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Wolfenstein 3 Can’t Pull Its Punches Like Youngblood

Wolfenstein 3 Can’t Pull Its Punches Like Youngblood https://ift.tt/7tHpgnq Wolfenstein: Youngblood was one sour batch of sauerkraut. Marinated in a noxious and ill-fitting live-service-adjacent brine, this troubled spin-off (and the mediocre virtual reality title it launched alongside) left a bad taste that has lingered for almost seven years. Developer MachineGames’ adventures with another famous Nazi-killer and increasingly longer AAA development cycles have meant Youngblood’s aftertaste has stuck around longer than it should have. This drought is reportedly almost over, though, since reports forecast the streets will once again run red with Nazi blood sometime soon in a new Wolfenstein game, further backing up light teases from the MachineGames team itself. There’s a lot riding on Wolfenstein 3: a game that has to meet the moment in more ways than one--and can’t follow in Youngblood’s footsteps. Wolfenstein: Youngblood is the fourth entry in MachineGames’ alt-history Wolfenst...

Alan Wake 2 Is What You Get When Remedy Believes In Itself

Alan Wake 2 Is What You Get When Remedy Believes In Itself https://ift.tt/nimZw7Y

When we last spoke to Sam Lake about the long and winding road to getting Alan Wake 2 made, he said, "What we have now as Alan Wake 2--I'm so happy it's this version. I'm so happy we did not get the opportunity to go with the earlier ones because I'm still very excited about this creation and what we are doing with it." While I never doubted the authenticity of the sentiment, it wasn't until I played it myself that I really understood what Lake meant.

I played close to two hours of Alan Wake 2, and, in numerous respects, it was impressive. Lake's quote specifically referenced the shift to survival horror and, based on limited slices of the game, it's already clear that was the right call. There are core mechanics carried over from the first Alan Wake that just make so much more sense in this Resident Evil 4-inspired survival-horror mold. The gameplay systems now feel like a vital part of a cohesive whole, as opposed to a fun gimmick with limited mileage layered on top of a thriller-themed action game.

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As a longtime fan of the studio, however, the most exciting thing for me wasn't how good it felt to burn away the shrouds of darkness enveloping enemies before firing gunshots. Nor was it investigating an environment and piecing clues together to open up a lock. Or even soaking up the unsettling atmosphere of the Dark Place, a surreal alternate dimension that now serves as Wake's prison. What really stuck with me was the pervasive sense of confidence in the execution of ideas, stylistic choices, and decidedly Remedy flourishes. Making Alan Wake 2 a survival-horror game may have been the big breakthrough for Remedy, but it feels like its greatest triumphs could only have come after the games the studio created since Alan's first visit to Bright Falls.

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