Some of Alan Wake 2's gnarliest and more memorable moments are when the game decides to flash horrifying footage of gory monsters and twisted villains across the screen. (Depicted above!) Don't get us started on that death screen. As humans, we hate when things get into our faces, be they cobwebs, gardening rakes, or an ill-judged cupboard door. Getting digitally slapped in the face in Alan Wake 2, with the game's impressive and unsettling visuals, can be a terrifying experience. But upon release, a significant amount of players complained that it was a trick Alan Wake 2 leaned on a bit too hard. But one the base game leaned on very hard.
"It's difficult," says game director Kyle Rowley when we ask how the team balanced making them effective with trying to avoid feeling cheap. "I feel like we kind of overdid it a little bit looking back." Whenever a new foe is on the prowl, you could be sure they'd pop up to say hello with a horror sting.
"Thematically, story-wise, they're meant to be like a psychological attack on the character who's receiving them," Rowley explains. "Especially in the base game, you know, where you're getting introduced to Overlap Guardians, whether that's Nightingale or Cynthia, they're meant to be this kind of mental assault."
For Alan Wake 2: The Lake House, with its tight and (presumably) single-area setting – an FBC facility in the outskirts of Bright Falls – retooling the jump scares was just one consideration for dialling up the chills. But make no mistake, jump scares are back, and even this early on with the DLC we've already been menaced by two sets of faces staring back at us through the screen – the cursed husband-and-wife overseers of the Lake House facility, and one of the absolutely terrifying goopy paint monsters.
"For this one, we've tried to make sure that we utilize them – and maybe in a slightly more reduced manner – but they are still a key part of our way of getting across the mental state of characters and the way the supernatural works and the way the psychological elements of the game works," says Rowley. "We wanted to keep them as part of our repertoire of tools to kind of scare the player and get across some narrative beats."
Alan Wake 2 "overdid it a little bit" with its jump scares, admits game director Kyle Rowley
Interview | Game director Kyle Rowley reflects on the base game's jump scares, and how Alan Wake 2: The Lake House uses them in "a slightly more reduced manner"
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