Summary
Alan Wake 2is not a game that has been waiting for praise. Since its release back in October, the title has been applauded for its panache, striking game direction, use of music, and creative storytelling. Interestingly enough, the game actually has a major feature in common withthe controversialFable 3, the last major title from Lionhead Studios.
When Lionhead releasedFable 3, it left many fans of the series somewhat perplexed. While the previous twoFablegames were more open-ended and followed traditional RPG archetypes,Fable 3was more linear, with a greater emphasis on its main story, complete with a spoken, pre-defined protagonist. Along with these redesigned elements were changes to the core gameplay and features of the game, with a good number of them being rather experimental for the time. Thirteen years later, fellow experimental gameAlan Wake 2seems to draw from the same well of inspiration when it comes to one mechanic.

Alan Wake 2’s Mind Place/Writer’s Room Vs. Fable 3’s Sanctuary
TheMind Place is a key component ofAlan Wake 2, as it helps players make sense of the game’s complex plot in a canonical, immersive way. In the Mind Place (which is mirrored in the Writer’s Room for Alan Wake’s missions), Saga can piece together key plot points, but she can also view collectibles, examine maps, and manage her upgrades, making it a sort of highly interactive pause menu (although accessing it doesn’t actually pause the game).
Those familiar withFable 3may note that this sounds remarkably similar to the Sanctuary. The Sanctuary is a sort of headquarters for the player inFable 3, replacing the typical pause menu UI with a fully interactive, in-universe location that can be explored. In this area, players can accessFable 3’s customization options, change gear, manage upgrades, and more, all while enjoying a lore-friendly and engaging in-game location. However, the Sanctuary was not nearly as well-received asAlan Wake’s Mind Place or Writer’s Room.
Fable 3 Walked So Alan Wake 2 Could Run
Despite being released thirteen years prior toAlan Wake 2(in the same year the firstAlan Wakereleased, incidentally),Fable 3is actually far more extensive when it comes to the capabilities of its immersive pause menu. Some features of the Sanctuary that aren’t shared with the Mind Place or Writer’s Room include:
Sadly, this system, like many oftheFableseries' mechanics, was a bit too ambitious for its own good. As its novelty wore off, the Sanctuary wound up feeling more like a roadblock for many players, as it could seem like an unnecessarily slower version of a traditional pause screen. The technical limitations of 2010 gaming hardware have to be mentioned here, as loading a completely different environment took substantially longer than it does today. The problem isn’t helped by the fact that the Sanctuary is actually comprised of several disparate rooms, making simple tasks like changing weapons and outfits sluggish and arduous.
EnterAlan Wake 2,two console generations later. Remedy’s 2023 survival horror game refines the concept of the Sanctuary, with some help from modern technology that makes loading almost instantaneous. Advanced hardware and a solid vision allow the Mind Place and Writer’s Room to enhanceAlan Wake 2’s strong narrative, as they keep players in the game’s universe without hurting the overall gaming experience. When theFablereboot eventually releases, perhaps it could reintroduce the Sanctuary, leveraging modern hardware and learning from both its predecessor andAlan Wake 2to secure a unique and intriguing feature.
Alan Wake 2
WHERE TO PLAY
A string of ritualistic murders threatens Bright Falls, a small-town community surrounded by Pacific Northwest wilderness. Saga Anderson, an accomplished FBI agent with a reputation for solving impossible cases arrives to investigate the murders. Anderson’s case spirals into a nightmare when she discovers pages of a horror story that starts to come true around her.Alan Wake, a lost writer trapped in a nightmare beyond our world, writes a dark story in an attempt to shape the reality around him and escape his prison. With a dark horror hunting him, Wake is trying to retain his sanity and beat the devil at his own game.Anderson and Wake are two heroes on two desperate journeys in two separate realities, connected at heart in ways neither of them can understand: reflecting each other, echoing each other, and affecting the worlds around them.Fueled by the horror story, supernatural darkness invades Bright Falls, corrupting the locals and threatening the loved ones of both Anderson and Wake. Light is their weapon—and their safe haven — against the darkness they face. Trapped in a sinister horror story where there are only victims and monsters, can they break out to be the heroes they need to be?