After greater than a decade battling to get a sequel off the bottom, Treatment’s artistic director Sam Lake took to the stage in Los Angeles earlier this month to current the near-final model of Alan Wake 2 to press. The battle, he stated, had all been price it.
“It feels unbelievable. It’s been such a protracted journey,” he advised members of the press, whereas visibly holding again emotion. “Trying again, all that ache and struggling alongside the way in which was high-quality, and I suppose there are some learnings from a philosophical stage on life right here.”
Actress Janina Gavankar speaks up: “That’s the quote: ‘all of the struggling… it was high-quality!’”
Given how admirably Treatment has caught to its roots creating robust, narrative-driven motion video games, maybe much more shocking than the 13 years it’s taken for Alan Wake 2, is the truth that the developer hasn’t made a sequel in any respect for nearly precisely 20 years (Max Payne 2 launched for PC on October 14, 2003).
That’s definitely not been attributable to a scarcity of attempting: Because it put its mark on the video games business with fashionable cinematic shooter Max Payne in 2001, after which narrative thriller Alan Wake 9 years later, the unbiased Finnish studio spent a decade attempting to get Alan Wake 2 greenlit.
With the rise of dwell service video games through the 2010s, authentic writer Microsoft wasn’t taken with Treatment’s pitch for an Alan Wake sequel, so the developer tweaked its concepts and got here up with Xbox One unique Quantum Break (although it managed to sprinkle quite a lot of Alan Wake Easter Eggs all through that title, together with a live-action mock-trailer).
A second Alan Wake 2 pitch, involving FBI brokers trying to find the titular author, developed into 2018’s critically acclaimed motion recreation Management, after Treatment obtained suggestions that it didn’t really feel like an Alan Wake title. That recreation additionally had robust hyperlinks to Alan Wake, minting the ‘Treatment Related Universe’ with stable narrative ties between the 2, together with Alan Wake-themed DLC.
With years of observe and a number of drafts beneath its belt, it’s unsurprisingly then that Alan Wake 2 – which is the results of part-funding from Epic Video games – charges just like the end result of Treatment’s final decade of recreation improvement – an formidable sequel that feels prefer it might be the boldest interpretation but of the Treatment-style cinematic motion recreation.
THE SAGA CONTINUES
The unique Alan Wake reportedly bought 3.1 million copies – a modest quantity for a triple-A motion recreation revealed by a platform holder. Two console generations later, one of many priorities for the sequel is understandably to cater for many who both didn’t play it, or whose reminiscences have lengthy since light into the shadows. Meaning the introduction of a second character, with gamers capable of hop between the 2 with relative freedom.
How has Treatment caught to its single-player roots for therefore lengthy?
Sam Lake: “To be honest, we’ve a number of initiatives within the making together with some multiplayer. So, from a enterprise perspective, there’s positively a want to seek out our personal manner of doing these sorts of video games as properly. However to this point, we’ve been fortunate and blessed to be allowed to create one thing like this.
“An enormous thanks for Alan Wake with the ability to be so daring in pushing our concepts additional than ever earlier than does go to Epic Video games Publishing, and [publishing boss] Hector Sanchez specifically after we have been pitching this recreation for funding, as a result of they’ve been an enormous a part of funding despite the fact that Treatment has funded a part of it.
“What makes it doable to do one thing like that is that Hector from the get-go understood what we needed to make and was enthusiastic about it. So I’m comfortable. Hopefully Alan Wake 2 finds its viewers and it’s sufficiently big to make this enterprise worthwhile for all events concerned.”
Once we begin our hands-on session, which begins on the sport’s third chapter, we’re within the sneakers of FBI agent Saga Anderson, who’s travelled to Brilliant Falls to analyze a mysterious homicide – and ultimately, the disappearance of Wake from the unique recreation. Introducing a personality that provides a point-of-view to newcomers feels sensible, not simply from an accessibility standpoint, however tonally it feels recent.
If the unique Alan Wake was impressed by Twin Peaks, then Alan Wake 2’s model of the Pacific Northwest positively leans in the direction of True Detective. Sporting her FBI-issued windbreaker, Saga nervously creeps by twisted swamp land and deserted woodland settlements, hoping to not stumble upon the insane cultists who’re nearly definitely liable for all of the murdering within the space.
