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Alan Wake 2 is so stuffed with jump scares it cheapens the good horror

Alan Wake 2 is a worthy successor to the original, and dare I say, even outdoes it in many ways. But there is one thing that Remedy’s long-awaited sequel has in abundance that I wish there were less of—or none at all—and that is the jump scares.

I get it: a well-placed jump scare can work wonders to build tension and give you something to be afraid of. The threat of one can have you holding your breath in anticipation around every corner or the opening of every creaky door. Too many though, and they start to feel cheap and you become desensitised to them. Or you do what I do and flatly refuse to engage with them after the first couple and play out any scene that seems remotely jump-scare-y with the volume down and the lights on.

The jump scares start pretty much from the get-go and there’s no getting away from them. They aren’t subtle or “blink and you’ll miss it”—they take up your entire screen and fill your ears with a sudden, loud shriek, and the worst bit is that they come out of nowhere. 

(Image credit: Remedy)

I mean, yes: that’s a jump scare by definition, but these literally have no bearing on what’s going on around you. You’re not stepping into a deserted room where something might be lurking and “Oh crap! I didn’t see that thing hiding in the corner!”. It’s in your head, or rather, in the protagonist’s head, so it can come at any time and does so, often.

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