Alan Wake II is great, but it doesn’t need guns

Alan Wake II is a fantastic game. It tells a twisted, serpentine story of paranormal murder, shifting realities and demonic possession, with two brooding investigators at its core. Developers at Remedy Entertainment are masters of mood and Alan Wake II is their latest showpiece, highlighting the studio’s eye for psychedelic terror and complex mysteries. This game is packed with monsters, ghosts, cults, Old Gods, rock operas and mind-bending perspective swaps. And on top of all that, its character models and set pieces are absolutely gorgeous. Even though it just came out at the end of October, it’s no surprise that Alan Wake II is nominated in multiple categories at The Game Awards, including Game of the Year.

There’s a lot more than clue-gathering going on in Alan Wake II. The game regularly mixes full-motion video with CGI in a way that doesn’t feel silly or contrived; set in a universe of broken realities, the visual styles bleed into each other like alternate timelines fighting for dominance, fitting both the narrative and mechanical storytelling on display. 

Alan Wake II
Remedy Entertainment

There are two playable characters, Saga Anderson and Alan Wake, and they’re each able to escape inside their own mind to solve the mysteries at hand. Saga, the stoic FBI agent, has a Mind Place where she can connect pieces of evidence with red string on a large, wood-paneled wall, and she can also profile people of interest, using her intuition to speak with their subconscious selves and uncover their secrets. Alan, the author who’s been lost in purgatory for 13 years, has a Writer’s Room with a plot board that literally alters reality when he adds new ideas to it. Players are able to switch between Saga and Alan throughout the game, as they attempt to crack the same case from opposite sides of the underworld.

Both of their environments have been infiltrated by shadow people, the standard enemies in this universe. The black silhouettes, glitching around the edges and hissing Alan Wake’s name, are affected by light — many of them fade away under the beam of a flashlight, but some of them transform into corporeal enemies and immediately attack, requiring multiple gunshots or one strong explosion to take them out. Saga and Alan can find temporary solace under lampposts and other well-lit areas, but these tend to flicker out in the heat of combat.

Which brings us to my issue with Alan Wake II, a game I very much enjoyed and highly recommend. Because I can still hear the furious typing from people who won’t read a negative word about something they love — please remember, it’s possible to enjoy something and also discuss what it could’ve done better. In the case of Alan Wake II, this means removing the guns.

There’s a delicious undercurrent of tension running beneath Alan Wake II, propelled by dark corridors, gruesome rituals and a creeping wave of personal loss. This sense of unease builds throughout the story and bursts through the screen in jump-scare vignettes as the characters’ situations become more desperate. Mystery is the heart of Alan Wake II’s horror. Unfortunately, the slow-burning narrative tension is routinely interrupted by gunplay, replacing it with a different, harsher kind of anxiety that feels out of place in this survival horror experience.

Again and again, I’d be exploring a new area, mentally putting the clues together as the story unspooled, when suddenly — time for a gunfight. The tone would immediately shift from dark, inquisitive terror to pew pew pew, replacing my train of thought with standard action-game things like landing headshots and dodging. After the scuffle, it would take a long moment for me to find the rhythm again, remind myself what I was looking for, what was at stake, what reality I was in. The tension and terror would start to build again, and then — another gunfight.

Alan Wake II
Remedy Entertainment

There’s nothing wrong with the combat in Alan Wake II, but it isn’t revolutionary and it doesn’t serve the game’s narrative. It’s an unnecessary interruption. Alan Wake II has intense detective work, horrific setpieces, paranormal drama, reality-shifting mechanics, secrets uncovered with light, two versions of a Sherlock-style mind palace, small puzzles, grand mysteries, murderous demons and plenty of action without guns at all.

