Alan Wake 2: Screamquel
Evidently, what truly captivates Remedy is unabashed survival horror. And believe me, Alan Wake 2 delivers chills aplenty. The sequel elevates the stakes: adversaries are fiercer, supplies are limited, and an ominous, slow-burning tension prevails from the beginning to the final moments of my gameplay.
Enemies seemed to spring up when I was at my most vulnerable, with empty clips and confusion reigning, sending me sprinting to the nearest refuge, evoking memories of evading the relentless pursuit of Lady Dimitrescu in Resident Evil Village or the looming presence of Mr. X in Resident Evil 2. Adversaries descended from all angles, pushing me into frantic battles for my life.
The bulk of these combats were punishing, emphasizing that I needed to rewrite my strategy from the ground up for this installment. Enemies, though fewer in number and less frequent, demand far more tactical forethought than their predecessors.
This lean towards Resident Evil is unmistakable in Alan Wake 2. Foes move erratically, lunging and darting, inducing involuntary reactions that may or may not hit their mark, their chilling roars amplifying the scene’s unease.
Precision is the game: incapacitate foes by targeting their legs or, if you’re feeling brave, aim for the head, but a miss could lead to a perilous reload time, which feels painfully real. The flashlight remains a trusty tool, blinding and weakening adversaries — that is, if you have enough batteries, which, in my playthrough, was a luxury half the time.