive multimedia approach the likes of which I've never seen before
  • Extremely meta in a way that will please longtime fans
  • Soundly adapts the series to a survival-horror framework with some welcome Remedy touches
  • Visually striking worlds whether in the Dark Place or the Pacific Northwest
  • Delivers on an ambitious vision 13 years in the making

The Bad

  • Some bugs involving the Case Board mechanics

About the Author

Mark spent 26 hours unraveling Remedy's dizzying scheme, and naturally, many more questions remain. A PC review code was provided by the publisher.
150 Comments  RefreshSorted By 
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Evil_Sidekick

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Edited By Evil_Sidekick

Never expected anything else from one of the greatest developers in the business.

One of the few developers triple A companies that still haven't sell their soul to easy money, to MP crap, to microtransactions, to make any game a "party game"

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faithxvoid

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Awesome the game is good, but…

If every game is a 10 this year, no game is a 10.

Reviews are starting to lose meaning and credibility.

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santinegrete

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@faithxvoid: the year is just good.. Been waiting to feel like this since 2014

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Bahamut50

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@faithxvoid: No no no no no! They changed the meaning of 10 to Essential precisely to avoid this sort of talk xD. 10 means that almost anyone will enjoy this game to a great degree. And frankly i've only seen a few 10s xD.

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ItsNotA2Mer

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@faithxvoid: "If every game is a 10 this year, no game is a 10."

Every game isn't a 10.

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BtheGamer

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@itsnota2mer: yea but it goes really too the person. Like if you're hard too get amazed over something, then yea nothing is a 10. It goes how your attitude is. Like if you go too the movies in a bad mood shouldn't be going cause the movie is already bad. Lol

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faithxvoid

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Edited By faithxvoid

@bthegamer: the historic precedence for a game getting a perfect score is just that. It’s technically flawless and it innovates the entire medium. Games that used to get perfect scores are still ones that are revered in top 10 of all time lists today.

ToTK was amazing. It’s not perfect

Neither was BG3. It had a lot of technical issues, and despite its wonderful level of detail and impact, it didn’t change the world the way Ocarina of time did when it literally created the entire blueprint for 3d action combat.

You really wanna be the guy who has to argue that Deathloop was a perfect game?

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BtheGamer

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@faithxvoid: lol yea I guess I could see your point. Yea deathloop is definitely a head scratcher. I mean in a way I'm the same way about it. Like for me too get a 10 it has too be like top notch in every category. But I do have too say if GameSpot is pretty close on thier 10s, if anything close too it like a 9.

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TruthOverNot

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Edited By TruthOverNot

@bthegamer: for me to get a 10 it has to be near perfect as an overall game, after all a game with a medium-level of annoying bugs at launch yet great gameplay should still be penalised in my view. From reading reviews this game seems nearer to a 9 overall, but I'm waiting to be able to justify the £50.00 just before birthdays and Xmas my end before I know myself what to give it.

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BtheGamer

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@truthovernot: yea true I give you that. But I'm kinda different with the bugs though cause in this day it's in every release on day 1. It's just on a scale is it so bad where it's not tolerable too tolerable. What's the scale of the bugs. Cause it's a normal thing too have bugs in games in this day and age. Really we should do a review on day 1 and another 1 year from release. Cause I look at it the other way the bugs will eventually get patched probably make a new bug. But I think sometimes they should even do a review 3 weeks later too let a lot of population play the game see where most of them are. Then they do a big patch then do a review. Why should bugs kill a review when it'll be fixed and run a lot better later. Yea if it's like cyberpunk yea definitely needs too ruin a review. But minor bugs that can be fixed within a couple months shouldn't ruin a games review. Every game today has that. So it's like cause we know it has that the game shouldn't get higher than an 8 no matter what cause it's in every game

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Eustach

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Edited By Eustach

@faithxvoid: No, that's not it at all. A 10/10 (and this has often been said by many journalists here and elsewhere) expresses a huge crush on a game and in no way that this game is flawless or revolutionary. I remind you that a review is subjective and related to the sensibility of the person. The day some players understand this, we will have taken a step forward.

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faithxvoid

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Edited By faithxvoid

@eustach: I understand they you can change the criteria for scoring here any way they want. Their business. As a customer, I can voice my grievances.

It doesn’t matter how you justify it, the quantity of 10s has increased by exponentially the last few years.

Seems to me that game journalists had used similar criteria for giving a perfect score since the 80s. The ones that didn’t lost credibility and the publication languished because of it.

But hey, I’m sure a 21 year old with a journalism bachelors knows better than everyone else does 😂😂😂

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Eustach

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Edited By Eustach

@faithxvoid:

"It isn't often that we give 10/10 review scores on GameSpot. Since the site was founded in 1996, only 26 games have earned that rank. But to achieve a 10/10, a game needs to be essential, and it needs to have something so meaningful to offer us that it simply cannot be ignored. Regardless, a 10/10 review score is always determined by the personal opinion of its respective writer and always reflects as such. So without further ado, here is a list of all the games that we've scored with a 10/10! For more details on the review process and what a 10/10 means at GameSpot, check out our in-depth Q&A below."

