3 reviews liked by EvelinaLoveaux


Once the bugs get ironed out, this will be the video game equivalent of House of Leaves: visually inventive, its unique presentation within its medium an artform unto itself, but I don't know if the stuff beyond that will stick in my craw quite like what it draws comparison to.

The lack of both enemy variety AND interesting things to do with the enemies (lack of consistent stuns and/or limb-based damage or hit reactions in general) gets really tedious, and the walk speed is pretty slow relative to the amount of ground these maps want you to cover. They have a "shoot the randomly-determined glowing weak point" mechanic and then make it almost impossible to hit enemies from behind because of their tracking, aggression, and your lack of counterplay.

There's a lot of "but why?"s like it in these mechanics. I really think the pistol upgrade Saga gets that lets you stun enemies with successive headshots should've been a core part of your kit for both, and I STRONGLY question the inclusion of a powerful dodge mechanic that includes an even-stronger perfect dodge. It feels like it's supposed to be your universal stun option, but it's inherently reactive instead of proactive (which, given the lack of other options mid-fight, means everything you're doing past just waiting for them to attack is boring and feels bad) and it also means that ranged enemy types, all one-and-a-half of them, have zero interesting counterplay options.

I'm not sure why they got rid of the "flashlight-is-your-crosshair" conceit they had in Alan 1 when it was distinctive, satisfying, and cool. Inventory management, at least on PC, feels like every interaction has one button press too many, and it's just not very interestingly handled in the first place - it's not as complex as RE4's tetris and it doesn't have the addictive optimization-induced high that successive RE:2 replays tap into. It all being real-time would be cool if you ever had to interact with it in combat, but the hotkeys are generous and the UI is kludgy enough that anything not on them is just not worth equipping mid-fight. Saga's key items list is just flat-out bugged and doesn't remove most of them like it's supposed to, which makes finding the few reusable keys incredibly annoying.

It feels like punching down to write this much about the mechanics when Silent Hill's gameplay is also pretty bad and it's my favorite survival horror series, but Silent Hill is a lot more cohesive with how puzzles, enemy placements, and dungeon designs loop you around encounters (even if they're too damn easy). Alan Wake 2 feels like it wants a lot of Things To Do for the sake of it, and this confounds pacing and requires interactions with the mechanics far more than it or I actually want.

At its (frequent) best, it's instead a set piece-driven linear thrill-ride. Character writing in general touches on cool or relatable conceits and doesn't really know what to do with those ideas outside of these set pieces, even if there are a lot and they're actually sick when they do happen. Alan's plot board allows for a lot of visual inventiveness but runs dry pretty quickly, and it's genuinely astonishing how underused the lamp is after its cool-ass introduction. It entirely ceases to be a resource immediately, and I feel insane thinking about that for too long. His dungeons get progressively shorter as time goes on, or maybe just repetitious enough that I started editing out the downtime in my brain.

Saga's side hews more traditional in structure, aesthetics, and Silent Hill-ass dungeon crawling, and it's generally better for it. Her mind palace mechanic is addictive and rewards engagement with the environment while training the player to be genuinely thoughtful. The route split is strange and outright expects you to finish one side first despite not signposting that, which makes the escalating action that leads into its climax scream to a juddering halt.

I don't want to go into detail with said climax, but I left feeling like it has two amazing ideas with only one getting the execution it deserves. They cooked incredibly hard with tying mechanics, presentation, and narrative to a singular moment of catharsis and then killed whatever momentum built up before or after that before running face-first into an ending that felt like it needed far more deliberation.

My issues with the ending and its narrative momentum were heightened by having a staircase bug out and make me fall through the map every time I sprinted on it, forcing me to lose 2-5 minutes of progress. Remember what I said about walk speed? Still a pretty easy recommend to anybody interested though, and hopefully my issues with the climax get ironed out with NG+ and the DLC. Initiation 4 is worth the price tag on its own. Do wait for bugfixes though, it's really dire.

Walking away from this was like peeling back from a closed arcade cabinet, heart beating and smiling radiantly going "gosh I can't believe that happened." Sure, the game wasn't made for arcade cabinets in mind, but you can certainly Imagine it. It really felt that way. I put one coin in and was tossed into a racing world of beautiful yellow with beats that'll just carry with me to my grave. I want to race again.

Disco Elysium is a reminder. A painful one at that.

No, not a reminder of what we knew. It always comes in bouts, that stumbling around attempting to find meaning in the world that is painted in garish colors of conflict and ideologies that tear us apart, that harsh critique of what we are capable of as people. The ways our lives are completely connected in ways that drive us to the brink of despair, building towards a pale that rips at the edges of the world before the whole book cracks at the seams and turns the paper to shreds. No, that's nothing new.

That's something any cynical mindset could create really, even if they had the prose as excellent as this game did, or the character writing this painstakingly real. That's doable. What it really reminds me of, is our emotions, yknow that feeling thing. That helps us really understand each other at our core, is how we as people can live. Living with the loss, the many many many casualties not just personal but also in our own heads. Or as Disco Elysium really well puts it by the end after a long long conversation, "dealing with all this shit." At the end of the day, we're capable of understanding each other, and you don't need to drink yourself to the point of amnesia just so you can find the steps to get there.

That definitely sounds more verbose than a game which painfully relies too much on the odds of sentences landing with a roll of the dice may deserve, but this work was fucking profound to me. Compared to my earlier impressions, of which I really did look like the bumbling cop nihilistically walking away thinking all of it was worthless, I find myself hoping that everyone I know gets around to playing this.