
And all the frizz and physics… No because I can genuinely only see GTA 6 surpassing this.

And all the frizz and physics… No because I can genuinely only see GTA 6 surpassing this.
Snippets from the January-March 2026 bussiness review about Remedy focusing on what they do best (story-driven single player games) after strong sales momentum:
https://www.gamewatcher.com/news/remedy-focusing-on-its-core-strengths-as-improved-sales-keep-it-on-an-upward-trajectory
With Alan Wake 2 doing well, it seems like they’re leaning harder into this, so could the third unknown game be an Alan Wake spinoff or Alan Wake 3?
Curious how people feel about the future of the series and what they want to see.
This is in the Night Springs episode with Rose
Just beat the game, amazing! I feel like this game has so many examples of foreshadowing I'd bet a lot went over my head. Some are definitely more obvious than others.
For one, if you watch Tom's movie all the way through it basically just plays a bit of the ending for you, just out of context.
Another obvious one is the song, "show me the champion of light, I'll show you the herold of darkness" is such a fucking bar but also is a hint at the reveal at the end.
Any less obvious examples you guys like? Any favorites?
My boyfriend recently started playing Alan Wake 2 on PlayStation 5, and he’s been running into bug after bug. NPCs keep getting stuck in geometry/textures, weird pathing issues happen pretty often, and overall the build feels surprisingly unstable.
The strange part is that I played the game around launch and don’t remember having these kinds of problems at all. My experience back then was much smoother.
Has anyone else noticed this recently on PS5? Did something happen with one of the newer patches, or is he just extremely unlucky with bugs?
I was playing 2v8 and had one killer chasing me, then the second killer came around the corner and boxed me in. Me and Alan BOTH said “Damn.” at the exact same time.
Then later after I got unhooked and instantly tunneled again he just goes “fuck” while sprinting away like he’s completely over this nightmare. Then when I finally got downed he hits the “what do I do now?”.
I had another match where everyone else died and I actually had a shot at escaping and he starts saying “come on, go faster.” The way he talks feels so authentic and natural, almost meta at times, but it fits his character perfectly.
You can tell they put real effort into him because some licensed characters feel completely overlooked. That’s why it disappoints me that Saga Anderson’s skin doesn’t have voice lines at all because after hearing her personality throughout Alan Wake 2, she absolutely should have had some.
I just got this in the mail and I just really wanted to share and appreciate how cool the whole box is.
Can’t wait to read the files later
As a childhood Max Payne era Remedy fan, I eagerly followed AW1's development and played it day 1 back in 2010, and while I loved it, I never revisited it. For some reason the AW2 hype and launch completely passed me by in '23 so I never played the sequel either until now - I guess life got in the way.
AW1 was on Steam sale for £2 recently so I decided to dive in for a replay, and wow, I loved revisiting this game so much. I have read opinions recently citing the gameplay as very dated and clunky, but my experience was very positive: the animations hold up well, the world remains equally intriguing and terrifying, and while the gameplay loop is arguably excessively repetitive, it holds up fundamentally as a solid action adventure game. The combat, exploration and the occasional environmental puzzle kept me engaged all the way through. The flashlight mechanic holds up incredibly well as a unique and solid twist on the genre that never feels gimmicky. (unrelated disappointment, but one of my core memories of the game was Bowie's Space Oddity playing in the credits, so I was gutted to see it has been removed on the OG PC version of the game).
Upon finishing AW1 last week, I immediately purchased AW2 on the strength of my enjoyment of the original and went in totally blind having never even watched a trailer. It absolutely blew me away start to finish and I can't wait to go back for NG+ in a couple of months when I'm ready to delve back into the nightmare.
However, the one thing holding AW2 back from being a top 5 GOAT title for me is the combat compared to the original and it's contemporaries. I enjoyed the weapon selection, the upgrade paths, and the details like the reload animations. But I really didn't gel with the flashlight boost in this game, it felt like a chore to use compared to the original, which felt much more intuitive, strategic and satisfying. In the original, you are burning away the darkness by just aiming the torch at the enemy, while focusing the beam burns the darkness faster, at the cost of battery juice. This introduced a battery management element that is lacking from the sequel. Even the visual representation of the circle shrinking as the shield depletes was a satisfying combat loop that I missed when playing AW2.
Additionally, dealing with enemy movement and deploying the dodge mechanic felt better to me in the original. Granted, dodging the throwing axes felt very satisfying in AW2, but otherwise I found the enemy movesets and patterns more frustrating than fun in AW2: serviceable but notably unimpressive compared to other elements of the game. My overwhelming feeling when dealing with groups of enemies was frustration. I wasn't even dying, it just felt like I was wrestling with annoying encounters that weren't fun.
I even turned the controller aim assist back on after a few hours, which is unheard of for me, because I wasn't getting a good feeling from the shooting. Later in the game, I found some enjoyment popping headshots with an upgraded hunting rifle, and the crossbow felt quite fun at times too, but I couldn't help but think that AW2 would be elevated to 10/10 status if it had a combat system more akin to TLOU2: very tight and responsive, but also grimy, grounded, desperate, and visceral.
For the studio that pioneered some of the tightest TPS action in the Max Payne series, I would expect Remedy to be more focused on cutting edge combat innovation, so it really stood out to me as a weak point of the game. Did anyone else feel like the original had a notably better feeling combat system?
DualShockers interviewed Mikael about Control Resonant. Some nice tidbits in here!
Like he’s so chill and humble and love his accent
I finished Alan Wake 2 a few hours ago, and honestly, what an absurdly brilliant experience. Easily a 10/10 for me and one of the most unforgettable psychological horror games I’ve played. It genuinely feels like a masterpiece.
I’ve recently started diving deeper into psychological horror, with Silent Hill 2 next on my list, because apparently emotional stability is overrated.
While playing, I kept drawing parallels between Alan Wake 2 and Uzumaki by Junji Ito. The recurring spiral imagery, cosmic horror elements, cyclical entrapment, unsettling small-town atmosphere, and the disturbing behavioral changes in affected characters all felt strikingly similar. Both works capture that same creeping dread, where reality slowly distorts into something inescapable and deeply uncanny.
It really made me wonder whether Uzumaki may have served as some level of inspiration, whether directly or indirectly. The thematic resemblance feels too strong to ignore.
For anyone here who has read Uzumaki, I’d love to hear your thoughts on the comparison. And if you haven’t read it yet, I strongly recommend it. It’s a phenomenal piece of psychological and cosmic horror.
Now that I’ve completed Alan Wake 2, I’m also wondering whether Alan Wake 1 is worth playing in retrospect. Honest opinions please!
EDIT: I don't mean to convey Alan Wake 2 took a 1 to 1 direct influence from Uzumaki. Of course, it did that from a lot of sources. Including Lynch's work, I am trying to offer a different perspective.
I thought this game was amazing (Alan Wake 2)
I really liked the Twin Peaks vibe, I assume it was intentional as very blatant.