Alan Wake 2: Release Date, Gameplay Updates, Story Details, and Latest News

13 (real-world and in-game) years have passed since we left Alan Wake in the Dark Place. The 2010 action game/psychological thriller gained a cult following thanks to a compelling narrative that blends Stephen King-esque psychological mystery with the quirky charm and evocative surrealism of Twin Peaks. In the decade-plus since, Remedy has grown to become one of the industry’s premier development studios, and now it’s writing an all-new chapter with its first survival-horror game, Alan Wake 2.

Ahead of the sequel’s upcoming release, we’ve compiled this comprehensive overview of everything we know about Alan Wake 2, including a release date, platforms, price, gameplay updates, story details, and more.

Jump to:

Alan Wake 2 Release Date, Platforms, Price

Alan Wake 2 will be released on October 27 for PS5, Xbox Series X|S, and PC (via Epic Games Store). The survival-horror game will cost $60 USD on console and $50 on PC.

Alan Wake 2 will only be released digitally.

Alan Wake 2 Trailer

The latest Alan Wake 2 trailer, titled The Dark Place, was released at gamescom in August. Check out the hybrid live action-gameplay video below:

Alan Wake 2 Story and Plot

Alan Wake 2 picks up 13 years after the original. Alan, having saved his wife at the end of the first game, remains trapped in the Dark Place, a nightmare world with the power to turn fiction into reality. For over a dozen years, the writer has tried to write himself out of the Dark Place without success.

Complementing Alan’s horror story is the plight of the game’s second playable protagonist, accomplished FBI agent Saga Anderson. As Alan tries to write himself free, Saga is in base reality investigating a series of ritualistic murders in Bright Falls, where the first Alan Wake was set. The protagonists’ stories begin to merge when Saga finds pages of a horror story that starts to come true around her.

Alan Wake 2 is set across three Pacific Northwest locations: Bright Falls, the nearby fishing/logging city of Watery, and the fenced-off Cauldron Lake. “Saga obviously exists in our world, so it’s a more grounded reality, but it’s still Remedy’s take on the Pacific Northwest, which means it’s a little quirky, a little interesting, a little weird,” principal narrative designer Molly Maloney told IGN.

Alan Wake 2, unlike its T-rated predecessor, is rated M. Creative director Sam Lake called the rating “liberating,” to not make “compromises or censor yourself with the content.” He added: “For anything to do with Alan Wake the story is very central — this horror story. Let’s do Remedy’s take on a survival horror game and focus on story… the horror story is this psychological, layered, deep mystery to dive into. And yes, it’s going to be scary.”

As for the horror and detective stories that influenced Alan Wake 2, Remedy has referenced season one of True Detective, Silence of the Lambs, Twin Peaks, Fargo, Se7en, Taxi Driver, Inception, Hereditary, Midsommar, and Memento.

Remedy will once again incorporate live-action scenes into the story. Said Lake: “I really, really like using live action. And this time around, we were looking for stylization and ways to integrate it seamlessly into the experience. The Dark Place is this shifting dream reality, kind of a layered place where Alan Wake is churning through these layers and it just felt very suited for switching the medium to keep you off balance. And he’s confused. You are confused.”

The sequel exists in the growing Remedy Connected Universe, a narrative world in which the developer’s Alan Wake and Control franchises coexist. Remedy says the connection between Alan Wake 2 and Control, for example, extends beyond an Easter egg: “It is a crossover experience in [the] Remedy Connected Universe,” said Lake.” The Federal Bureau of Control does play a key role. Their presence in the area… we have key characters related to that and tying into this.”

Alan Wake 2 Gameplay

Alan Wake 2 looks to complement its narrative with a mix of combat, puzzles, detective work, and interactive story moments. Notably, the sequel will have fewer combat encounters than the original. Sam Lake and the team said they designed Alan Wake 2 with a main criticism of the first game in mind: the gameplay was too ‘samey.’

“So, we were looking for solutions and then we just realized that in survival horror, the pacing is slower,” said Lake. “[Alan Wake 2] leans much more on building up to an encounter and then having more strategic resource management and all. So we chose to give more variety in combat but also have less combat, instead we’ll have more moments to do things with the story.”

