Operation Backlog Completion 2025
Oct 302024
 

It’s finally time to talk about a game I’d been anticipating for quite a while: Alan Wake II.

I’ve waited 13 years for Alan Wake II, so I intended to play it right away. But I didn’t have a PS5 at the time and then other games got in the way (I was trying to catch up on the Yakuza series), so after playing a few hours I ended up putting it on hold until this October.

But now I finally got back into it and played the sequel I waited so long for.

Unlike its predecessor, which was more of a thriller, Alan Wake II is a survival horror game. Ironically, this makes it calmer in some respects – there are longer stretches of gameplay where you’ll go without encountering many enemies. But when you do encounter enemies, they’re a greater threat and your resources are limited, which really increases the tension.

There’s an unfortunate number of jumpscares for no reason, which feels cheap, but fortunately the other horror elements are handled well enough to make up for it. I jumped much more from realizing an enemy was right beside me than from the thousandth time an antagonist’s face flashed on the screen.

If you’ve never played the first Alan Wake, it is impossible to discuss this without spoilers for the first game, so you might want to stop reading here. It’s one of my favorite games of all time, so I definitely recommend it.

Now that we’re past that, Alan Wake II is set 13 years after the first game. Alan has been trapped in the Dark Place for all that time and is still trying to write his way out. The game is split between two protagonists, one being Alan and the other being a new character, an FBI agent named Saga whose case takes her to the Bright Falls area and begins intersecting with Alan’s manuscript.

Saga’s gameplay is fairly straightforward. Like in the first game, you fight darkness-possessed Taken, so you need to weaken them with your flashlight before attacking. There’s a much stronger emphasis on exploration than in the first game, with lots of collectibles, upgrades, and resources to find, as well as occasional backtracking to unlock new areas now that it’s survival horror.

Alan’s gameplay has all those core elements as well (with even more survival horror style exploration), but also takes into account the fact that he’s in the Dark Place attempting to write his way out.

When you’re playing as Alan, you frequently visit locations in which part of his manuscript is set. As you learn key details, you can then visit his plot board to change which scene is currently being reflected in that location. That changes the scene, letting you access new areas or interact with different things. Light and dark also play a key role as well, with Alan having a lamp that lets you take light from one source and bring it to another, which shifts the environment.

That is great and an excellent way of incorporating the Dark Place’s rules into gameplay. I love it.

Meanwhile, Saga has a case board where she pins up clues to draw conclusions. This is… kind of fun from a collecting perspective (I just like completing little sections of the board), but feels a bit pointless. Fortunately, it’s not always required; sometimes I’d solve a puzzle first and then visit the case board to see all the clues automatically fill in. Sometimes it is required, though, and that just feels a little tedious. She also can “profile” characters to pick up new clues, which comes across as very strange – intentionally so, but I wish they had hinted at that a little better.

Click for Alan Wake 2 spoilers
I was put off by it at first, because it didn’t feel like “profiling” or “intuition” at all, because Saga was using it to get information she couldn’t possibly figure out. That made it feel really weird and cheap to me.

Later on it turns out that no, she literally has clairvoyance and is getting that information from people’s thoughts, so I liked it a lot more after that once I knew it was intentional.

One thing I had worried about leading up to Alan Wake II was that its survival horror approach and seemingly darker tone would eliminate humor. The first game had a lot of really funny moments, and I didn’t want to lose that. Fortunately, the sequel still has a lot of funny stuff, as well as some truly epic moments that match the greatest moments of the first game.

Now, the DLC is actually integrated into the main game, so since I waited as long as I did, I got to play it as I went. The first DLC is a series of three alternate universe / what-if scenarios, and it really made for a nice change of pace to take a break from the regular game for a wacky little episode. The second DLC is a longer side story that ties more closely to Control (even including a Control 2 teaser). It also takes a stance against AI-generated writing, so I appreciated that.

For the most part, I thoroughly enjoyed playing Alan Wake II and would say it was a fantastic experience, but there are three things that frustrated me.

First, I encountered a handful of bugs that required me to reload the game. One time I interacted with a key item before I was supposed to, and the result was that I couldn’t collect it when I needed it. It was just floating in the air until I reloaded my save. Another time, I lost the ability to do anything except melee attacks and pausing the game. Another bug sent me sinking through the whole game world. It wasn’t often, but since each stopped me from progressing until I reloaded, it was annoying to encounter, especially in a game like this.

My other two criticisms are more subjective. For my second, I’ve come to realize lately that I don’t like when shared universes cross over too much. I’ve noticed this with Brandon Sanderson’s Cosmere books, too. Little references and nods are fun, specific crossover stories are interesting, but when one starts directly interacting with the other, it bugs me. That’s how I feel about the connection between Alan Wake and Control. I didn’t mind the little connections or the second DLC, but the FBC had just enough of a role in the story for me to start wishing they didn’t.

And finally, I waited 13 years to finally get answers to my questions, and I ended the game with more questions than when I started.