Powered by Unreal Engine 5, Alan Wake 2 is a severely gorgeous recreation, with scenes that usually overshadow even Capcom’s equally-gorgeous alpine cultist romp Resident Evil 4 remake. On this explicit mission, Saga is exploring Watery, a quaint city close to the sport’s authentic location of Brilliant Falls, as she investigates the mysterious Cult of the Tree. The map is sort of a small hub, with gamers capable of wander freely to close by factors of curiosity, permitting for Metroidvania-style puzzles as you achieve new gadgets and clues.
Saga’s gameplay is way slower-paced than we anticipated. The primary quarter-hour of the mission are spent exploring Watery, encountering its usually bizarre characters – together with the Janitor from Management having fun with a spot of Karaoke. Unsettlingly, some characters Saga speaks to indicate that she beforehand lived within the city, regardless of her having no data of this. Two characters then inform her about her residence within the close by trailer park.
Ultimately, Saga pulls out her gun and flashlight and wanders into the forest looking for spare keys for the trailer park, which – shock, horror – are locked away in a spooky deserted theme park referred to as Espresso World. It’s not lengthy earlier than shadowy Taken enemies emerge from the bushes, and we’re engaged in fight that feels pleasingly acquainted to the primary recreation.
As famous in my very own 13-year-old overview of the unique Alan Wake, the sport’s fight felt nice, with gamers combining a flashlight to stun foes earlier than ending them off with a standard weapon, and the sequel’s fight feels devoted to that, albeit with a tighter Resident Evil-style over-the-shoulder digicam.
Nonetheless, it did grow to be repetitive within the authentic, and Treatment hopes a shift additional in the direction of survival horror mechanics will profit the general expertise. Within the Saga mission we performed, enemies have been rare however powerful – permitting rigidity to construct with every encounter, whereas ammunition was all the time briefly provide. This makes for some notably irritating boss encounters, as Saga scrambles to duck out of their path as they manipulate the atmosphere round them with Taken power.
“I’d say the primary recreation was extra of an action-oriented recreation and I believe that that was due to the instruments that we had out there to us on the time and the story that we have been trying to make,” principal narrative designer Molly Maloney tells VGC. “It’s been 13 years, and never solely has Treatment developed and altered, however the business has developed and altered as properly. We’ve much more technical functionality than we had at the moment.”
To Maloney’s level, the unique Alan Wake was very a lot a recreation of its period, padding out story sequences with seemingly limitless capturing galleries so as to give the participant one thing to do. This time round, Treatment didn’t wish to try this.
“In earlier Treatment video games we’ve all the time had a powerful story part, nevertheless it’s not normally been associated to gameplay,” Lake tells VGC. “The gameplay has been about motion, and the story form of takes you thru that, however there’s not a tone of gameplay that’s in regards to the story.
“I’d say the primary recreation was extra of an action-oriented recreation and I believe that that was due to the instruments that we had out there to us on the time and the story that we have been trying to make”
“This time round, that was our ambition. Firstly, with the duality of selecting which character you play as, but additionally how we deliver storytelling nearer to precise gameplay. That led to, on Saga’s aspect, she’s an investigator and a profiler, so what does that imply as a gameplay aspect?”
The answer is a collection of promising core mechanics that try to fuse storytelling and gameplay in a manner that, ought to the total recreation pull it off, will differentiate Alan Wake 2 from different survival horror video games and supply one thing significant to gamers looking for a extra participating narrative expertise.
From the off, Saga’s story feels very very similar to a detective recreation. Espresso World is suffering from clues and puzzles that the sport hardly signposts in any respect: it’s clear the ultimate recreation goes to be very relaxed by way of hand-holding the participant, which ought to once more please these searching for extra problem than many trendy blockbusters, with AI companions blurting out the answer if left alone for 60 seconds, typically permit.
Key to that is arguably Alan Wake 2’s most essential mechanic, the Thoughts Place, a form of interactive pause menu (although Treatment stresses it doesn’t truly pause the sport) dwelling to options that may permit gamers to progress Saga’s investigation. As gamers acquire clues within the recreation world, they have to then piece them collectively within the imaginary FBI workplace inside her head.