Alan will still face enemies, and when he does players will have to use the same flashlight technique from the first game to burn away the darkness before inflicting damage. “But we’re a bit more focused on the idea of paranoia and not being able to trust what’s real,” said Lake. “So we have enemies that are kind of shadowy. You’re not sure, some of them will fade away and then not attack you, but some of them will attack you.”

In his Alan Wake 2 hands-on preview, IGN’s Matt Purslow likened the combat to Resident Evil: “Alan Wake 2’s combat encounters are framed from an almost identical camera angle and have the remakes’ same snappy, stressful gunplay. There’s a grisly wound system, too, that opens up wet cavities with each gunshot.

“But that familiar foundation is blended with more original Remedy ideas. The dodge returns from the first game, so ducking beneath hurled hatchets and melee swipes is still part of the rhythm.”

As for Saga, in addition to combat, players can expect “gameplay of exploring the world, finding clues, talking to people, having this kind of case board where you’re piecing everything together.”

That case board exists within Saga’s Mind Place, accessible to players at the touch of a button. Here, Saga can review manuscript pages, character profiles, and the case board — a collection of string-connected pages and photos tacked to a wall where you can arrange clues and evidence in service to pushing Saga’s investigation forward.

Alan’s analog to Saga’s Mind Place and case board are The Writer’s Room and plot board. The plot board is a space for Alan to write new stories in an effort to reshape the reality of the Dark Place, open new pathways, and ultimately escape.

As for switching between the two characters, Remedy largely leaves that up to the player’s discretion: After introductory missions, you’ll be able to switch freely between Saga and Alan, except for when you’re in a place where switching could lead you to “miss a critical piece of information.”

Players can, for example, alternate between characters each chapter or see one character’s story all the way through before progressing the other.

As for the technical experience, Remedy developed Alan Wake 2 with 30 fps in mind. However, the developer recently announced a performance mode for PS5 and Xbox Series X, though specifics have not yet been revealed.

Visually, IGN’s Ryan McCaffrey, who’s played two missions of Alan Wake 2, said it’s “one of the most next-gen-looking games I’ve seen yet. Remedy’s in-house Northlight tech shines here, with lighting, texture detail, and especially character faces combining to craft a strikingly beautiful game.”

How to Play the First Alan Wake (and other Remedy Connected Universe Games)

Alan Wake 2 is the third game in the Remedy Connected Universe, a shared world in which the developer’s Alan Wake and Control franchises exist. (Quantum Break and Max Payne are “not really part” of the RCU, according to Remedy’s Same Lake, given the studio doesn’t own those IPs.)

Catching up on Alan Wake and Control (including its AWE DLC) ahead of Alan Wake 2 is likely to enhance the experience, though Remedy says the sequel is “set up as a stand-alone experience” and “newcomers can enjoy the thrill-ride with no past knowledge of the previous game.”

For those who want the complete RCU experience (so far), here’s where you can play the previously released games:

Alan Wake

The original Alan Wake is available on Xbox 360 and PC. However, we recommend playing 2021’s Alan Wake Remastered, available on PS5, Xbox Series X|S, PS4, Xbox One, Switch, and PC. The remaster contains an updated version of the original game as well as The Signal and The Writer DLCs.

A standalone expansion called Alan Wake: American Nightmare is not included in the remaster. The expansion is still tied to Xbox 360 and PC.

Control

Control was first released on PS4, Xbox One, and PC. However, we recommend playing Control Ultimate Edition, available on PS5, Xbox Series X|S, PS4, Xbox One, Switch (via cloud streaming), and PC. The Ultimate Edition includes the original game (with graphical/performance updates on newer consoles) and its two expansions: The Foundation and AWE.

Will Alan Wake 2 Have Expansions?

Yes, Remedy has already announced Alan Wake 2 will receive both free post-launch content and two paid expansions: Night Springs and Lake House. Both expansions are included with the Digital Deluxe version of the game (more info below).