Click for major Alan Wake 2 spoilers
For one thing, the ending seems to leave us where we started to some degree, but I also feel like it left things even more ambiguous.

I especially have questions about two individuals, or possibly four (or possibly three), and you might already guess who I mean.

First, Scratch. All right, so Scratch in this game is Alan possessed by the Dark Presence. However, that can’t be the explanation behind Mr. Scratch seen at the end of the first game. American Nightmare’s Mr. Scratch also has a completely different personality. I don’t buy that it’s a retcon, since they called back to the first game’s scene multiple times with the “your friends will meet him when you’re gone” line, and American Nightmare has been confirmed to be canon.

So AW2 Scratch and Mr. Scratch might be two different entities.

Then there’s Thomas Zane. In this game, Zane is a filmmaker who looks and acts completely different and tells us that the first game’s Zane was just a character of his from his movie “Tom the Poet.” But I don’t quite believe that, since Tor and Odin knew about him as a poet and they told Saga that their family is resistant to changes in the story. Jesse from Control also knows Thomas Zane as a poet.

So I think Thomas Zane the poet is the real one, and Thomas Zane the filmmaker is a separate character pretending to be the real one.

I’ve seen a theory that Thomas Zane the filmmaker is American Nightmare’s Mr. Scratch, which is… interesting. That actually would explain a lot.

It’s fun to theorize, but being left with this many questions after such a long wait for answers just has me a bit frustrated.

Despite these few complaints, I really did enjoy Alan Wake II, and it was a perfect game for October. I hope they intend to make an Alan Wake III, and I hope we don’t need to wait another 13 years to get it.

Oct 232024
 

We’ve got another short horror game to discuss today, this time Hollow Head: Director’s Cut.

You wake up to a horrible smell in your apartment and decide to take care of the problem, but things quickly start getting weird.

Hollow Head uses graphics reminiscent of the PS1 era and has a fairly simple gameplay setup where you can walk, run, and interact with things.

A few notes and occasional interactions with other characters help to guide you along the way, but for the most part it’s just you, your flashlight, and the thing lurking in the dark as you make your way through the maze-like corridors the apartment building has become.

Yes, it’s the sort of game that makes use of a maze of identical hallways, but fortunately it’s not such a vast area that you can get completely lost like in some games we discussed earlier this month.

It also makes excellent use of its atmosphere – paired with a couple of well-timed jumpscares, the game had me on edge the entire time even when nothing was going on.

The story, on the other hand, is a bit too ambiguous for my tastes. While there are some curious hints, I’d say it’s definitely the sort of game you want to play for the horror gameplay rather than for the story. I’d be hard-pressed to explain what’s actually going on here.

Hollow Head is fairly short and should take under an hour to complete. If you’re in the mood for a short, atmospheric horror game, it’s worth checking out.

Oct 142024
 

For our next spooky game, let’s face off against more yokai – excuse me, Yoki – this time in a survival horror game.

Kwaidan ~Azuma manor story~ is inspired by the classics, complete with fixed camera angles and the option to play with either tank controls or modern controls.

I played the Switch version, although it’s on PS4 and PC as well.

You play a young woman training to be a Hoshoshi, someone who drives off evil spirits. When she and her mentor learn Azuma Manor has been overtaken by Yoki (why they didn’t call them yokai remains a mystery to me), they head in to handle the problem.

Now, Kwaidan has one weird quirk, which is its inclusion of point-and-click adventure controls. For the most part, you run around and fight enemies like you would in any game with 3D exploration, but when you want to interact with something in the environment or your inventory, you have to hover over it with a cursor first instead of just pressing a button. This is unnecessarily awkward, particularly since you need to be right by an object to interact with it anyway.

Your inventory also remains on-screen at all times, and you use the cursor to interact with it as well. While you have a limited inventory, resource management never really comes into play.

Combat in Kwaidan is a bit unusual for the genre. You have three weapons, one to attack right in front of you, one to attack enemies low to the ground, and one to attack enemies in the air. The latter two consume energy, which you can build up again by defeating enemies or defending against attacks. This makes it tilt slightly more toward action, a bit closer to Onimusha than Resident Evil.

Enemies respawn, which I found annoying at first, until I realized it’s almost a necessity because of the small game world. While it has the usual sorts of item-based puzzles I love from this genre, with backtracking requires to unlock doors and solve puzzles once you find the key items, it’s pretty small-scale. If enemies didn’t respawn, you’d soon spend most of your time in safety.

Most of the puzzles are straightforward, although one requires you to run around the manor to to look at spots in a first-person view to work out a code told to you in a document in a completely different location, which felt tedious. I would have preferred to have that information recorded in memos.

But my bigger criticism is that you only have one save slot. As such, if you save yourself into a situation where you really could use more healing items, you’d need to either start over or try repeatedly until you manage to scrape through.

Overall, the occasional frustrations in Kwaidan ~Azuma manor story~ weren’t enough to stop me from enjoying the game. The developer’s next game is about luring devils up a railway to seal them away, which sounds significantly different, but I’ll be interested in seeing what it’s like.