You’ll be able to profile key characters you’ve interacted with to be taught extra about their previous, or extra importantly, place key clues on a Case Board and establish connections between them. This might help you resolve in any other case tough puzzles, similar to by noting {that a} message on a locked protected within the giftshop might be referencing a code hidden on a close-by employees rota, and even spawn new targets as soon as Saga’s recognized connections.
“Along with getting Saga’s perspective, the participant is the one actively doing it,” explains co-director Kyle Rowley. “They’re urgent buttons, saying issues – that was our method for the conversations, that the participant has some company over how they devour that content material, the order through which they do it, so that you’re extra targeted on what you devour and I believe we actually needed to seek out gameplay-driven methods to inform this story along with the extra conventional linear codecs we get like cinematics.”
In a time-limited preview setting, the place we have been dropped part-way into the total recreation with no tutorial by any means, the Case Board gameplay was admittedly tough to determine past trial-and-error throwing clues on the wall till they caught. However with some onboarding, it’s straightforward to see the way it might energy a really compelling True Detective-style horror story.
“The problem [of this preview event] is it’s not the start of the sport, and we’re past all of the tutorials and the less complicated stuff,” Lake tells us. “The Case Board and investigative gameplay in Saga’s Thoughts Place, and utilizing the Case Board… it’s been a extremely attention-grabbing course of discovering the steadiness.
“We had variations of the Case Board the place it was crazily advanced, with the entire board free to place any clues in there… nevertheless it’s nonetheless a horror recreation, so we would have liked to seek out that steadiness the place it was streamlined sufficient for gamers to be engaged within the story and internalising it by inserting the clues, and but nonetheless guiding it sufficient that you may’t actually mess it up.”

WAKE UP
Treatment has acknowledged the existence of two separate campaigns because it first unveiled Alan Wake 2 earlier this 12 months. However our hands-on was the primary time anybody has bought to check out the titular author’s spookier and extra combat-oriented story, and expertise some thought of how the dual-character setup goes to work.
How will Treatment steadiness sequels and authentic IP in future?
Sam Lake: “Going again far sufficient in our historical past, we did get to make Max Payne 2. I nonetheless look again from a author’s perspective at that being an exquisite mission… having the world and lots of the characters established, however coming again and increasing on that.
“The entire idea of the Treatment Related Universe [is that] whereas they’re standalone experiences and must be approachable with out realizing what got here earlier than, it’s nonetheless a basis for thrilling and attention-grabbing threads to drag from. So from one perspective, you might think about all of our Treatment linked video games, even when it’s an authentic IP or a sequel, they’re all type of sequels as a result of they’ve references to one thing.
“We’re making Vanguard, which is a brand new IP. So I don’t really feel like we will likely be slowing down essentially. However I believe there are thrilling, artistic issues available from sequels. I don’t suppose ‘sequel’ essentially means much less ambition. I this case, with the 13-year hole, Alan Wake 2 is a totally new expertise, even whether it is in the identical world with a few of the similar characters.”
Alan Wake 2 permits gamers to play by the story both as Saga or Alan, with the power to modify between the 2 at a number of factors through the marketing campaign (suppose Resident Evil’s protected rooms). The 2 supply contrasting kinds of gameplay and their very own factors of view of what’s happening within the unusual and surreal world, though in keeping with Treatment there will likely be key factors the place the 2 talk and unify their tales.
“A core theme of the sport is duality – two worlds, two characters, reality and fiction,” Maloney explains. “So Saga and Alan have very distinctive views on the state of affairs, and I truly suppose agnostic to her being a wonderful entry level, she additionally offers actually worthwhile context as to what’s happening, whereas Alan may be very a lot immersed in what’s happening.”
Most tales with a number of views usually swap between characters at pivotal moments so as to inform the general story, however Lake says he pushed to keep away from this and provides extra autonomy to the participant on which perspective they expertise. Meaning the power to deal with missions with no matter character you select, and leaving the writers to fret about guaranteeing it is sensible.
“I believe that basically, from a storytelling perspective, the very early realisation was that if this was a linear story between Saga and Wake, what you’ll for positive do is take one character to a shocking twist and scary state of affairs, after which lower to a different one – your cliffhanger, which is the fundamental manner of telling a narrative with a number of factors of view,” Lake says.
“That was out of the window. We determined we couldn’t try this, as a result of we needed to encourage the gamers to seek out their very own pacing. So in the event that they wish to proceed enjoying as Saga, they’ll. In the event that they wish to swap to Wake, they’ll. It meant that cliffhangers on the extent of throughout these two narratives, the rule was, ‘none of that’.