Alan Wake 2 Editions, Preorder Bonus

Preorder Bonus

Preordering either version of Alan Wake 2 will net you the following in-game goodies:

  • Ornate Revolver Skin for Alan
  • Survival Resources Pack for Saga
  • Oh Deer Diner Sweater for Saga

Standard Edition – $50 USD (PC), $60 USD (Consoles)

  • Digital copy of Alan Wake 2

Digital Deluxe Edition – $70 USD (PC), $80 USD (Consoles)

  • Digital copy of Alan Wake 2
  • Expansion pass (includes Night Springs and Lake House expansions)
  • Nordic shotgun skin for Saga
  • Parliament shotgun skin for Alan
  • Crimson windbreaker for Saga
  • Celebrity suit for Alan
  • Lantern charm for Saga

Jordan covers games, shows, and movies as a freelance writer for IGN.

Feature: “We Wouldn’t Give The Silent Hill IP To A Team Like Yours” – Dementium: The Ward’s Origins And Switch Return

Atooi boss talks Hatch Tales’ delays and reviving a cult classic.

Over 15 years since its initial release on the Nintendo DS, horror FPS Dementium: The Ward is getting a re-release on the Nintendo Switch eShop, utilising the 2015 3DS remaster as its foundation.

While its creepy low-fi visuals and disturbing creature design have attracted a cult following over the years, Dementium remains a fairly niche title that, until now at least, has been fairly difficult to get hold of since the closure of the 3DS eShop earlier this year.

Read the full article on nintendolife.com

El Paso, Elsewhere Wears Its Bloodstained Heartbreak on Its Sleeve

There’s a moment at the very beginning of El Paso, Elsewhere, where the protagonist James Savage leans over the hood of a car pulled over in the middle of nowhere and makes a plea directly to the player. “I need you to believe…that I’m going to get back into this car, on the count of three, and stop my ex before she destroys us all. I need to know that you believe, so I can too.” He slowly counts to three, and in a blink, he’s in the El Paso hotel where she lies in wait. “Well,” he says, as if pleasantly surprised. “Here’s to believing.”

The parallels between this specific moment of James’ opening monologue and the story told to me by Strange Scaffold studio head Xalavier Nelson Jr. of the game’s development aren’t lost on me. He’s worked on over 80 projects in the past eight years, he tells me over a video call, across video games, comics, and tabletop, AAA and indie, licensed and original IP. His studio, Strange Scaffold, was founded out of a “deep passion for advocating to make games better, faster, cheaper, and healthier because our players deserve it.” As he speaks to me, Nelson walks Aristotelian laps around the brightly-painted living room, kitchen, and hallway of his house. Occasionally, he sprints to the PC to check a fact, then resumes his peripateticism.

I’ve interviewed Nelson before about his move from writing to every other aspect of game development, and his game-making philosophy centered around sustainability, broad collaboration, and deep introspection. When we last spoke on these subjects, it was about An Airport for Aliens Currently Run by Dogs – an extremely different kind of video game. And yet, not at all different. Both games center protagonists who are deeply in love, deeply hurt by it, and who spend a lot of time thinking about those feelings. Both games take place in colorful, almost surreal environments – albeit very different flavors of surreal. And both games are made with a distinct earnestness and sincerity that’s almost overpowering.

Two very different games, yes, but with the same heart. It’s intentional, Nelson says, and reflective across all of Strange Scaffold’s manifold projects. Wildly different swings all, but with the intent of cultivating a community that sticks around for their shared core of sincerity and introspection. That’s the Strange Scaffold portfolio strategy, but it almost destroyed them, for a lack of believing.

“So September 26th is when the game is supposed to come out, and we were going to run out of practically all of the money on October 1st,” he says. “I [started] to interact with the corporate and investment sectors of the games industry and they tell me, ‘You can’t make games like this.’ And I’m like, ‘Well, we’re doing it now. We do it over and over again. We do it profitably. We do it on time and on budget.’ And they say, ‘Yeah, that’s amazing. That’s astounding. You can’t do it like that though.’ And that ends up becoming a self-fulfilling prophecy in that if we don’t receive support, we don’t get to keep making games this way.”

