No time to waste, let’s jump into the story.
A Remembrance and a Kidnapping
It's good to remember what we're fighting for. |
Chapter 2, "Taken", begins with a scene of happy days of yore in the Wake apartment, where Alan comforts his wide in her phobia of darkness during a power outage. He tells her how, as a child, he was given an item with a button on it, a “clicker”, that he could press to dispel the dark and its nightmares; he still has it as a keepsake.
Don't you think I have enough crap to deal with at the moment? Like, a monster from beyond? |
...Alan’s kind of a dick, isn’t he?
It sounds crazy until you live it, Barry. |
On suggestion from an agent at the station, Alan and Barry rent a cabin in Elderwood National Park from the park’s ranger/caretaker, Rusty, who was seen at the diner in Chapter 1. Barry still doubts his friend’s story, thinking he’s gone crazy. Even crazier are the writer’s plans to meet a supposed kidnapper in these woods in the middle of the night, when the so-called monsters are on the prowl!
Ironic, considering how Chapter 3 starts... |
But Alan feels that he has to go, and alone. Barry stays behind, in the lit cabin. Equipped with a basic flashlight and a revolver, Alan behind walking but hears screams from the visitor center. It’s Rusty, attacked by the Taken. After beating these things, Alan’s short conversation with the ranger reveals that Rusty had found some manuscript pages, and knew that he was going to be killed by the shadowy monsters. Worse even; moments later, Alan has to fight Rusty, now an elite Taken. Geez, it’s early in the Chapter for a boss.
Help From the Kidnapper
No batteries, not enough bullets. Yep, he's in trouble. |
Mott doesn’t take risks; he never gives Wake a gun, only supplies him with flares. On top of the firearms, Alan can find other weapons to help him dispel the darkness around Taken, and sometimes kill them outright:
Against these monsters, flares can mean the difference between life and death. |
-Similarly, the flare gun (introduced earlier) will shoot flare-like bullet directly at your enemies, guaranteeing an instant kill on anything directly struck that isn’t a boss. The issue? Its ammo is rare and it can hold only one bullet at a time, forcing reloads.
-Last but not least, flashbang grenades are powerful explosives that dispel the dark and kill most Taken in their radius. Two issues: They explode a few seconds after being thrown, and since they’re so useful, they’re crazy rare.
Well, at least this asshole knows how to deal with the monsters. If only he wasn't also a kidnapper... |
YET AGAIN, Alan’s temper gets the better of him and they brawl, and Alan escapes with Mott’s gun while Mott repeats his ultimatum, setting their next meetup two days later at the coal mine. Two days to finish a manuscript? Asshole! Alan returns to his cabin, but that involves walking on a path covered in bear traps, going through a saw mill and fighting a Taken wielding a chainsaw. He can also dispel patches of liquid darkness on the floor with his flashlight, like Mario does to seas of goop with the FLUDD in Sunshine.
The road back is long, however, so Alan steals takes a car. While looking for the keys nearby, he views another recording of himself blabbing about plot holes and why he must avoid them at any cost, or else Alice will die. Once he has the keys, it’s time for some vehicular Takenslaughter. Alan can use the headlights of a car like a flashlight's beam, dispelling the Taken's darkness before running them over. Very fun… if you can drive well.
Humans aren't the only ones to fear here... |
The Drunk Arm of the Law
Nice monotone, Rose. |
Spiked with sleeping pills. Alan and Barry fall. While asleep, Alan dreams of the light with a voice, the being that helped him during the tutorial. It says that the darkness lives within his love Barbara. Gee, good thing we just heard that name five minutes ago, makes it easy to connect the dots. He wakes up six hours later, the entire day wasted, and no manuscript to hand over.
And flashbacks on air. |
This guy is a walking, talking argument for the ACAB movement. |
I am not going anywhere near THAT light! |
I’ll admit, while it can be annoying at times, I actually quite enjoy the “gameplay roulette” here: Alan’s arsenal changes frequently, sometimes to make the next part harder, and sometimes to provide unique challenges or scenes. The flare-only escort mission in Chapter 2 is a great example. The flashbang-only part here is another. It makes sections of a chapter feel distinct, and brings variety to what would otherwise feel repetitive.
Poltergeist
Lights in the distance. The radio station. He’ll be safe there. However, there's a new obstacle. Say hello to another type of enemy: Poltergeists, objects possessed by the darkness, harmful to Alan on contact. Their saving grace is that you don’t need to shoot at them; just disperse their darkness entirely and they vanish. Without a flashlight, Alan uses a nearby spotlight to break the Poltergeist gate. Alan gets to the radio station in time and gets to chat with Pat Maine, the host of the all-night program. But Nightingale is quick to find him, and is also quick to FUCKING SHOOT, the maniac.
Everything in Alan's face here screams "I don't wanna." |
Stay away from me, you goddamn steel beam! |
Pretty sure that wasn't supposed to happen, but since it did, I'm not going to complain. |
Alan reaches a functional car and drives off as the sun rises. Short night, that one. Instead gathering or finishing the manuscript, he heads directly to the meeting point and waits for the kidnapper. All afternoon. Into nightfall. And that’s when he gets a call from Mott, saying that there’s been a change of plans. Mew meeting point: Mirror Peak, mountainous area next to Cauldron Lake. This will require more nighttime hiking in the Taken-infested woods. Yaaaaaay.
The Long Walk
My time playing GTA has served me well. |
The writer goes through the woods, then crosses a “ghost town”. Literally; Poltergeists everywhere. Throughout, he realizes that there’s something abnormal in him constantly finding batteries and ammunition. He also sees recordings of him that talk about writing a novel, taking inspiration from papers he has found that were written by the mysterious Thomas Zane. Alan has written everything he’s living right now, and the Eldritch horror within Cauldron Lake is making it happen.
Shit's getting meta.
Am I gonna have to walk over every single fucking square foot of Bright Falls? |
Alan is now near Cauldron Lake and hears, in the distance, Mott talking to the darkness, swearing he never actually had Alice. He was bullshitting Alan throughout so he could have the manuscript and hand it over to… his boss? Great. Someone else is involved. As Alan approaches, Mott is lifted by a tornado and killed. Before the same fate befalls him, the writer cracks open a flare, and the Presence drops him in the lake, where he is rescued from drowning by a mysterious hand…
The light... the dark... The never-ending struggle... |
Let’s continue in Part 3, which will go through Chapters 4 and 5.
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