Friday, January 26, 2024 07:50 PM

Alan Wake 2 is all over the place

in Video Gaming | Game Reviews by MegaBearsFan

Alan Wake 2 - title

I'll give Remedy this bit of credit: in a world overrun with soul-less, design-by-committee, live-services and vehicles for micro-transaction economies, Alan Wake 2 is a game that actually has a strong creative vision and personality. It follows in the footsteps of Hideo Kojima and Death Stranding by being completely confident in itself and being un-abashedly weird. And just like with Death Stranding, that means that sometimes Alan Wake 2 is genius; other times it's confoundingly stupid and hackneyed!

It's hard even to classify Alan Wake 2 into a single genre. That goes for both narrative genre and also ludic genre. In both cases, it's kind of all over the place. At the most reductionist level, it follows the basic formula of a modern horror game: exploring creepy environments to find keys for doors, fighting monsters as an over-the-shoulder 3rd-person shooter, solving puzzles, and managing a limited inventory. So it's a "horror game", right? In fact, sometimes, it's seriously scary and disturbing. But other times, I'm questioning its "horror" status while I'm laughing out loud to a deliberate joke, or bored out of my mind because nothing scary or particularly exciting has happened in hours. Yet other times still, it's farcically campy or schlocky, and un-intentionally laughable. It's story is ridiculously out there in its concepts and execution, but somehow every beat of the plot is set up and signposted as clearly and obviously as the neon signs that point the player to the next objective in the Dark Place.

Plot twists are signposted more clearly and obviously than the neon signs that often guide the player through levels.

It's also frequently up its own ass. It is, after all, a fictional story about the power of fiction to alter reality (and our perception of reality). It even features the lead designer as a self-insert character within the story. Though surprisingly, he made himself a secondary character instead of one of the 2 playable protagonists. So it's not really about him, but he still found a way to make the entire plot revolve around that secondary character.

In the mind's eye

I feel that Alan Wake 2 is consistently at its best when its sitting firmly in its horror-mystery mode. As such, the opening couple hours of the game really pulled me in and hooked me. The game's main quest and side content are split up into various "cases" for the FBI agent protagonists to solve. There's a mechanic in which the player can retreat into Agent Saga Anderson's "Mind Space", which is an imaginary office room in which she sorts through all the clues she's gathered and strings them together on an imaginary wall in order to fit the puzzle pieces of the mystery together. Each time the player discovers a critical piece of information in the game world, it will show up in the Mind Space's filing cabinet as a new file in a case folder. Putting the clues together in the right way will unlock new lines of inquiry, and can even reveal the next objective.

Agent Anderson can review the known evidence in her imaginary Mind Space office.

Apparently, the actual game doesn't even pause, and continues to play in the background while the player is in the Mind Space. Even though the Mind Space is a full-screen environment, the character can still be attacked by enemies in the "real world". At first, I thought this would be obnoxious, but after the first time I was attacked while trying to re-arrange items on the case board in the Mind Space, I learned my lesson. After that, I actually came to realize that that needing to find a safe, peaceful space in order to let the character think about clues they've discovered (and how to proceed), really helps to emphasize the danger and stakes of the situation.

Arranging the clues in the Mind Space is not very difficult or complicated. It's not like having to solve a person's fate in Return of the Obra Dinn, or anything like that. Most of the time, the process is just going through the motions. Even when there are multiple options for where a piece of evidence can go, the solution can be easily brute-forced without the player having to know anything about what's going on.

The Case Board is an immersive quest log and objective tracker.

Even so, the Mind Space is a creative idea for presenting objectives, quest logs, story summaries, and characterization. The Mind Space at least tries to force the player to have to engage with the events of the story in a meaningful and immersive way. The player has to at least pretend to know how the various events of the story, the characters, and the McGuffins you find all fit together in the broader story in order to progress the main story or side quests.

And in fact, the entire game is about the interplay between the audience and the fiction. For most of the story, it's about the ability of fiction to re-shape people's perception of reality, but as the game goes on, it becomes more and more about the audience's ability to shape or re-shape the actual fiction. It emphasizes that any creative work is made up of both the voices of its creator(s) and also the interpretation and reception of the audience. This has always been true, with all forms of fiction and story-telling, but it's even more true with video games.

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Devil May Cry 5 - title

Devil May Cry 5 is a lot to take in. It's a very weird game, that may be a bit overly-complicated, and which might be starting to suffer from a degree of "Kingdom Hearts syndrome".

It's a tough game to review. The core gameplay if fantastic, but almost all of the supporting features and production surrounding the gameplay is ... "odd" if we're being generous; or "bafflingly stupid" if we want to be overly critical. As such, this review is going to come off as unduly negative because I have a laundry list of complaints and "what the fuck?"s to go through. Long story short, the game plays very well. It's peak Devil May Cry and a satisfactory follow-up to Devil May Cry 4. Now read on gor all the weird shit.

Who are these new characters? What is their relationship? The game doesn't allow us to get to know them at all before throwing us into the action. In the case of V, we're given control without any real clue who he is, where he comes from, why he has monsters from the first game as magical animal sidekicks, what his relationship with Nero is... anything. The non-linear mission and story progression seems designed for no other purpose than to hold back information for a "surprise twist" that shouldn't be a surprise to anyone.

By the fourth mission or so, I was betting that V turns out to be Vergil, back from the dead ... again. Was I right? Is the story that predictable?

Tutorializing multiple characters means the training wheels stay on for a long time.

The fact that the game has to re-tutorialize a new character only four missions in (and then again a few missions later) means that the training wheels stay on for a long time. It feels completely unnecessary though, because V's controls are basically the same as Nero's (which are basically the same as Dante's): triangle for melee attacks, square for ranged attacks, L1 for a limited-use super attack, circle for long-distance grapple/teleport attack. The only real mechanical difference is that V can only kill enemies by using his special action assigned to the circle button.

Strategically, V plays very differently because he's basically a squishy mage or summoner. He hangs back, avoiding damage, while his minions do all the actual fighting. This does have the downside of putting V very far away from the action. I had trouble judging distances in this game in generally, but it's especially problematic when V (and the camera) is standing around half a city block away from the actual fighting. Is Shadow close enough to use [R1+BACK ATTACK]? Can't tell. Which direction do I need to press on the stick to make Shadow execute that attack, since it's relative to Shadow's position and not V or the camera? Also can't tell. Not that it really matters anyway, as I don't have direct control over Shadow's movements, so I just have to push the button and hope Shadow is in proper position for the attack to land.

V is far away from the action, making it hard to see what's going on, and encouraging button-mashing.

I think Capcom really should have fundamentally re-thought how the camera should work with V, rather than sticking with this boilerplate over-the-shoulder, third-person action cam. Perhaps more cinematic camera angle similar to the first Devil May Cry would have been more appropriate? Or the Raptor News broadcast angles used in DMC? They could have kept the action as the focal point in the center of frame, with V off on the edges. Alternatively, the camera could position itself on the far end of the enemies, pointing towards V.

Cinematic camera angles similar to DMC's Raptor News broadcast might have been welcome for V.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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