Light is the shadow people’s weakness, and Saga and Alan both carry flashlights for most of the game. Turning on the high beam stuns the shadow enemies and sometimes opens weak points in their chests. Light hurts the ghosts, but it doesn’t kill them. To kill the ghosts you need bullets. I find this concept silly enough, but there are also scenes where the ghosts have guns, which is downright hilarious. On top of that, some of the shadow people are true bullet sponges, eating eight to twelve shots before going down. This sucks in general, but it’s especially egregious in a horror game, as it replaces feelings of dread with frustration and bullet math. Tediously shooting a ghost eight times instead of one doesn’t make an encounter any scarier.

With light as a weapon, Alan Wake II doesn’t need guns. Activating the high beam already uses precious battery power, and both Saga and Alan have to find batteries hidden around their environments, keeping resource-management fears alive. There are scenes where a flashlight and weapon combination actually works well — mainly, the flashlight and flare gun offer a swift one-two punch for standard enemies, preserving the panic of an attack while offering twitchy combat moments that don’t interrupt the overall vibe. Here, the gun is secondary, while the light does most of the work. In terms of game logic, this makes way more sense than a ghosts-and-guns approach.

Alan Wake II
Remedy Entertainment

Remedy is calling Alan Wake II the studio’s “first foray into the survival horror genre,” which makes its reliance on guns and even more perplexing. Regardless of whether Alan Wake II is more of an action horror or survival horror game, I’m most concerned with how it serves horror. In this regard, the gunplay just gets in the way.

I turned on story mode about two-thirds through my playtime, and I didn’t feel cheated out of any tension or terror; the enemies were still scary, and the game’s puzzles remained challenging. Remedy does weird stuff really well, and Alan Wake II is grotesque, mind-melting and darkly soapy, like The X-Files or Twin Peaks, with a touch of Outlast and Resident Evil 4. I just wonder what game we would’ve gotten if the developers didn’t design around basic third-person shooter tropes (feel free to save those for Control, Remedy — guns make sense in that game).

You know how every big-studio action movie nowadays feels like a modified version of Iron Man? The Marvel Cinematic Universe set the modern standard for big-budget action flicks, and it seems like many other movies now attempt to imitate its tongue-in-cheek tone, the epic scale of each battle, its predictable narrative flow and climax, the green-screen action scenes, its cliffhangers and after-credits scenes. A similar phenomenon is occurring with big-budget mainstream games, where there seems to be a formula that developers attempt to emulate, and this includes gunplay with hordes of bullet-absorbing enemies.

It feels like Alan Wake II fell victim to this unnecessary constraint, with negative consequences for the game’s sense of storytelling and terror. I get it — guns, ammo and inventory management are a familiar, accepted mechanic in video games as a whole, which makes firearm combat an easy element to include in mainstream titles. I just don’t think Alan Wake II needed it to be successful.

This article originally appeared on Engadget at https://www.engadget.com/alan-wake-ii-is-great-but-it-doesnt-need-guns-130027149.html?src=rss

Here are the coolest trailers from Nintendo’s Indie World event

Nintendo just held one of its Indie World showcase events, the first since April, and debuted a number of trailers for forthcoming Switch titles developed by small studios. There were plenty of nifty indies teased for the future or even surprise-released today, but let’s get one thing out of the way first. There was no new trailer for Hollow Knight: Silksong, nor was there any availability information, so the waiting game continues.

Just because Hollow Knight’s sequel continues to be vaporware doesn’t mean that the event didn’t see some big metroidvania news. There’s a new Shantae game, and it has taken even longer than Silksong to release. Shantae Advance: Risky Revolution was a title that started development over 20 years ago and was originally intended for the Game Boy Advance. The hook here seems to be multiple layers that Shantae can move between to find secrets. It will be released sometime next year.

Next, there’s Moonstone Island, a game that’s been eating up the Steam charts lately. This is an absolutely stellar game in the “cozy” genre that’s basically a combination between Pokémon and Stardew Valley. There are creatures to collect, turn-based battles, farming, romance and plenty of mystery. The world is huge and I’ve yet to uncover it all even after months of playing. The Switch version is due to arrive in spring of next year.

