Alan Wake released to universally positive acclaim on Xbox 360 in 2010 after being in development for over five years. The general consensus was that despite some flaws here and there, it was still a great game and definitely worth playing. It received praise in many different aspects of its design but especially in the storytelling and cinematic approach. Remedy wanted to tell a story and in a very cinematic way and I’ll be damned if they didn’t. From ‘Coolest Atmosphere’ to high praise for its soundtrack, story, and also being at the top of many lists for the best games and best horror games of the year, Alan Wake had certainly left a mark on the industry. Two years later, Alan Wake’s American Nightmare would release on Xbox Live Arcade and within a week of its release it was the top selling game on Xbox Live Arcade. It received a bit of criticism but the general consensus was still that Remedy had crafted another great game, while simultaneously raising the bar for what was possible for a fifteen dollar game on Xbox Live Arcade.
Alan Wake’s American Nightmare mixed up the elements of Alan Wake somewhat by opting for a more action focused and black comedy approach this time around. Some critics preferred the previous vision, but the majority of critics and gamers alike thought this was a nice change of pace and nice spin on the formula. The gameplay itself was very much the same, albeit with more polish and fully realized. The story is spread a bit more thin and I finished it within about six hours, but it was still an enjoyable outing nonetheless. With high praise and over 4.5 million sales for both games (according to a tweet from Remedy CEO Matias Myllyrinne on March 25, 2015), I’m sure you all have the same question as myself: “Where in the heck is Alan Wake 2?”
There was a time when Alan Wake 2 was being planned and discussed. In fact you can read about the planning that did happen and see some concept art in this wonderful piece from Polygon but the game never got very far unfortunately. Remedy had planned on Alan Wake being much more than single game. They planned on it being a universe actually with a lot more detail and story beyond the protagonist himself. There were so many plans for Alan Wake 2 and it looks like Remedy had a lot of great ideas. I would have loved to see the universe fleshed out into more detail to get an even bigger glimpse into the characters and lore. There was so much potential, but sadly it wasn’t meant to be. In the article from Polygon, Remedy’s Creative Director goes on to talk about how they showed their plans for Alan Wake 2 to other studios before also showing it to Microsoft, but the studio was just looking for something different at the time. The time just wasn’t right and it’s obvious that it wasn’t because their next release was Quantum Break, which was a success in its own right. In the same article, Phil Spencer goes on to say that he was happy with what Remedy was doing with Quantum Break and he speaks about how he’s sure after it’s wrapped up they will spend time deciding on the next project they’re passionate about. I for one am hoping that Remedy’s next project is in fact Alan Wake 2 – and I know I’m not alone.
The world of Alan Wake is ripe for a sequel and the time is more than right – the time is now. There are so many things that the first outing and its subsequent mini outing got right that the series is just begging to have a sequel developed. Alan Wake was a thrilling ride from start to finish in terms of storytelling and cinematic presentation. In fact its only (minor) issues were largely addressed in its next release. The combat got a bit stale in some sections and enemy variety was on the small side, but American Nightmare corrected these issues almost completely.
The first Alan Wake created such a beautiful universe filled with immense detail at every twist and turn through its winding and captivating story. I’ll never forget first seeing Thomas Zane in the first twenty minutes of the game before being pulled back and thrust into a much more peaceful yet still ominous atmosphere. The tutorial alone was worked into the story in a twisted and yet somehow plausible nightmare. It stuck with the player in the back of their mind like an itch they couldn’t reach. It was like something stuck right on the back of their brain only to be discovered later by Alan himself when he most needed it. It was obvious that it was lurking behind his vision as Alice and Alan first arrive in Bright Falls. Something seemed off and despite his wishes of it just fading from existence, it would instead do the very opposite – by appearing into the world with a steady yet sweeping crescendo. Keep in mind – this was within the first twenty or so minutes of the game.
Alan Wake manages to ride the line between unbelievable and reality, blended seamlessly in a setting labeled ‘Cinematic’. It really is awe inspiring how well they were able to not only thrust you into this world, but also how they made it seem like it was all possible. Bright Falls didn’t seem like some strange fantasy world. In fact, how real it felt helped add to the horror that unfolded and spiraled out of control in front of our very eyes. Alan Wake seamlessly steps back and forth from the real and surreal with absolute ease. My favorite first example is at the diner when Alan is getting the keys for the cabin at Cauldron Lake. It starts with Alan being excitedly greeted by one of his avid readers before he walks down a hallway and things begin to seem off. It’s when he’s retrieving the keys that something seems askew but Alan brushes it off and continues on his way. It’s when he’s leaving that the player is immediately tipped off when Stucky runs out to give the Wakes the keys and information.