We’re no longer on the red line but we’re still on the knife’s edge hoping that as we show up for our players, they show up for us too.

Nelson laments what he sees as a trend from industry publishers and investors to demand that studios like his make their games less risky by effectively risking the physical and mental health of their staff. “The assumption around the process of building games is that it must be harmful on some layer for it to have the chance of being successful,” he says. “Even on this game, again and again, we…were being told [by publishers and investors] that our emphasis on player and team health was a measure of our lack of ambition.”

“People kept asking me in rooms, ‘What game do you really want to make though? What do you really want to make? What’s your big swing?’ And I think it’s a big swing to give people amazing games over and over and over again that each provides something different for their lives. So we stuck by that. Yeah, it is what nearly drove us out of business. We managed to find some like-minded people that we’re no longer on the red line but I’ll be honest, we’re still on the knife’s edge hoping that as we show up for our players, they show up for us too.”

Like James Savage, like Tinkerbell in the Peter Pan stage play, studios like Nelson’s rely on audience belief. Even El Paso’s game over screen reiterates the message: You Keep Going. My own adventure with the game took a bit of a leap of faith, too. I loved the sincerity, silliness, and sadness of An Airport for Aliens Run by Dogs, but I’ve never played the shooters El Paso is inspired by (Max Payne, Hotline Miami) nor am I enthralled by the idea of shooting zombies. But I did exactly what Nelson hoped I’d do: I took a chance on El Paso, Elsewhere. And was rewarded many times over.

El Paso, Elsewhere is beautiful. It’s beautiful to look at, in its dramatic color contrasts of light and shadow and mixture of complex lighting effects against haunting PS1-style models and structures. Retro and modern all at once. It theoretically takes place in a hotel, if the hotel is infinitely deep and leads to hell, and the conceit works to keep the environments not just varied but perpetually and appropriately unsettling.

Writing is where El Paso especially shines, specifically Savage’s steady narration and interplay with the player. His speech is heavy with the poetry we imagine we think of when we stare out the window, nearly hungover, at 3AM in the wake of some grief. But El Paso is also full of hope and energy, both in its overall story (which I shall not spoil, but it’s good!) and in the relentless total radness of slow-mo dodging a zombie and filling its head with bullets midair while a punchy hip-hop soundtrack thrums in your ears. Yeah, James Savage is righteously sad and on a lot of drugs, but he still looks really freaking cool shooting biblically accurate angels out of the sky. Shooting feels cool too, fast and snappy, and action movie-esque in its momentum. Put it all together? Consider me a believer.

Though he’s the one speaking to me, Nelson’s whole philosophy is against the idea that one person could be the face of the entire project, or even that a faceless Strange Scaffold “brand” could be responsible for it. He wants players to feel the creativity and identity of each individual developer that touched the project, from the music of RJ Lake to Romero Bonickhausen’s cutscenes to Gary Kings’ work on the game’s trailers. And every other name in the credits, too.

“I honestly feel like we have done players a disservice, so earnestly making them focus on studio brands or legacy characters rather than saying, ‘This person told the story that made you cry. This person made the characters who you cosplayed as. This person made the gameplay that when you play every other game in this genre, this person and this group of people designed the mechanics that you miss in your hands years later.’”

Nelson gives a personal example: Binary Domain. It’s a game made by Yakuza and Like a Dragon developers Ryu Ga Gotoku studio, and it’s wildly different from the franchise the developers have become known for. But Nelson loves it, because it has the same heart as the Like a Dragon series that he already loves.

“It’s a little bit like comic books,” he continues. “You probably aren’t a fan of Batman, you’re a fan of how Frank Miller wrote them or Tom King. You’re a fan of how a specific person’s lens of interpretation changes a work. I think if you apply that lens to video games, we’ve seen a lot of things where people are not allowed to just think about making video games and doing their jobs and delivering the experiences that players love. Layoffs, the recent Unity news, there’s a variety of distractions…I have realized the reason that buying games for me is such a roll of the dice is because I’m just looking over and over to see when and where a team is allowed to have that earnestness and that creative spirit and that individual expression is allowed to really speak. Because I believe it is in AAA games, I believe it is in indie games, it’s in AA games and it is one of the first things to be strangled by production decisions that do not acknowledge its existence at all.”