Another big Steam hit from earlier this year is making its way to the Switch in 2024. Core Keeper is a nifty mining-themed roguelike that I’ve had a lot of fun these past several months. The gameplay loop is addictive, with base-building, upgrades aplenty and huge bosses. There’s also a fairly robust multiplayer component.

The gorgeous tactical RPG Howl surprise-launched today. Set in medieval times, Howl has you trying to fend off a plague that turns folks into feral beasts. You’ll participate in turn-based battles as you search for a cure. The graphics and art style sure are strong with this one. There’s a demo for those curious and the full release costs $15.

Another gorgeous title, A Highland Song, releases on December 5. This sidescrolling adventure looks to share some DNA with games such as Limbo and promises an adaptive narrative that changes along with player choice. There’s also a soundtrack populated exclusively by Scottish folk bands.

Of course, that’s just scratching the surface of the trailers shown at Indie World. The Nintendo Switch is getting a refresh of one of the most iconic indie games of all time, Braid. Additionally, there’s the turn-based mouse sim Backpack Hero, the drawing-based puzzler Passpartout 2: The Lost Artist and many more, all releasing today or in the near future.

This article originally appeared on Engadget at https://www.engadget.com/here-are-the-coolest-trailers-from-nintendos-indie-world-event-185937988.html?src=rss

Netflix is bringing Hades, Braid and Death’s Door to mobile devices

Netflix now has more than 80 games that subscribers can dive into at no extra cost on iOS and Android (and TVs and desktops, in some cases). As part of its Geeked Week event, the company has revealed some more titles that are on the way to the service, including some indie classics.

Hades, one of the very best games of 2020, will soon be available to Netflix subscribers on iOS, but not Android for the time being. It's a rogue-lite dungeon crawler that places a heavy emphasis on replayability. 

You'll play as Zagreus, the prince of the Underworld. Whenever he dies (which will probably be often to begin with), he'll go back to the beginning. It's different every time you play, but you'll carry knowledge — and some weapons and abilities — from one run into the next. The Hugo award-winning Hades has a rich cast of characters too. It's a real treat, and you might find yourself sinking hundreds of hours into this one.

Classic time-manipulation platformer Braid is on the way to iOS and Android for Netflix users. The long-delayed Braid, Anniversary Edition features upgraded audio, hand-repainted visuals, fresh animations "and a whole new world of puzzles to solve." In a neat touch, there will also be over 15 hours of commentary that delves into game design, programming and other aspects of development. Braid creator Jonathan Blow revealed that the new edition of Braid is coming to Netflix Games, Windows, PlayStation and Xbox on April 30

Death's Door was one of the standout indies of 2021, and the Zelda-esque adventure title will soon be a mobile exclusive for Netflix subscribers. You control a crow that's tasked with collecting souls for the Reaping Commission Headquarters, a bureaucratic entity in the afterlife.

Slick action platformer Katana Zero is on the way to Netflix Games too, along with a string of titles based on the company's shows and movies. Shadow and Bone: Enter the Fold, which is set between the first two seasons of the show, is available now. Top-down heist game Chicken Run: Eggstraction and co-op action RPG The Dragon Prince: Xadia will arrive in 2024.

A game based on one of Netflix's biggest hits is coming soon too. In Money Heist, you'll get to take part in a version of the heist from the franchise's original series. Netflix says the game will arrive alongside spinoff series Berlin.

This article originally appeared on Engadget at https://www.engadget.com/netflix-is-bringing-hades-braid-and-deaths-door-to-mobile-devices-214008933.html?src=rss

Netflix is bringing Hades, Braid and Death’s Door to mobile devices

Netflix now has more than 80 games that subscribers can dive into at no extra cost on iOS and Android (and TVs and desktops, in some cases). As part of its Geeked Week event, the company has revealed some more titles that are on the way to the service, including some indie classics.

Hades, one of the very best games of 2020, will soon be available to Netflix subscribers on iOS, but not Android for the time being. It's a rogue-lite dungeon crawler that places a heavy emphasis on replayability. 

