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Stabbed finished Alan Wake II
There are pages upon pages that I could write about this game, how it makes me feel, what it makes me think, and I knew that I would have difficulty putting the pen to paper even before getting halfway through the game. Every turn left me with something to ruminate on, every session leaving me with more spiraling thoughts than the last. I want to keep this as spoiler-free as I can, since I think that this is an experience best had blind as possible, so it may not seem as long or as thorough as I'd like. Maybe I'll make an extended version with spoilers galore, who knows. To make it easier, let me just start with the big statement:

Alan Wake II is a monumental achievement in video games. It is the magnum opus of a team of developers that have worked tirelessly for 20 years to push, expand, bend, and break the boundaries of what the medium of video games can do, before the idea of "the medium of video games" was even a concept in the public consciousness. It carries with it the weight of decades-old Chekhov's guns that have slowly had their hammers pulled back further and further with every new game or expansion under the Remedy name, all firing at the player throughout the story; some of those guns are 9-millimiters, others are 12-gauges. It may seem odd to fixate on the 13 years spent letting this game come to life, but there is an undeniable weight to the fact that it is the culmination of years of buildup, put together piecemeal with every new game in the Remedy catalog, every passing year making it shift and evolve and mutate into a supernova, a point of no return for both Remedy and for AAA games as a whole.

Alan Wake II is a game that needs to exist. It feels like a thunderous wake-up call to every game developer, large and small, to see what can be done with the technology that we're able to create with at this point in time. I'm sure we've all groaned at numerous hardware manufacturers' insistence on "the power and capability of the X" and "the new era of DLSS RTX FSR AA" leaving us with nothing much to think other than "huh, that sure is a game with good graphics", but I must stress that this is not the case when I praise this game's technological feats. The game uses every tool that modern hardware seems capable of to create visually stunning images that sear themselves into your brain, to shift realities with the press of a button, and to blur the line between full-motion video, pre-rendered CGI, and real-time cutscenes; a sleight of hand that could only be achieved if the graphics were clean enough and the transitions smooth enough to make you believe that it was all one continuous story flowing through multiple avenues. Not only does it do all this, but it succeeds in doing this by having exceptional art direction, not one scene or environment feeling generic, with even the most miniscule of details given a touch of love from the game's artists. This is the point that needs to be focused on; it uses this technology to express a clear, but sprawling artistic vision, not the inverse-- that being funneling a vision through the lens of parading technical ability.

The game has been referred to, quite frequently in fact, as the closest video game equivalent to Danielewski's House of Leaves, and I feel as though that is an apt description. As mentioned, I'm avoiding all spoilers in this review, but the way the narrative constantly folds in on itself with deeply postmodern meta references to both in-universe and external details, combined with the overall premise of "a horror story becoming reality", I feel like the comparison is a given. That being said, I wanted to bring it up to succinctly describe how extremely impressive the story is, not just for a video game, but as writing in general. As much as people might like to be reductive ("it's confusing, so people think it's smart!"), it's painfully obvious that creating something like this takes mental power that I, nor most people playing it, could even imagine having. Were it not for this magnificent, expansive, recursive, twisting narrative, then Alan Wake II would indeed be what the detractors call it; a tech demo. However, the art direction being used to bring this story to life is what, in my opinion, completely nullifies any chance at those arguments holding water.

For now, I think I'll leave it here. This is one of the greatest artistic experiences I've ever had the immense pleasure of bearing witness to, and one that I hope will be remembered as this generation's Half-Life 2 in terms of being a high watermark of what can be achieved with the technology that great creative minds can channel their visions through. I firmly believe that if this does not cause a titanic sea change in the field of AAA gaming within the next 5 years, then gaming as a medium will be showing itself to have grown stagnant and comfortable in the expected, in the norm. Every generation needs a game like this to remind us of the power and magnitude that exists within our favorite medium, one that inspires us to follow in its footsteps and create something great ourselves.

13 hrs ago


Stabbed backloggd Dead Rising

3 days ago




5 days ago


Stabbed commented on Stabbed's review of Cosmology of Kyoto
@Armorchompy Thank you for the reply, I'll see if that works for me when I boot the game again. I did realize that Y/N were important, but there were times when I could type N but not Y, leaving me locked in a loop. I'll remember that last piece of advice, though.

9 days ago


Stabbed finished Cosmology of Kyoto
Undoubtedly an interesting game, especially for the time, but not exactly what I was expecting going through. The surreal and more outwardly superstitious aspects were really intriguing and made me keep going, but the rest didn't grab me as much; it felt more like an abstract history lesson. Not that that's a bad thing, mind, but it didn't compel me to push through the dated playstyle and bugs that my copy had. If a die-hard fan of this game sees this, if there's any way to play this without game-ruining bugs (that of the blank text boxes), please let me know. I want to like this more, but from what I can find, it's just pretty good.

10 days ago


11 days ago




11 days ago


Stabbed finished Mario Kart 8 Deluxe
What made 7 great with some added stuff from Wii that makes this feel like the definitive Mario Kart, which is obvious, but still. There's a reason it's been the standard for 10 years now, there's not much else you can do that this game hasn't done. Great roster of maps both base game and DLC, remakes are consistently good to great (Coconut Mall is a rare exception), character lineup is good but definitely some weird choices (zero people wanted 5 Babies and also WHERE IS CAPTAIN FALCON), but the obvious winner here is the gameplay. Every bit as smooth as you'd expect from a 7 follow-up, plus anti-grav allowing for much more dynamic map layouts and the return of ramps just make this so much fun to play. I went through the entire roster of non-remakes with my friend and it was some of the most fun we've had in a while. A+ game, even if there are a couple aspects from the older games I prefer. Only slightly.

12 days ago


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