The Audacity of Alan Wake II

Previously on Alan Wake…
In 2010, bestselling author Alan Wake took his wife Alice on vacation to Washington State. There—after enduring years of writer’s block—he was finally motivated to embark on a manuscript for a new novel, Departure. But when the events described in that work-in-progress started coming true in real life, Alan realized he needed to hurry up and write an ending. Extenuating circumstances forced Alan to jump into a lake, which was actually a hellmouth to another dimension, which is where Alan’s fractured psyche is still trapped. So concludes the cult-classic videogame Alan Wake.
13 years have passed since the writer’s untimely disappearance, but this isn’t to say Alan hasn’t kept himself busy. After the events of two DLC episodes, Alan—ever resolved to escape the confines of the “Dark Place” and resume a life in New York City—begins work on yet another infernally-inspired manuscript, this one fittingly entitled Return. Alan is also confronted by his nemesis, an evil doppelgänger who is able to cross dimensions, known only as Mr. Scratch.
And Remedy Entertainment hasn’t been asleep at the wheel, either. In 2016, the studio released Quantum Break, then Control in 2019. Both games strongly suggest that Alan and his manuscript have continued to influence the multiverse in supernatural ways. And “AWE,” a Control expansion released in 2020, makes explicit that Mister Scratch has crossed paths with Alan’s wife. (How’s Alice? How’s Alice?)
Recently, Paste Magazine was invited to preview Remedy’s latest title, Alan Wake II. Slated for launch next month, Alan Wake II is the studio’s most ambitious entry yet, promising over 20 hours of survival-horror adventuring. Here’s what we experienced.
Introducing Saga Anderson
In Paste’s hands-on time with the game, we were first introduced to a new protagonist, Saga Anderson (portrayed by the excellent Melanie Liburd). Saga is an FBI agent who, along with her partner Alex Casey, is investigating a slew of grisly murders in Bright Falls. You read that right: Anderson’s partner shares the full name, as well as the full likeness, of “Alex Casey,” the hero of Alan Wake’s best selling detective fiction series. Yep, the weirdness is already underway.
For this chapter (“Local Girl”), Anderson’s investigation has brought her to the Finnish-American village of Watery, which neighbors Bright Falls, Washington. Anderson is shocked when everyone in town seems to already know her; in fact, she’s a resident herself, they tell her.
We shudder to admit we allocated Paste’s time somewhat poorly during this particular mission—partly because marinating in the fully-realized town of Watery is such a pleasure, and partly because of our own reluctance to go out wandering into the forested wilderness, where members of the local murder-cult like to hang out. (From where we were sitting, we could hear another journalist shrieking regularly and, as a shrieker ourselves, we were alarmed.)
“What was that?” Saga asks, scanning the woods around her. “FBI! Show yourself!” A hatchet whizzes into her leg. The player’s instinct to flee is rewarded, but soon enough two more of the Taken are blocking Saga’s path, skidding and scuttling around in a humanly-impossible way. Welp, it looks like we’re doing this. After a few minutes grappling with these two interlopers—and, more important, shining a flashlight directly into their eyes—Saga is still alive but now looking much worse for wear. She limps forward, shoulders stooped, both arms close to her chest. Fortunately, a small shack is just ahead: One slurp of coffee, and Saga is on her way. (The iconic blue coffee thermoses are now save points.)
A quick visit to Saga Anderson’s “Mind Place” (this is not a typo, for it is not a mind “palace” but, rather, the exact mental representation of a cozy wood-paneled office), and we are able to riffle through Saga’s current case files. Next, Saga takes a look at her “Case Board,” a wall where the facts so far can be reordered—lined up and pinned down, strung together with red thread—enabling Saga Anderson to make some much-needed critical deductions.
Collectible “Clues” are sprinkled around each important destination; adding these clues to the Case Board in the right spots will update Saga’s list of mission goals. Superficially this may seem like a fluffy, almost extraneous puzzle mechanic, but it’s one that we deeply appreciated: The protagonist, as a fully-fleshed character, always has an explicitly stated goal motivating her onscreen actions at any given moment. In the original Alan Wake, immersion could be fragile, just because the text and narration did not always support—or sometimes even felt wholly disconnected from—the action occurring onscreen. (This phenomenon is what we in the biz call “ludonarrative dissonance.”)