You'll play as Zagreus, the prince of the Underworld. Whenever he dies (which will probably be often to begin with), he'll go back to the beginning. It's different every time you play, but you'll carry knowledge — and some weapons and abilities — from one run into the next. The Hugo award-winning Hades has a rich cast of characters too. It's a real treat, and you might find yourself sinking hundreds of hours into this one.

Classic time-manipulation platformer Braid is on the way to iOS and Android for Netflix users. The long-delayed Braid, Anniversary Edition features upgraded audio, hand-repainted visuals, fresh animations "and a whole new world of puzzles to solve." In a neat touch, there will also be over 15 hours of commentary that delves into game design, programming and other aspects of development. Braid creator Jonathan Blow revealed that the new edition of Braid is coming to Netflix Games, Windows, PlayStation and Xbox on April 30

Death's Door was one of the standout indies of 2021, and the Zelda-esque adventure title will soon be a mobile exclusive for Netflix subscribers. You control a crow that's tasked with collecting souls for the Reaping Commission Headquarters, a bureaucratic entity in the afterlife.

Slick action platformer Katana Zero is on the way to Netflix Games too, along with a string of titles based on the company's shows and movies. Shadow and Bone: Enter the Fold, which is set between the first two seasons of the show, is available now. Top-down heist game Chicken Run: Eggstraction and co-op action RPG The Dragon Prince: Xadia will arrive in 2024.

A game based on one of Netflix's biggest hits is coming soon too. In Money Heist, you'll get to take part in a version of the heist from the franchise's original series. Netflix says the game will arrive alongside spinoff series Berlin.

This article originally appeared on Engadget at https://www.engadget.com/netflix-is-bringing-hades-braid-and-deaths-door-to-mobile-devices-214008933.html?src=rss

Turn 10’s Alan Hartman is the new head of Xbox Game Studios

Microsoft's Xbox leadership is starting to take shape following the company's blockbuster Activision Blizzard acquisition. The new head of Xbox Game Studios is Alan Hartman, former boss of Forza Motorsport developer Turn 10, according to a LinkedIn post seen by Game Developer. "Thrilled to be representing such an elite set of game creators in my new role leading Xbox Game Studios!" he wrote. 

Hartman has led Turn 10 since 2005, with recent stints as corporate VP of Forza and Fable. He oversaw the release of Forza series games and the ForzaTech engine, which is used in both Forza Horizon and the upcoming Fable reboot. 

Hartman succeeds Matt Booty, who was promoted to president of gaming content and studios. Other execs recently changing positions include Sarah Bond, who became Xbox's first black president in its 22 year history. She reports directly to Microsoft Gaming president Phil Spencer. More shakeups could be coming with Microsoft's $69 billion Activision Blizzard acquisition, as properties like Call of Duty, World of Warcraft, Overwatch and others now fall under the company's purview. Bobby Kotick remains as CEO of Activision Blizzard, but will step down at the end of 2023. 

This article originally appeared on Engadget at https://www.engadget.com/turn-10s-alan-hartman-is-the-new-head-of-xbox-game-studios-095546957.html?src=rss

Turn 10’s Alan Hartman is the new head of Xbox Game Studios

Microsoft's Xbox leadership is starting to take shape following the company's blockbuster Activision Blizzard acquisition. The new head of Xbox Game Studios is Alan Hartman, former boss of Forza Motorsport developer Turn 10, according to a LinkedIn post seen by Game Developer. "Thrilled to be representing such an elite set of game creators in my new role leading Xbox Game Studios!" he wrote. 

Hartman has led Turn 10 since 2005, with recent stints as corporate VP of Forza and Fable. He oversaw the release of Forza series games and the ForzaTech engine, which is used in both Forza Horizon and the upcoming Fable reboot. 

Hartman succeeds Matt Booty, who was promoted to president of gaming content and studios. Other execs recently changing positions include Sarah Bond, who became Xbox's first black president in its 22 year history. She reports directly to Microsoft Gaming president Phil Spencer. More shakeups could be coming with Microsoft's $69 billion Activision Blizzard acquisition, as properties like Call of Duty, World of Warcraft, Overwatch and others now fall under the company's purview. Bobby Kotick remains as CEO of Activision Blizzard, but will step down at the end of 2023. 