“For positive there are twists, curves and cliffhanger moments inside every of those narratives, like out of the blue Alan Wake discovers one thing he didn’t beforehand perceive and it results in an thrilling state of affairs. However all of the cross-referencing on this expertise are the place there are visions and dreamlike moments, and also you begin to perceive how the characters are seeing the opposite aspect.
“It truly is deliberately created in order that there is no such thing as a ‘mistaken’ pacing or ‘mistaken’ option to play by it. That was an enormous factor to regulate to after which discover options inside that.”
The event staff hopes the switching mechanic will permit gamers to steadiness their very own expertise, leaping to Alan’s story after they’re prepared for extra action-packed gameplay, and switching again to Saga for a breather. And from what we performed of Alan’s fifth mission, his aspect of the story is clearly extra intense than that of the investigator.
Alan is trapped within the Darkish Place, a nightmarish actuality that reacts to his unconscious thoughts. On this mission, the Darkish Place is represented by a Noir-style New York, with neon indicators and scrawled graffiti adorning the damp, soiled streets. Alan wrote crime fiction set right here, and the Darkish Place is a mirrored image this – a twisted model of town the place it ‘s all the time moody, nighttime and raining.
Visually, it’s one other gorgeous showcase for UE5 and a refreshing deviation from pine bushes and wooden cabins of Brilliant Falls. Alan’s story can be the place gamers will expertise the sport’s one-hour of dwell motion cut-scenes, that includes the real-life solid behind its characters, with provides to the surreal atmosphere of his storyline.
“It truly is deliberately created in order that there is no such thing as a ‘mistaken’ pacing or ‘mistaken’ option to play by it. That was an enormous factor to regulate to after which discover options inside that.”
Enemies are much more frequent right here, however the expertise combating them can be extra tense, because the overwhelming majority of the shadowy figures stumbling by the dimly lit alleyways don’t wish to assault you, and also you don’t have sufficient ammo to combat all of them, so Alan is as an alternative pressured to tiptoe round them, anticipating the inevitable axe swing one in every of them will launch.
It’s pleasing how a lot Alan’s expertise contrasts with Saga’s. As Maloney talked about, if Anderson’s story is about reality then Wake’s is about fiction. Saga’s Thoughts Palace is changed with the Author’s Room and the Case Board with the Plot Board. The latter capabilities in a lot the identical manner (from what we are able to determine, not less than) besides Wake’s model rewrites actuality as he provides story beats to it.
How important are the upcoming Max Payne 1&2 remakes?
Sam Lake: “It’s a important endeavor within the sense that even when they’re previous video games, simply serious about bringing them as much as trendy requirements and mixing them into one, you possibly can see that it’s an enormous, large mission.”
Will you be reprising your position?
“No remark! That’s going too far.”
A lot of the gameplay within the mission we performed required manipulating the atmosphere within an deserted lodge, as Alan continues to seek for a manner out of the Darkish Place. A key merchandise in Alan’s arsenal is his Angel Lamp, which gamers can use to retailer mild from particular areas and switch it to others, inflicting the atmosphere to immediately change, revealing the way in which ahead.
Wake can be capable of rewrite actuality within the Author’s Room, immediately reworking particular areas of the lodge. For instance, switching to the ‘haunted’ actuality within the ballroom will immediately fill the scene with a pervasive fog and screeching monstrosities, with new clues to be discovered to progress the narrative. The near-instant scene transitions are spectacular and supply a helpful demonstration of what might be accomplished with trendy SSD storage.

Treatment’s intention is that the 2 campaigns mirror one another, with one aspect predicting the occasions of the opposite, or including worthwhile context for moments previous. It’s most positively an formidable idea and you’ll see why the developer is glad it was capable of wait and gestate a daring idea, reasonably than a relatively protected follow-up we might have ended up with had it been greenlit earlier.
“I’m so comfortable that we didn’t get to do it again then,” Lake says, “as a result of I believe that we’ve grown, we’ve realized and there’s lots extra expertise to faucet into. The actual fact that Alan Wake ended up being trapped within the Darkish Place… that’s struggling! And it’s all for the advantage of the story. We couldn’t have accomplished this prior to now.”