"What makes a game a 10, and has that definition changed over the years? Does a 10 mean it's "perfect"?

A 10 does not mean a game is perfect, but it does mean that it's a game we believe everyone should play. In our opinion, no game can be considered perfect. That means you may see a game getting a 10 despite having issues. It also means that games without obvious flaws may be scored below 10.

On the rare occasion when we publish a 10 review, that is our way of saying that no matter your preference for genre, developer, setting, or console, you owe it to yourself to find a way to play the game in question."

https://www.gamespot.com/gallery/every-gamespot-10-10-review-score/2900-153/

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faithxvoid

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Edited By faithxvoid

@eustach: what are you trying to prove by typing all this?

I don’t really care how or why they justify giving more tens in one year than they have in the prior decade, it my prerogative to disagree.

I clearly stated my case. Odd that the reviewers are allowed to have ‘subjective’ opinions on games, but you deem it unacceptable for me to do the same for a piece of journalism.

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HolyKaPOW

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Edited By HolyKaPOW

@faithxvoid: You're obviously free to disagree with scores, that's the point of reviewing something yourself. But there's no "standard distribution" that requires only a handful of 10s in a given year or generational cycle. TLoZ was certainly a leap ahead for it's time, but that doesn't mean "Essential" play is only restricted to the small handful of games that manage such feats. BG3, for example, has exemplified player freedom, consequences and detailed exploration in a way that no other game has done before, to say nothing of the way the game changes with different companions and chosen character classes. That's what makes Gamespot deem it as essential.

I'm in the same boat as you as far as Deathloop goes, but I'm fine with simply stating that I disagree without taking umbrage at their own stance.

2 • 
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LTKCentaur

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I'm so excited! I love every game Remedy has put out, and I've been waiting so long for this one.

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Probable

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Edited By Probable

Wow. I'm beyond shocked right now. I thought hackers had taken over gamespot but when I saw that game informer gave this game a 7.75 and ign a 9, I immediately believed in the 10 gamespot gave it. Game informer gave saints row reboot an 8.5 for crying out loud, but anyway. I really want to play this game now. Gamespot's 10's are spot on with me. Resident Evil 4 remake, tears of the kingdom, baldurs gate 3, phantom liberty, all of them this year. Seriously, what's going on? Why are all these perfect games finally surfacing this year?

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gbrading

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I've loved basically every game Remedy has made, including Quantum Break. Very excited for this!

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moh_sakhaii

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I love Remedy and whatever they create, happy to play another masterpiece

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lord2fli

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Edited By lord2fli

Consider me intrigued, though I'm inclined to agree with a previous poster, is it great because of the rig it was reviewed on or is it great regardless of hardware?

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BtheGamer

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@lord2fli: I'm going too say it'll be a 10 out of 10 no matter the hardware. Pc Xbox ps5. But that's my opinion on it

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Keivz_basic

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The greatest yet worst year of gaming continues.

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Eustach

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Edited By Eustach

@Keivz_basic: If you talk about the many layoffs, yes, it was the worst year.

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BtheGamer

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Edited By BtheGamer

@Keivz_basic: I don't know it's been about the same past few years really. Like what's bad with it in your opinion.

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Miquella

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What a year it’s been

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Kaki

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Yet another new GOTY alongside Zelda TOTK and Super Mario Bros. Wonder. Now is the time for innovation and creativity.

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BtheGamer

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@kaki: so I'm guessing you're on Nintendo. Don't forget baldurs gate 3 Spiderman 2.

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Kaki

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Edited By Kaki

@bthegamer: I said “innovation” and “creativity”. BG 3 is a generic/bland game with gameplay and ideas that has already been seen a thousand times. In no case can this game claim to deserve the title of GOTY with the little it brings to video games. Nintendo is a master in the art of moving the medium forward and AW2 seems to be doing the same thing in storytelling.

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HolyKaPOW

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@kaki: TotK is BotW DLC, so you can stop touting it's innovation right there.

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BtheGamer

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@kaki: well it doesn't matter really what we think though. Sorry too say but game of the year can literally go too any game.It doesn't matter on innovation or if it's the same. I've seen games that won game of the year that you wouldn't think would win. I would say the games I said and your games you said could win it.

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Edited By naryanrobinson

@kaki: said the guy who hasn't played BG3.

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Gifford38

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@kaki said:

@bthegamer: I said “innovation” and “creativity”. BG 3 is a generic/bland game with gameplay and ideas that has already been seen a thousand times. In no case can this game claim to deserve the title of GOTY with the little it brings to video games. Nintendo is a master in the art of moving the medium forward and AW2 seems to be doing the same thing in storytelling.

ok lmao bg3 is generic bland game? so what did mario do new that has not been done in many marios before. or zelda.