This article originally appeared on Engadget at https://www.engadget.com/turn-10s-alan-hartman-is-the-new-head-of-xbox-game-studios-095546957.html?src=rss

The first Grand Theft Auto VI trailer will arrive in early December

We may get official details about Grand Theft Auto VI very, very soon. Following a Bloomberg report that said Rockstar Games would announce the next entry in the GTA franchise as early as this week, Rockstar confirmed it would release a trailer for the forthcoming game in early December, as part of its 25th anniversary celebration. It's one of the most anticipated games for the current crop of consoles, especially since the fifth main installment in the series — the second-best selling video game of all time, as Bloomberg notes — came out way back in 2013. 

While Rockstar has yet to launch the title, some fans may have already gotten a glimpse of early-days gameplay footage due to a leak that a hacker uploaded online in 2022. It contained 90 seconds of gameplay from a GTA VI test build, showing one of the two playable protagonists, a female character named Lucia, robbing a store. Another clip showed the other playable character riding the "Vice City Metro," indicating that its story takes place in Rockstar's fictionalized version of Miami. The developer later confirmed the contents of the leak and said that the game's creation would continue "as planned."

Rockstar may reveal GTA VI's release period alongside the trailer next month, but its parent company Take-Two previously hinted that it's coming out sometime in 2024. 

Update, November 8, 2023, 8:15AM ET: This story has been updated to note that Rockstar has confirmed it'll release a trailer for the next Grand Theft Auto game in December.

This article originally appeared on Engadget at https://www.engadget.com/the-first-grand-theft-auto-vi-trailer-will-arrive-in-early-december-045219564.html?src=rss

The 12 best retro gaming gifts for the 2025 holidays

As the future of physical media looks increasingly grim, it feels like more and more gaming enthusiasts are turning to the classics, back to a time when buying a game meant actually owning it, and the games themselves were more willing to be complete thoughts rather than endless services. If you know someone who has fallen down the old-games rabbit hole, we’ve rounded up a few retro-themed gift ideas that should delight this holiday season, from video upscalers to portable consoles to vintage wall art.

Because they’re fun! Or because video game companies have generally had a spotty record of preserving their own history — and (legally) saving art, even in a minuscule way, is important. Or because, deep down, collectors just want to stave off the ceaseless march of time and hang onto any way to relive their youth before it dissipates for good. Or because they’re jaded with modern game design and crave shorter, more distinct or altogether different experiences that aren’t being served by today’s market. Or because they want to flip the games they collect for a quick buck on eBay. Or because… well, you get the idea. — J.D.

To put it simply: supply and demand. Companies aren’t making old games and consoles any more, yet a growing number of gaming enthusiasts want them. And as retro game collecting has grown more popular, sellers have become more acutely aware of how high they can price their goods. Not every retro game costs an arm and a leg, however: Popular games from relatively recent consoles are usually more affordable than lesser-selling titles for older hardware, and you can still find a good bargain every now and then by digging through local yard sales, individual eBay sellers and the like. — J.D.

It depends on how you define “good.” Is it a good idea to buy a bunch of old games in the hopes that their value will skyrocket and make you a tidy profit? No, there’s little rhyme or reason to determining exactly which games will shoot up in value and by how much. There are much safer ways to invest if all you care about are financial returns. Is it a good idea to drop a bunch of cash on 40-year-old video games if you have pressing financial responsibilities? Probably not! But hey, it’s your life. If collecting retro games makes you happy, and you can budget for them within reason, that’s a good thing. Have fun. — J.D.

There’s no set definition for when a video game becomes “retro.” Personally, I think of it as any game that’s at least 10 years old and was originally released on a console that’s two or more generations old (or, for PC games, during that generation). But many others would stretch the timeline back farther, and the growing advent of “live service” games has complicated things. For instance, Grand Theft Auto V was released in 2013, while World of Warcraft arrived in 2004 — are those “retro games” when millions of people still play them today? Maybe not. With games from the ‘90s or earlier, though, the distinction is clearer. — J.D.

