What? I’m not done with this guy? Well, apparently not.
Treading known ground while adding new stuff? All good sequels do that! |
Wait, that’s not right. It’s Mister Scratch.
Just a second. So if I say the word “Mister” alone or the word “Scratch” alone, it’s all good! But if I try to say Mister Scratch… Okay, something’s fucking with me and I don’t like it. I’ll have to roll with it.
But don’t worry, this time it should be just one article, not five.
Road to Nowhere
The cutscenes are live-action!?! Sweet. |
An oil rig, huh? No way that's gonna be relevant. |
Alan and his evil self... in two completely different mediums. |
As for differences with the previous game: The GPS on the top left doubles as a radar that indicates the location of manuscript pages, street lights, and red boxes to refill your ammo. You have access to more types of weapons this time, from 9mm pistol to combat shotgun, and can unlock better ones from chests by gathering enough manuscript pages. Red boxes refill between scenes, and instead of picking one item at a time, our protagonist grabs everything instantly.
We still have the basics from this series’ horror roots, but the genre appears to have shifted to an action shooter. Even into pure pulp fiction, as the writer himself will point out.
I forgot to turn on the subtitles for my playthrough. For the record, Emma has this sort of airy tone to her voice, like she's on weed or something. |
Of course everything's on fire, did you see that satellite fall onto the rig?? |
There may be answers to be had at the Observatory. The Taken aren’t intent on letting him pass through easily, but he fights and gets to the main building. Dr. Rachel Meadows, its only employee present, recognizes him, having had encounters with Mister SAAAAAh previously. After he explains the situation, Alan is asked to retrieve an imaging ray from Dr. Meadows' car and release the three exterior coolant valves. Taken abound to stop him, but he succeeds; allowing the scientist to print out a strange signal from space.
Behind you, Alan! |
Compare and contrast
A very smart woman; always in her lit office. Never endangered by those Taken by the night. |
The signal is a fraction of a manuscript page. Alan then heads off to the local drive-in theater. The only person there is Serena Valvidia, a film maker and a friend of his wife Alice Wake. She’s been touched by Mister S3181203h, brainwashed into a nymphomaniac idiot with the hots for Alan and his dark half. Say what you want about the Dark Presence, it never went down that road. Not even with Rose.
Good thing they went for live-action cutscenes, 'cause this dude looks kinda bland in CGI. |
Among the new Taken are: Spiders, weak but always in large numbers; Splitters, which divide into up to 4 enemies when flashed; Birdmen, which can transform into flocks of birds before reforming elsewhere to strike; Bombers, which throw darkness grenades from a distance; and Giants, 12-foot monstrosities which take buttloads of bullets to destroy. Say what you want about Mister S[1]h, these are cool enemy ideas.
Birdmen frequently go for flights as a flock. ....They literally turn into a bunch of birds. |
Electricity hurts! I know, big shocker. |
No! It should have worked... It should have worked!! |
When he wakes up, he’s in the canyon again.
Road to Nowhere (?)
Are we gonna have to destroy that oil rig often? |
We get the keys, and off to the observatory we go. This time, we pick up the imaging array directly from Dr. Meadows’ car before going inside, where we set it up. However, something else goes screwy, and Alan needs to secure the observatory’s primary pipes. He does so, and then has to run back to the main building, with numerous Taken and Poltergeists standing in his way. The author reaches Dr. Meadows, gets the printout, and off to the drive-in we go.
Boom, everythingshot. |
Yeah, this is the creepiest thing anything related to the Dark Place has ever done. |
And once again, he’s overwhelmed, defeated, and re-awakens in the canyon. Please tell me we’re not gonna go through this twenty times…
Road to Nowhere (???)
