Really cool art direction and sound design. Some neat puzzles, although there are a handful that still don't make any sense even after I stumbled through them. Felt like half the time I was fighting with the controls.

This Game Makes You Question the Motives Behind How News Is Presented Simulates Headlines

More of a Homestar Runner quip vehicle than anything else, but the third roomisode was a strong note to end on. Hope we get more of this sort of thing from the fine folks at Videlectrix.

Annapurna Interactive was in its "justifying emotionally unavailable mothers" era back in 2022.

Games like ALAN WAKE II aren't supposed to exist. Fraught development cycles, builds and ideas scrapped and started over and over. Stuck in a development loop. It's a recipe for disaster, no? The perfect storm to create a rushed, poorly executed mess that is a shadow of what the developers intended.

Remedy wasn't having any of that.

I always talk about how what I love most of all in art is when the artist takes a big swing. Leaves it all on the table. Remedy would settle for nothing less with the sequel to Alan Wake, telegraphing the swing like Babe Ruth stepping up to the plate and pointing beyond the outfield with 2019's Control. And I'm thrilled to say that they knocked it out of the park, just like they said they would.

ALAN WAKE II is an experience that requires all caps just to show how big it is. It is Remedy at its best, often over-the-top nonsensical but methodical and purposeful at the same time. There is gratuitous FMV, multiple albums' worth of original songs, a full Finnish short film that you can watch in the game, and probably more that I didn't even discover. It's flat out insane what Remedy poured into this game, and it pays off.

So few video games are confident enough to refuse to elaborate. There are bits of possible explanations as to what exactly is going on in Bright Falls and the Dark Place but nothing is ever definitive and is often contradictory. Thankfully Saga Anderson is here to keep us grounded and to provide the emotional core of the story. She quickly endears herself and I can't wait to see where her story goes from here. Saga is the perfect foil for the titular Alan Wake's absolutely unhinged side of the story. It goes to some delightfully bizarre places that you would never expect in such a dark tale as this.

The switch from action shooter to survival horror is perfect for the Alan Wake series. There are still the larger action setpieces you'd expect from Remedy but the quieter moments where you don't know what is around the next corner really amp up the tension more than the constant firefights of the first game. Those quiet exploratory parts are especially welcome because this game is absolutely gorgeous. There are so many stunning, offbeat locations in this game that had me wearing out the screenshot button on my controller. ALAN WAKE II has some of the best dramatic lighting I've ever seen in a game like this, fitting for the themes of the franchise. The first "overlap" section of the game in particular will be seared into my memory for a long time.

One of the central questions at the heart of ALAN WAKE II is this: is creating art worth it? With what it takes from us, what it gives, how it affects others? With the dark parts of us that it brings to light? "Don't write" say the walls, signs, and posters of the Dark Place. Thankfully Alan, and Remedy, and ourselves choose not to listen again and again.

This was perfectly fine and all, but why is the underlying message of every piece of Lego media "our products will help you spend more time with your workaholic dad"?

Gave this a few hours but it never presented me with any real stakes to motivate me to keep playing.

Surprisingly addictive for something so low-key.

Awesome premise and genuinely impressive at times, but I found the solution to getting off scot-free disappointingly simple for as many moving parts as this game has.

A little luck, a little skill, perfectly addictive.

Disappointing. Starts out promising and has a few genuinely great moments, but those are few and far between in The Devil In Me's overly long story. There are way too many long sequences wandering aimlessly or fumbling around in the dark that grind everything to a halt. Long QTE sequences where a single mistake is punishable by death and arbitrary decisions with surprise fatal consequences make this the hardest of the Dark Pictures games as well, extra frustrating when the game is already so bloated.

I feel like this game is Supermassive giving in to some of their worst tendencies, and I hope they learn the right lessons from this misstep going forward.

Using a bedtime story as a framing device adds a nice layer to an already fun little Halloween-themed adventure game.

I really liked this season a lot less than the first, which I already thought was pretty forgettable. I just want my spies to actually look like spies in this game, so dressing them up in some weird cyberpunk garb does nothing for me. Deceive Inc. needs some new maps desperately, and this season failed to provide any.

I think this needed one more episode in between the first two to help the reveals towards the end have more impact. In any case, I really enjoyed the puzzles. Combing through documents for clues, fiddling with machinery, and playing off-screen text adventures ended up being much more engaging that I expected. Even if the story failed to land for me, I'm glad this exists.