You probably aren’t a fan of Batman, you’re a fan of how Frank Miller wrote them or Tom King. You’re a fan of how a specific person’s lens of interpretation changes a work.

El Paso, Elsewhere was not free of those “distractions” – Nelson is candid about that too. Apart from the funding crisis, he says the game was essentially made entirely in 10 months (though in planning for two years). 50 chapters, a full rap album, over 40 minutes of 3D animated cinematic cutscenes – it was a lot in a short time period, even with Strange Scaffold’s efforts to keep its people from overworking. “Every single time someone does something cool, it creates work for other people if only because they are inspired to do something amazing,” Nelson says. Exhilarating, yes, but exhausting.

“As a leader, I’ve done what I can to mitigate some of the negative effects of that, but the process of pulling this game together and making the best version of it according to our vision and our time and our scope and our budget has been, I think, pretty intensive for the team,” he says. “And while we’ve created periods of rest, we’ve spoken, we communicate really intelligently, there’s one thing I look at with some pain and regret it is that we made a game so big and so cool that the end of its development cycle did not represent the philosophical desires that we have for the development cycle as a whole.”

But Nelson isn’t giving up on his vision. He and Strange Scaffold plan to continue looking for ways to keep the studio’s structure but nix the urgency, speed, and pain that so often comes with deadlines. And perhaps with the critical success of El Paso, Elsewhere, he’ll find more believers willing to support future earnest endeavors, whatever the genre or theme. Like Savage and the player, mutually staring down death and heartbreak and game over screens: You keep going.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

This Is Why I Shouldn’t Have the Power to Design My Own Pokémon Shirt

You’re reading the fourth chapter of my eight-day travelog recounting my unbelievable trip to Japan to cover the 2023 Pokémon World Championships.

If you already haven’t, be sure to check out the other chapters:

Day 4 – Psyduck Fan, Unleashed

7:45 am – I wake up actually feeling rested for the first time since we got to Japan. The first stop of the day is to Pokémon Center Shibuya, and then we’ll be set free to explore the area, shop, and eat, so I figure I should have a light breakfast. I go to the buffet and grab a Malasada donut, Spanish omelet, croissant, orange slices, berry pastry, chocolate pastry, coffee, orange juice, thin pancakes with berries, and a piping-hot slice of lasagna.

8:25 am – We pile onto the bus and start our journey to Shibuya. It strikes me how this is our fourth day here and the World Championships haven’t even started, yet we’ve seen and done an astounding amount of stuff. We’re getting the full experience, indeed. This feeling continued to strike me for the next two hours.

10:25 am – Two hours later, we arrive at Pokémon Center Shibuya, on the sixth floor of the Shibuya Parco shopping mall in Tokyo. This is the third Pokémon Center of the trip yet there are still new things to be found. The first thing that catches the group’s eye is the newly released Wigglet plushie. As you can see, it looks totally fine and there’s nothing more to say about it.

10:35 am – I see a line forming behind a set of machines and discover they let you design your own Pokémon shirt!

A few minutes of waiting and I’m on a console scrolling through all of the options. There are a decent amount of layouts and styles, and I’m drawn to the one where you can display your team of six Pokémon.

I decide to imitate those Pokémon Trainers from the games that have a team full of the same unevolved Pokémon and then the last one is the evolved form, but with my favorite Pokémon, Psyduck!

After submitting my design, an attendant tells me it takes an hour for the shirt to be printed and prepped for pickup.

10:55 am – On the way to the checkout line, I find a Pikachu hand fan and decide to make what would be the most important, life-saving purchase of my entire trip, because it somehow feels even hotter today than it had before.

11:23 am – With my purchases in-hand, I pop over to the Nintendo Store across from the Pokémon Center and say hello to the Hero of Time. I’m tempted to buy something here, too, but manage to exercise some self-control. First time for everything!