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BtheGamer

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@gifford38: lol I was trying too be nice, but exactly what I thought lmao

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Daidochus

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@kaki: LOL nice bait.

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GalvatronType_R

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I absolutely loved the first game. Its gameplay mixed with horror mystery meta was innovative and so well executed. The sequel will be a day one purchase.

2023 has been an amazing year for video games and Alan Wake 2 joins the crowd as yet another incredible release.

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TruthOverNot

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Edited By TruthOverNot

@GalvatronType_R: I agree, I loved the first game too and even it's dlc's, seems the first one had quite the mixed reviews for its recent remake but I couldn't get enough of it.

The dlc's giant twisting wheel/rooms section was awesome to behold and really showed off the physics.

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BtheGamer

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Edited By BtheGamer

@GalvatronType_R: I liked Alan wake 1 a lot. But I felt like the gameplay was really repetitive. About half way through I wanted the game too end already. Like every game is technically repetitive in thier own way. But Alan wake was literally the same thing over and over. It was you with a flash light in the woods and mountains doing the same exact thing. I bought the remaster cause of how every one was saying Alan wake pretty much was the goat of 360 era. But too me it was pretty good like an 8 but still like it. And I'm going too get 2 also.

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USDevilDog

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Awesome review! I enjoy games that try to do something different with their narrative structure. Remedy always finds interesting ways to mingle some elements of horror, sci-fi, psychological thriller, and surrealism in their games like some macabre dystopian fiction. This one looks rather well done. Pretty amped for this one.

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deactivated-65c42a53986b7

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Looks great. From the video, it looks like the enemy animations during combat are crazy low fps though. They look like stop motion.

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hagens09

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Welp, looks like I might have to play the first again and then hop into this.

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BlackDiamond81

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I would think a 10 wouldn't have any bad aspects. I guess minor bugs are a pass though.

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RestatBonfire

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Edited By RestatBonfire

@BlackDiamond81: a 10 doesn't mean a perfect game. Every game has some bugs that's reality. It means that it's essential in gaming and everyone should try it.

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DEVILTAZ35

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Edited By DEVILTAZ35

With the issue being take away the $3000 plus PC hardware you are reviewing on and put it on an average rig or Series X/S r PS5 . In Other words actual reality for most people where it is a less than Stellar experience of flickering objects, poor shadow rendering , terrible ssr mirror reflections and low quality SSR water reflections and a fairly low overall resolution even in quality mode.

It is also not even a locked 30 or 60 on PS5.

Please do seperate accurate reviews on console and cease with these ridiculous PC reviews that only 1 percent or less of the population will ever experience in the same fashion.

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markdelaney

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Edited By markdelaney  Staff

@deviltaz35: I did just upgrade my PC but not to some state-of-the-art setup. I'd say mine is good or very good, but I could've made it much more powerful than I did if I wanted to spend that much. I have a 4070, for example. Together, the whole machine cost 2K, not 3K. I've also been playing it on Xbox lately as that's my preferred platform, and it looks stunning there too. PC is always the best for visuals and tech, but no one will get an ugly version of this game, I think. It's beautiful always.

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ShadyAcshuns

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Edited By ShadyAcshuns

@markdelaney: You should have mentioned the fact that this game isn't available physically, as Gamespot often talks about issues surrounding games in the real world.

Sadly, this review will encourage more purchases of the game and somebody should speak up for the poor people who still don't have access to high speed, unlimited internet. They will miss out and don't have a voice or platform to speak on, but you do.

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noodles227

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Edited By noodles227

@deviltaz35: I watched the digital foundry review. I think you may be making the performance issues out to be worse than they are. 50-60 fps in performance mode is certainly playable. 27 fps at certain scenes in the quality mode shouldn't ruin someone's experience.

On the PC its a different world. You choose your fate based off what you buy. If you are priced out of certain components or if some games are too high of a quality to run on your chosen hardware that's all on you.

Console makers owe you an experience that is generally playable. Because the game is sold to you with the intention that it works. On PC the settings are listed for you to get the game to run. If it doesn't run to your standards then you need to spend more money to get it. Why should your $800 PC perform as well as my $2500 one? Or more accurately how can it run as well? As long as the devs didn't lie and publish false requirements then there is nothing to complain about. You just gotta spend more money man.

I take my car to a racetrack around here every few months. I don't complain when GT3s, GTRS, C8s and all the M2s and 4s pass me up like I'm in a go kart. If I want to go faster I need to buy a better car. BUT I'm satisfied with what I have because I knew what I was getting into. Same should go with the PC. If you have budget hardware you are going to get a budget experience.

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Mesome713

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Hype exceeded! Systemwars is back baby!

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