It fully pays off the long-simmering potential of the studio’s interconnected universe to create a densely detailed, cerebral experience about the nature of horror – both in the nightmares we face in everyday life and the scary stories we create to cope with them. Save for a few odd gameplay quirks and frustrating tech issues at launch, Alan Wake 2 is Remedy Interactive’s most confident, fully realized creative vision to date. The only hope is that they can keep their heads above water until the final page of their story turns. An oppressive darkness seeps in through every corner of its real and metaphysical worlds, threatening to drown both Alan and Saga. Remedy flips that script with its full-throated survival horror sequel - and that’s not just a cosmetic change. While 2010’s Alan Wake is certainly eerie, its action-adventure setup made it feel more like a campy thriller in which monsters were just problems to be shot away. James McCaffrey, the voice of Max Payne and Alan Wake 2’s Alex Casey, has diedĪll Word of Power locations in Alan Wake 2Īt least, that’s the unsettling thought that hangs over Remedy Interactive’s long-awaited sequel like a long shadow.
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