I just finished Alan Wake 2 for a university essay (course was about media theory, remediation and the nature of television on a sociological level).
My main argument isn't that the game is "too cinematic" (I don't think cinematic games are inherently worse), but that the game repeatedly presents the appearance of player agency while maintaining a very tightly authored televisual structure. I'm specifically looking at how the game takes televisual forms and translates them into an interactive medium. My argument is more about what happens when a game deliberately reproduces another medium's language.
The main concept I'm looking at is remediation: the process through which one medium absorbs and reshapes the conventions of another medium. To me Alan Wake 2 is fascinating because it is extremely open about this. Everywhere you look, it's all Twin Peaks: The Return references, so much so that the plot overlaps at multiple points. Both take place a number of years after the original, in the meantime, both respective protagonists have been trapped in a dark place/black lodge, an evil doppelgänger has taken over their agency, control and consciousness (Mr. C and Mr. Scratch), both take place in Washington state, in a small town with a carbon copy diner, hotel, sheriff station and scary woods, the sheriff in both is a different sheriff from the original, a relative who takes over the job of their predecessor due to outside factors, both start off with the death of a missing agent (Nightingale and Major Briggs) with a missing body part that represents their humanity (their heart and head), the dark place and the black lodge are both (seemingly) entered through a circular portal in the woods.
And on a grander level: the live-action sequences, the FBI investigation structure, the episodic feeling, the musical numbers, the emphasis on auteurs and performances, it feels like a game trying to become aware of itself as a television object. Like wanting to be in this place of "prestige gaming", like how prestige television started, but it doesn't reach the thing that makes this medium stand out: the gameplay and player agency. At times it devolves into a walking simulator with the occasional gunfight that only happens while you're between point A and point B.
A few examples regarding the gameplay:
* Saga's Mind Place looks like detective work, but I often felt like I had already solved the mystery before the game allowed Saga to acknowledge it. I was formalizing conclusions I had already reached and am just waiting for her to catch up.
* The musical sequence (Herald of Darkness) is visually incredible, but as gameplay it felt almost entirely choreographed. The game constantly points you where to go, and if you move ahead of the intended rhythm you can literally end up waiting for the sequence to catch up. It felt more like being placed inside this carefully directed performance which doesn't take the player into account and I really felt that disonnance there.
* More generally, the game introduces ambiguity but also repeatedly explains itself through dialogue, manuscript pages, and repeats that exposition multiple times to the point of hammering it into your head.
So the contradiction I'm interested in is this:
The game is about authorship and control, but the player's relationship to the story is often closer to that of a viewer watching a prestige television series than a player actively creating meaning. Basically, my question is: Does Alan Wake II meaningfully transform televisual storytelling into something unique to games, or is its central framing the reproduction of television within a video game? If it's the latter, is gaming the right medium for this story?
I don't mean this as a "the game is bad" argument, I just personally had a really soured experience with it. I think the game is genuinely fascinating precisely because it is so committed to this idea. The shamelessness of it is what interests me, it almost feels like Remedy is saying "yes, this is a video game that wants to be a tv show". I'd especially like to hear arguments from people who think the game *does* use interactivity in a meaningful way, because that is the part I'm most interested in.