11:41 am – We decide to grab some food and wind up in the mall’s lowest level, a basement with mirrored ceilings full of different restaurants. I order mackerel with herbed breadcrumbs that comes with a salad, mashed potatoes, with a side of tangy-spicy sauce. It’s the bomb.

11:55 am – The bus is going to leave soon, so we circle back to the Pokémon Center to pick up our shirts now that they’ve had time to be printed out. It’s magnificent.

3:00 pm – After a bit of downtime, we meet up again to attend the Pokémon x NHK Symphony Special Orchestra. We’ve been running around so much these past few days, it’s a nice change of pace to sit back, relax, and enjoy some fine Pokémon music.

Part One of the program treats us to classic music from the various places the Pokémon World Championships have been held over the years, finally ending here in Japan. It’s a fun trip down memory lane that shows the legacy of the competition, the cool designs from past Worlds, and the many players who have made a name for themselves over the years. It’s a fitting tribute that captures the excitement and camaraderie that every Worlds creates. It also reminds me that my first Worlds was 2016 in San Francisco.

The second part of the program treats us to the opening theme of every main series Pokémon video game, while the third is a selection of tunes from the Paldea Region. The show culminates with “Victory Lies Before You!” from Pokémon Black and White, an energetic piece that ends things with a bang. It’s a fantastic choice go to go out on, as it leaves me feeling pumped up for Worlds to kick off tomorrow. Besides, everyone knows Black and White music just hits different.

5:20 pm – The excellent orchestral performance gives me just enough energy to make it back to the hotel. The tiredness of the past few days finally catches up with me and I pass out on the bed without eating dinner or taking my clothes off.

Don’t forget to come back tomorrow for Day 5, when the Pokémon World Championships finally begin!

Until then, check out our other coverage on Pokémon Worlds:

Guide: Best Mortal Kombat Games On Nintendo Systems – Every MK, Ranked By You

Sub-Zero to ‘Hero.

When you think back on the significant controversy caused by Mortal Kombat back in the ’90s, it’s almost incredible that the series not only survived such choppy waters but managed to flourish into one of the most iconic video game franchises of all time.

Over the course of the next 30 years, Mortal Kombat would reinvent itself numerous times, shaking off the limitations of past hardware to introduce new and more disturbing ways to push the boundaries of video game violence to its absolute limits, and we’re all here for it.

Read the full article on nintendolife.com

Talking Point: What Are You Playing This Weekend? (September 30th)

Game on!

Well, it’s the end of September. Feel sick yet? Let’s discuss some weekend gaming plans to help out.

Before we dive into all that fun stuff, though, let’s first take a look at some of this week’s highlights. We heard the news that Hideki Kamiya was leaving PlatinumGames, took a look at the new collaboration between Pokémon and the Van Gogh Museum — and kept up with the ensuing scalping drama — and finally got another addition to the NSO GBA library in the shape of Kirby & the Amazing Mirror.

Read the full article on nintendolife.com

First Paid DLC For Spooky Fishing Adventure Dredge Delayed

It will now arrive in 2024.

It’s that time of year again when we’re starting to see the odd delay or two, and the latest one to join the list is an update for the spooky fishing sim Dredge.

Black Salt Games has today issued an announcement via social media about the delay of the first paid DLC ‘The Iron Rig’, which will no longer make Q4 2023. It will now be arriving at some point in 2024.

Read the full article on nintendolife.com

Epic Insists “Mediatonic’s Work On Fall Guys Continues To Be A Company Priority”

16% of Epic’s workforce has been axed.

Epic Games this week laid off 16% of its workforce, with Bloomberg’s Jason Schreier suggesting the Fall Guys developer Mediatonic had been “hit very hard”.

This allegedly followed with claims elsewhere online that the entire UK-based team had been cut. Apparently, this is not the case. In a statement to our friends at VGC, an Epic Games spokesperson said Mediatonic was still intact, labelling certain initial reports “false”.

Read the full article on nintendolife.com

Video: Another Code: Recollection Side-By-Side Graphics Comparison (Switch & DS)

See how this new release compares to the original.

