In Alan Wake 2, despite a 13-year gap between mainline installments, one detail remains the same - the enemies are incredibly talkative. This unique aspect sets it apart from other horror titles and adds to the unsettling atmosphere of the game. The enemies, resembling people, have a level of consciousness that comes through in their speech, even if it mostly revolves around their desire to kill the protagonist. This feature was present in the original game and remains a defining characteristic of the sequel, making it a direct follow-up to its predecessor. Memorable moments are sure to arise from this eerie feature, just as they did in Alan Wake.
Vocal Enemies Work in Alan Wake Even if They Can Easily Go Wrong
In horror games, it is rare to encounter vocal enemies, unlike in action or shooter games. In titles such as the original Resident Evil games or Silent Hill, enemy dialogue is typically reserved for cutscenes. While the Resident Evil series has introduced more talkative bosses in later entries, having opponents speak to the protagonist can break the immersion and destroy any tension that has been built up through silence. In fact, in certain cases, talking enemies intended to frighten players might even provoke laughter instead.
In Deadly Premonition, enemies also speak, but the execution of this detail can be described as more comedic than scary. The distorted voices of the enemies in Alan Wake are present, but in Deadly Premonition, they mostly talk about their suffering while making exaggerated movements. This approach makes the humanoid enemies in the game less frightening and more absurd. Additionally, the voice acting and lumbering movements of the enemies detract from any potential scares. While Alan Wake also features enemies who resemble everyday people, it avoids some of the pitfalls of Deadly Premonition's execution.
The reason for its success lies in the aggressive nature of the enemies, who seem determined to follow through with their threats to kill the protagonist. Additionally, the fact that these enemies were once humans consumed by the Darkness in Alan Wake adds an unsettling feeling to fighting them, as they still retain some of their human characteristics and behaviors. This sets them apart from typical zombies, which are often portrayed as mindless and decaying entities.
Why Vocal Enemies Can Work
Condemned: Criminal Origins takes the concept of terrifying enemies to a whole new level. The game's opponents are not just mindless monsters but are grounded in reality with clear reasons for their behavior. This makes the player feel more immersed in the game's world and adds an element of fear that is hard to replicate. The game also does an exceptional job of making the player feel powerless, as most of the combat is done with melee weapons that are easily broken. The dilapidated environments and physically imposing enemies create an atmosphere that is truly haunting.
The violence in the game is jarring as the combat is a frenzied scramble. Even if enemies only made grunting or yelling sounds, the effect would still be present. However, the vocalization of their intent is a reminder to players that they are fighting humans. This detail works in Alan Wake for similar reasons, as the Darkness possesses people, causing them to act violently. Removing their voice would mean losing a crucial element of their humanity. In contrast to Condemned, where socio-economic disparities have left people as shells of their former selves, Alan Wake portrays otherwise well-off people giving into their violent impulses. With the small-town setting, it feels as though the entire population is against the player, leaving no safe place.
Retaining the loquacious foes in Alan Wake 2 can bring back the unique sense of unease that is absent in current horror games. Although little has been revealed about the game's mechanics, the game's structure has the potential to create a comparable feeling of dread as the first title and even Condemned. This is due to the game's setting, where one part is set in the original small town of Bright Falls with FBI agent Saga Anderson, while the other is from the perspective of the protagonist, Alan Wake, who is trapped in a twisted version of New York City called the Dark Place.
This presents the opportunity to combine both the small-town horror of the first game with the dilapidated urban horror, even though there may be coincidental similarities to other games as Alan Wake 2 has made its influences clear. What is crucial is to maintain the talkative nature of the enemies as it serves as a reminder that they were once human, with enough consciousness to voice their intentions to kill.
The highly anticipated release of Alan Wake 2 promises to deliver an exceptional gaming experience, building upon the success of its predecessor. The inclusion of humanoid enemies with monstrous traits adds an intriguing element, leaving players to wonder if their eerie vocalizations will serve as a haunting reminder of their former selves. Fans can look forward to the game's release on October 17, available on PC, PS5, and Xbox Series X/S.