May 8, 2024

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The writer writes, the viewer sees, and the story is told

The writer writes, the viewer sees, and the story is told

Jaime Polo Mingez | @lovakin

It was just a few years ago when a friend recommended me, with all the enthusiasm in the world, to play an interesting video game called Alan Wake. I listened to him, as Remedy was in charge, and I knew of his previous work as “Max Payne.” Nothing could go wrong.

The first game was as if “Lost” and Stephen King got together to brainstorm ideas and together built a complex story. It was as if they sat down after a long day of work to talk about anecdotes to put in their classes.

Two friends with a unique vision.

Reality and fantasy blend brilliantly, immersing the heroic writer in his own narrative

“Alan Wake II” is born right at the end of this conversation, when one party releases something great and magic rises from its ashes to accompany the action. The “meta” premise of the original is taken to the extreme in this sequel. Reality and fantasy blend brilliantly, immersing the novelist in his own narrative, while we, the players, live it out. Immersive experience. Time and space lose all meaning in this virtual world, creating a surreal and innovative story.

The viewer, in this sense, becomes relevant, we are ghostly beings observing the narrative and rewriting ourselves along with it, adapting and understanding the game at the pace Alan decides. We feel afraid because he wants us to feel that way, he scares us because that is what should happen. We are slaves to your mind ready to control the linearity of the video playback creation process.

Time and space lose all meaning in this virtual world, creating a surreal and innovative story

Despite the popular saying that “the sequels weren’t that good at all,” Remedy proved otherwise. This sequel far surpasses its predecessor, taking the franchise to new heights. While the first game focused on exploration and level completion, “Alan Wake II” manages to reach levels of narrative and emotional complexity never seen before. Although the combat and inventory system are similar to that of Resident Evil, this sequel seeks to offer a new perspective by adding layers to the classic combat through the lighting system. this In mechanics, light becomes a crucial resource A powerful ally used to destabilize enemies or keep us safe in a dark and dangerous world. This innovation demonstrates the creativity of the development team, adds a relevant tactical element and elevates the gaming experience.

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This delivery stands out as The pinnacle of audiovisual creativity Contemporary, an almost perfect text imbued with postmodern influences that resonate with the sensibilities of new generations. In my view, “Alan Wake II” stands out as a clear candidate for GOTY, sharing the throne with the exceptional “Baldur’s Gate 3.”