Let's save the only life that we know needed to be saved in this story. |
Over there, Dr. Meadows has dealt with the imaging ray already; Alan still has to secure the primary pipes, though. After which it’s a short but rough hike towards the building. And it’s no safer inside, as the power has cut out and the writer has to fight a few waves of Taken… while the (then-)new single from Old Gods of Asgard, “Balance Slays The Demon”, blares over his head. Oh yeah, I didn’t mention it yet, but as we learn from radio shows heard during gameplay, Barry became the Old Gods’ agent and got them to make a new song. It’s pretty cool.
Jesus, these Hillbilly Taken are huge. |
Destroy the fountains, enter the booth, set everything into place to rewrite reality – and this time, we have all the info we needed. For this to work, Alan specifically has to play a movie made by his wife Alice out of snippets of their life together, which is planned to premiere during a film festival at this very drive-in.
Kindly fuck off back to where you came from, Mister S- ...asshole. |
Roll credits.
It’s Got An Arcade Mode Now?
This title also includes an Arcade Action mode, in which you can fight waves of Taken in five different locations. Each Arcade level involves 10 minutes of survival on a large field, in five different flavors: A cemetery, a ghost town, an oil field, some caves, and a trailer park. These all sound like places that would have been visited around Bright Falls. The mood is similarly creepy, a bit more in line with the feel of the original Alan Wake game. So, the best of both worlds!
The player character appears in a large field that has a handful of weapon caches as well as at least one street light, and must fare against whatever enemies are being sent. The waves get progressively tougher, with more enemies each time, and they also appear more spread across the fighting field. As an example, the cemetery is located just by a church that has a red box attached to it, but the church is atop a hill so the enemies can attack from multiple angles if you go there to refill your inventory.
If you get overwhelmed, that's kind of the point. Just fight better. |
As for scoring: You get points for killing Taken and dodging their attacks. This increases your score multiplier. Said multiplier goes back to 1 when you get hit. Try for a high score! You’ll even get up to three stars depending on how well you performed. And by getting three stars on a stage, you unlock a Nightmare version of that stage, which is even harder. Good luck! You’d better hope that the sunrise comes quickly – it arrives at the end of the 10-minute countdown, and instantly wipes out all of the enemies. It’s a pretty cool idea in a game series that normally treats its conflict rather seriously, thus confirming American Nightmare's lighter tone overall.
Final words
You can get access to some pretty impressive weaponry if you bother to collect the pages. |
Speaking of, Mister S๐๐๐ฝ๐ฟ๐ณh is an absolute delight, Ilkka Villi is having the time of his life playing him, and he is just as threatening in gameplay as he is hilarious(ly evil) in the recorded segments you can watch. I loved the blend of CGI for the game proper and live-action for important cutscenes, as well – something they did not need to do, but I’m glad they did.
This genuinely feels more like a shooter than a horror game, which isn’t really a problem. I don’t really think it loses much as far as gameplay goes. The story is a little weak and the new characters aren’t too memorable, although they do have interesting dynamics with Alan considering they, too, remember the loops. I do like that they quickly become sick of it when they realize it’s happening and wind up doing your work for you; well, those who CAN do said work, anyway. In spite of her importance as Alice’s friend, I feel like we never get to learn enough about Serena, whereas Emma and Rachel get decent screentime.
I also liked the addition of an arcade mode, further proof that this is meant to be more of a fun adventure compared to the somber atmosphere of its predecessor. Still, it doesn’t feel like it measures up to the original. Which, granted, may have been the point. Going directly from a horror game, in which your options are limited on purpose and you’re always on your toes, to this more action-oriented gameplay, was inevitably going to feel like a step down, especially for someone expecting something closer to this game's predecessor.
That said, I do want to see Alan Wake return. Remedy’s other games since, Quantum Break and Control, have referenced him and the events of his games, and there does seem to be plans for a proper sequel. After all… Alan might still be in the Dark Place…
October celebrations will continue. I'll take next week off to write the next (quick) reviews. Perhaps I should go down to the world’s most famous haunted pizzeria once more…
...MISTER Sษธา֍╬H! ...Dammit.
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