How long to beat Alan Wake 2
Alan Wake 2 offers players a unique dual-campaign format, set in the present day, that allows for frequent switching between realities. This makes it a bit challenging to estimate the total gameplay hours, but we have experienced the game ourselves and can provide you with the answer. Here's the expected duration of a playthrough in Alan Wake 2.
In Alan Wake 2, there is a structured introduction that lasts a few hours, followed by a point-of-no-return warning that brings the storyline back on track. However, between these sections, players have the ability to switch campaigns within the game's safe rooms, known as Break Rooms. Regardless of the order in which you play the campaigns, you will ultimately experience all of them. On average, completing a full playthrough of the game will take approximately 20-25 hours.
If you prefer to rush through the game without collecting items such as Alex Casey lunchboxes, nursery rhymes, and cult stashes, you could potentially complete it in approximately 18-20 hours. Conversely, fully exploring and collecting everything would require around 25-30 hours.
This makes the extended version of the game two to three times longer than the original, which typically takes about 10 hours to complete. Additionally, while it is difficult to measure precisely, we would estimate that the extended version is equally, if not more, overwhelming.
Alan Wake 2 mission list
There are a total of 19 missions in both campaigns. Saga's missions are always titled "Return," while Alan's missions are titled "Initiation." These titles are nods to Joseph Campbell's monomyth, also known as the "Hero's Journey," which the Alan Wake series enjoys distorting. To avoid spoilers, here is the full mission list behind a spoiler wall for those who prefer to skip the names and infer nothing from them.
Saga Anderson's campaign missions
Return 0: The Cult
Return 1: Invitation
Return 2: The Heart
Return 3: Local Girl
Return 4: No Chance
Return 5: Old Gods
Return 6: Scratch
Return 7: Summoning
Return 8: Deerfest
Return 9: Come Home
Alan Wake's campaign missions
Initiation 1: Late Night
Initiation 2: Casey
Initiation 3: Haunting
Initiation 4: We Sing
Initiation 5: Room 665
Initiation 6: Return
Initiation 7: Masks
Initiation 8: Zane’s Film
Initiation 9: Gone
Switching Realities explained
After completing the third mission of Alan Wake's Initiation, which takes approximately 4-6 hours, you will be introduced to a unique game mechanic – switching realities. This is done by interacting with a mop bucket spill that can be found in select Break Rooms. When you switch realities as one character, you will begin playing the campaign of the other character. The game ensures that you don't miss out on any missions, as even if you choose not to switch realities, you will eventually need to complete the other character's campaign before reaching a point of no return later in the game.
Since both Saga and Alan are able to freely explore their respective worlds, including Saga's hubs of Watery, Bright Falls, and Cauldron Lake, as well as Alan's Dark Place and its various interiors, it is recommended to complete all optional objectives in these hubs before moving beyond the point of no return. This screen will eventually appear while you are in the Bright Falls sheriff station.
After surpassing that point, you will be compelled to follow any unfinished story missions and subsequently be immersed in the game's ultimate phase. This final act provides several additional hours of gameplay but eliminates the possibility of freely exploring any desired location. To reiterate and clarify, it is not required to play the game twice in order to experience everything. Regardless of the sequence you choose for completing missions, you will inevitably encounter all missions from both campaigns within a single playthrough.