It’s after this where the surreal gets cranked up more but there’s still a healthy dose of reality blended within the game to give it the realism it needs. The enemies that Alan fought against in the tutorial section creep into the story shortly after the rising action happens with Alan’s wife, Alice and it’s from here where the action packed gameplay also kicks into full force. The ‘Taken’, as they’re called in the universe, must be dealt with in an interesting way; they need to have their darkness removed from them with light before they can be killed by more traditional means. Alan removes their light primarily with his flashlight but there are some other interesting tools as well, like flares, flash bang grenades, or even objects in the world. After the darkness is purged from them they can be killed with firearms. I’d like to ask you to think about this for a second because it really is almost believable. We’re not talking dragons or aliens here. No, we’re talking real people possessed by the very darkness consuming the world around you. It really is like an episode of The Twilight Zone where it’s just barely believable but still can you imagine that happening to you in the woods while you’re alone? That’s the magic of Alan Wake and it really is just plausible enough.
The cinematic packaging wrapped around the already tightly designed atmosphere and detailed world only adds to the suspenseful and mesmerizing universe. This feels like the Netflix TV show that you’ll be begging them to make once you complete both available games. It’s not shy about it either; Alan Wake is broken up into six distinct episodes that all end with a relevant song and they all (other than the first episode of course) begin with a highly dramatized recap episode that would be right at home on any TV show. The camera angles in the gameplay and in the cutscenes all feel very cinematic and you’ll feel like you should be tipping whoever must be running behind with a camera and equal endurance. The game largely follows a nice pattern by going back and forth between addictive and insane combat sequences loaded with interesting story elements and exposition driven sequences that take place during the day. Both sequences make sense and both also serve to further the plot.
The daylight sections are very interesting because not only do they serve to mostly add to the story, but they also show Alan trying to not only reflect on what’s been happening around him but also attempting to make sense of everything as well. This includes some conversations with many different people, from his agent Barry to the sheriff to a psychologist. There are times where Alan is forced to question his sanity before having to remember and convince himself that he’s not crazy and that this is all happening. It’s a very interesting dynamic and it’s perfect for a video game and just as ripe for the picking for a detailed and in depth TV show.
Everything works so well within this universe because it all borders between the real and the surreal and I just love how well it pulls it all off. If you’re familiar with Twin Peaks or The Twilight Zone then you’ll know exactly what I’m talking about – and you’re also probably more than intrigued. Alan Wake uses as much imagination as possible before losing anyone for seeming too far into the fantasy realm while adding enough of reality to further add to the realism. It makes it easier to accept what is happening to Alan, while also making it even more eerie.
There isn’t too much to say about the mini sequel without retreading through already traveled through waters but I will say this: American Nightmare was a damn good proof of concept and overwhelming in how well it showed Remedy can make the universe great and without too much money being spent. I really feel like publishers everywhere (Microsoft included) should have taken notice of American Nightmare and it quite honestly should have led to a true sequel. American Nightmare more than delivered and mixed things up just enough so it didn’t feel like more of the same while still retaining that spooky and surreal charm that surrounds the universe. American Nightmare takes place in the universe of the fictional TV show of Night Springs and so the creepy and surreal charm is not only prominent but the setting as well. It’s a bit of an Alan Wake 1.5 and just further shows that Alan Wake 2 needs to happen. If Remedy can pull this off for a fifteen dollar Xbox Live Arcade title then I can only angrily imagine and long for what Alan Wake 2 could have in store for us.
It’s already been confirmed on why we haven’t gotten Alan Wake 2 though. Remedy has said that it unfortunately didn’t sell well enough. It developed a cult following, pulled in great reviews, and had pretty decent sales but it still wasn’t enough. They were brutally honest as well by commenting on how it’d be nice if the development of games could just be driven by artistic expression and direction but that’s unfortunately not how it works. They commented on that’d be nice and all but unfortunately game development is, at the end of the day, still driven by money and sales. Games need to very profitable in order for publishers to want them to be made. A world where art just exists for the sake of just being art would be nice but it unfortunately isn’t sustainable.
Myself and millions of other fans of the Alan Wake games still hold onto hope though and long for a sequel to be made. We know the chances are slim but hey, there’s a chance and that’s something for now. Remedy has more than expressed interest in longing to not only make a true sequel to the original Alan Wake title but they have also thought of ideas for an entire universe since development first began. Phil Spencer has done a lot for the Xbox brand since taking over for its games division and I hold onto the hope of him being a Remedy and Alan Wake fan. I sit here and hope that he will tell Remedy to go for it and make the best damn sequel they can make to test the waters again and just worry about sales after the fact. There’s no true way of knowing if it will ever happen. Just like Alan himself, all we really can do is hold onto hope. There are two major things that I know though; One being that millions of people loved this series and there’s a definite fan base ready for a sequel and the second thing being … I miss you, Alan Wake.