One of the surprises of Nintendo’s recent Direct broadcast was the announcement Cing’s classic point-and-click adventure series Another Code would be getting an enhanced release on the Nintendo Switch. It will contain the 2005 DS title Another Code: Two Memories (known as Trace Memory in North America) and the 2009 sequel Another Code: R – A Journey into Lost Memories from the Wii era.

If you’re wondering just how much of an improvement the latest version is, the YouTube channel GameXplain has put together a side-by-side graphics comparison video showing the original DS release alongside the new Switch version. As you can see, this new version is a massive step up from the original. It’s also changed the perspective slightly, so the third-person camera is now directly behind the characters.

Read the full article on nintendolife.com

Counter-Strike 2 Players Express Disappointment as Many of CS:GO’s Key Features Disappear

After a surprise announcement earlier this year, Valve surprised players once again by suddenly releasing Counter-Strike 2 as an update to Counter-Strike: Global Offensive on Wednesday after a long beta period. Along with several new gameplay aspects, Counter-Strike 2 brings a few major changes, like weapon refunds and overhauled graphics, to the model that helped its predecessor become one of the most-played Steam games of all time.

Unfortunately for quite a few players, though, the original Counter-Strike: Global Offensive was completely replaced by Counter-Strike 2 (aside from being playable as an offline “demo”), which seems to be missing quite a few beloved features from the original game. Now, players caught off guard are taking to Reddit and X/Twitter to share their concerns about the game’s current state.

Just hours after CS2’s release, players began taking note of missing features. Reddit user u/cosmictrigger01 compiled a list of larger aspects of CS:GO that have mysteriously disappeared from CS2, which includes several competitive and Wingman maps, workshop maps, and entire game modes like Arms Race, Flying Scoutsman, and Danger Zone. In the replies, and across Twitter and Reddit, other players have now joined in on wondering where these modes went and if they’ll return.

“I played Arms Race so much, usually with the same group of guys who just happened to be on at the same time as me,” Reddit user u/theicarusambition commented. “So many strangers turned friends, and so many good times. It’d be a real shame if CS2 nixes it.”

As GamesRadar pointed out, some Arms Race maps were leaked, hinting at the potential return of the mode in the near future. Still, these players felt concerned that Valve took away these modes without warning.

Aside from removed features, a small chunk of CS2’s playerbase can’t even access the game at all anymore — Valve also removed support for players on Mac, with no word on if it’ll be re-added or not.

Players have also raised issues about other technical features, including commands like the bob animation-changing “cl_bob,” the absence of which sparked outcry during CS2’s beta.

Other players have complained about CS:2’s servers. While Valve upped CS2’s tick rate with a new system, some international players have noted that the game’s servers have led to an “almost unplayable” game in comparison to CS:GO.

“My agent and enemy agent lag very hard, can’t switch weapons sometimes…, can’t jump sometimes when I try to throw a grenade and there a lot of lags like these,” Reddit user u/ykoonab (who mentioned that they’re playing from Central Asia) posted.

For its part, Valve has acknowledged the server issues, having “hit server capacity in different regions.” They said they’re adding more server capacity “as fast as possible.”

As with other Counter-Strike games, quite a few players also have felt like Counter-Strike 2 just hasn’t added enough new features since its beta version (or since the original CS:GO entirely).

“Very weird how all of the hype for the last few weeks lead up to… basically nothing,” streamer Anomaly said on Twitter.

Of course, the reaction to CS2’s surprise launch hasn’t been all negative. Twitter and Reddit are also filled with players praising the game’s overhauled graphics, discussing new features like responsive smoke grenades, and (of course) sharing some impressive clips.

Still, though, the players that are disappointed have been pretty vocal, and Valve hasn’t yet responded to concerns about the game (other than threatening to ban cheaters and their friends). Now, it’s just a matter of waiting to see if Valve brings these missing features back, or if this is just what Counter-Strike will look like going forward. Valve has not yet responded to IGN’s request for comment.

IGN has reached out to Valve for comment.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun. Find them on Twitter: @ameliazollner.