Check out the rest of our gift ideas here.

This article originally appeared on Engadget at https://www.engadget.com/gaming/the-12-best-retro-gaming-gifts-for-the-2025-holidays-140016618.html?src=rss

Microsoft will let Xbox game makers use AI tools for story design and NPCs

Xbox has teamed up with a startup called Inworld AI to create a generative AI toolset that developers can use to create games. It's a multi-year collaboration, which the Microsoft-owned brand says can "assist and empower creators in dialogue, story and quest design." Specifically, the partners are looking to develop an "AI design copilot" that can turn prompts into detailed scripts, dialogue trees, quests and other game elements in the same way people can type ideas into generative AI chatbots and get detailed scripts in return. They're also going to work on an "AI character runtime engine" that developers can plug into their actual games, allowing players to generate new stories, quests and dialogues as they go. 

On Inworld's website, it says its technology can "craft characters with distinct personalities and contextual awareness that stay in-world." Apparently, it can provide developers with a "fully integrated character engine for AI NPCs that goes beyond large language models (LLMs)." The image above was from the Droid Maker tool it developed in collaboration with Lucasfilm's storytelling studio ILM Immersive when it was accepted into the Disney Accelerator program. As Kotaku notes, though, the company's tech has yet to ship with a major game release, and it has mostly been used for mods. 

Developers are understandably wary about these upcoming tools. There are growing concerns among creatives about companies using their work to train generative AI without permission — a group of authors, including John Grisham and George R.R. Martin, even sued OpenAI, accusing the company of infringing on their copyright. And then, of course, there's the ever-present worry that developers could decide to lay off writers and designers to cut costs. 

Xbox believes, however, that these tools can "help make it easier for developers to realize their visions, try new things, push the boundaries of gaming today and experiment to improve gameplay, player connection and more." In the brand's announcement, Haiyan Zhang, General Manager of Gaming AI, said: "We will collaborate and innovate with game creators inside Xbox studios as well as third-party studios as we develop the tools that meet their needs and inspire new possibilities for future games."

This article originally appeared on Engadget at https://www.engadget.com/microsoft-will-let-xbox-game-makers-use-ai-tools-for-story-design-and-npcs-083027899.html?src=rss

Vampire Survivors will soon feature ‘miniature story modes’

Vampire Survivors is one of the biggest surprise hits of the last few years and while its developer could have easily kicked back and taken things easy, Poncle has been beavering away on a bunch of updates. The next one is a fresh game mode that'll give players even more to do.

The new Adventures are "self-contained miniature story modes" that will take the Vampire Survivors characters on some "wacky sidequests," according to Poncle. Each mission has its own progression path that's separate from the main game. You'll have a limited set of characters, weapons and power ups at your disposal as you take on custom challenges such as staying alive for a specific length of time or killing a certain number of enemies. Adventures will also have some "lore text" to tie the story together.

The first few missions will soon arrive on all platforms where the game is available (PC, Xbox, Switch and mobile). They should each take an hour or two to finish the first time around, though you'll be able to tweak some modifiers for subsequent runs. In addition, all of the missions are playable in co-op.

You won't need to fork over more cash for these Adventures, though some will be added to existing paid expansions. At the outset, Poncle will bring two missions to the base game and a third to the Legacy of the Moonspell DLC. Adventures will only unlock once you've reached certain parts of the base game and the expansions.

It seems like Poncle is experimenting a bit with these missions. One that it's adding to the base game will "explore how we’re reworking classic content, with a slightly serious storyline and a chance to earn unlocks earlier than normal." Not to worry if you prefer Vampire Survivors' usual absurdity, though. The other two missions will have the game's usual offbeat tone.

This article originally appeared on Engadget at https://www.engadget.com/vampire-survivors-will-soon-feature-miniature-story-modes-161749229.html?src=rss