25 reviews liked by jonnybel


Beautiful game, runs so smooth on PS5. Swinging around the city is fantastic.

Beyond that, I felt like the core gameplay was quite derivative of the Arkham series. The main combat is okay, but gets repetitive quickly - the enemy types are quite limited and unimaginitive, and there is not much strategy or nuance. They took a combat system that was designed for Batman, and just put some Spider-Man stuff in it instead. It doesn't fit as well and I don't think it's the gameplay system you would arrive at if you built it for Spider-Man from the ground up.

The stealth sections are extremely dull, very low stakes and easy. Again they feel like they are in here because they are in the Arkham games, but in those games the predator mode is just as important as combat - with a bunch of interesting mechanics, enemy types, environmental hazards, etc. it is actually engaging, high stakes and satisfying. In this game, you sit above the enemy and wait for the prompt to say that they're safe to take out, maybe distract them by making a noise. That's it.

The side-content is unimaginitive. Climb towers to reveal a map, collect objects dotted around. Repeat the same few variations of enemy encounters over and over. The research stations in particular were very annoying, with extremely lazy half-baked narrative justifications and laughable pseudoscience.

Don't get me wrong, the game is broadly fun and very easy to play. It's like a mainstream big budget movie or a pop album. Flashy, expects very little from the player but is ultimately not pushing any boundaries from a game design perspective. Just design-by-committee, low brow fare. Technically the game is a masterpiece, though - truly the people working at Insomniac know how to make a great looking, great performing game.

I have a very cynical viewpoint on AAA storytelling, often seeing it as faux-meaningful and vaguely cinematic. Alan Wake II, by contrast, is neither merely appropriating cinematic technique or falling back on rote nonsense. It's certainly nonsense, but it embraces that - it's an intentional mindfuck that truly pushes the AAA game narrative not necessarily in its contents but in its mode. There are countless points throughout Alan Wake II where Remedy's approach to storytelling actually feels sophisticated and provocative. And sure that's a low bar (when you discount your TLOUs, your Red Deads, your God Of Wars - the really marquee stuff) but Remedy leaps so god damn far over it.

By fusing live action and traditional game cutscenes here, Remedy has created a new way to convey information that is both surprisingly harmonious and purposefully discordant. Alan Wake II is clearly aware of the "rules" that curtail AAA storytelling and break them, breaking its own narrative framework in the process, breaking the fourth wall implicitly. Remedy knows that we're playing, and Remedy leverages that fact - even if Saga Anderson never turned to me, winked, and said "isn't this nuts!" We get as close to that line without passing it as feels appropriate, for a game concerned with asserting that games are a vehicle for storytelling that can and should do a lot more to remix the medium's affordances than it does now.

This is also just a really damn good survival horror game. It's genuinely scary and violent in a way that few games, I find, are able to be - reaching a sort of arthouse horror tenor that recognizes tropes, either leaning all the way in, or working to effectively subvert what's been wrung dry. Sound design, art direction, novel worldbuilding choices - they converge in such effectively unsettling ways.

Alan Wake II, when you become enmeshed in its illogical yet oddly contiguous world of postulations and terrors, is a new high-water mark for what AAA games can be. The ambition on display here is so well and truly beyond the overwhelming majority of its peers.

But this is also an extremely flawed game at its core, on a gameplay level. The combat is a major sore spot, significantly lacking enemy variety to the point of any sense of threat dissipating - the extremely limited foes all require the same rinse & repeat strategies. But these monster closets can become unnecessarily punishing when the checkpointing feels all sorts of wrong, forcing you to retread unskippable dialogues before retrying an encounter after those exchanges, in the worst moments.

Navigating the world can be a chore as well, constantly brushing against an unhelpful map and a world that - both intentionally and unintentionally - gets you turned around even when you backtrack through the same environments end for end, time and time again.

These issues wouldn't be so apparent if the game was 10ish hours long instead of 15 about, a pace that's further hampered by a narrative-switching structure that gives you all to much freedom at points. It often left me feeling more confused than empowered.

So there are doubtlessly a lot of issues with Alan Wake II, many of which aren't in the game's contemporaries. But those titles aren't attempting to be anywhere as boundary-pushing or inventive as this. Alan Wake II falls short because it tries VERY HARD to be more than you'd expect from a modern survival horror title, a modern AAA title overall. And in this case, I value that creative intent far more than I magnify its mechanical issues.

This is a flawed masterwork, but perhaps the most important and necessary game of 2023.

It starts off really good. Drags you into the story really well. But there is just too much walking. I wanted to do side quests a bit more but got discouraged because of the slow walking speed. And I really like backtracking and stuff like that in good games like this. Also, the game mechanics are a bit rusty. The story is really a great point but to be honest there was a bit too much of it. I want to actually play the game a bit and not collect papers, have long cutscenes, and do those profiling things. It also has optimization problems. Sometimes it loads for too long and has some technical issues which are quite frequent.

Overall it is a solid game, with having fun exploring and just being there since it is so unique and different. So you don't know what's coming next.

This game is so incredible and fun to play, still putting nearly every other online FPS to shame as a game that came out in the late 90s. Good stuff.

Quake III Arena (1999): Quizá el mejor FPS multijugador de la historia. La "campaña" es sosa pero cumple su función de tutorial, pero por lo demás se ejecuta como un reloj suizo dónde armas, mecánicas y diseño de escenarios rayan a un nivel casi perfecto. Revolucionario (8,35)

The early game was pretty rough for someone who doesn't like metroidvanias that much, but once you get that wall jump, it REALLY picks up for any player. This is the peak metroidvania.

Alisa

2021

All the weirdos proclaiming that "Survival horror is back" because they're doing Dead Space but shiny, RE4 but with lighting, and bafflingly gave Bloober Team permission to remake fucking Silent Hill 2 would do well to look past the latest AAA £70 prettied up offering and see the indies who've been keeping it going for years.

Alisa rules.

good soundtrack, environment, etc. I deeply enjoy the UI customization & being able to remove parts of my hud for more points to spend on the plug-in chips, but also, the combat loop just got pretty tedious. I got a bit into the 9S playthrough before losing interest; I've tried to come back a couple times but it's just not happening.

People making serious reviews of this game are kind of missing the point