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James McCaffrey, the voice of Max Payne and Alan Wake 2’s Alex Casey, has died

James McCaffrey, an actor best known for his work with Remedy Entertainment on video game series like Max Payne and Alan Wake, has died.

TMZ revealed the 65-year-old actor died on Sunday from multiple myeloma, a type of cancer. “We are deeply saddened to hear about the passing of our beloved friend and collaborator James McCaffrey, the iconic voice of Max Payne and Alex Casey,” Remedy Entertainment posted on its official X account. “His remarkable talent gave life to our characters and left an enduring impact on our community. Our hearts go out to his family.”

Sam Lake and James McCaffrey stand together.
Sam Lake

As Remedy Entertainment’s tweet alluded to, McCaffrey is known for being the voice of Max Payne throughout that entire series, which is currently being remade by Remedy. He then played a prominent role in Alan Wake 2 as FBI Agent Alex Casey. He also had a career in film and television, appearing in shows like Viper, New York Undercover, and Rescue Me. Sam Lake, the writer and director behind the Max Payne and Alan Wake series, shared his feelings on McCaffrey’s passing on X.

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“I’m heartbroken to hear the sad news of James McCaffrey’s passing,” Lake wrote. “We worked together for more than 25 years. He was a lovely man and a dear friend. He was a key part of the Remedy family. He was a brilliant actor. No one could do what he did better than him. James was Max Payne, Thomas Zane, Zachariah Trench, and finally, Alex Casey. I had the honor of sharing Max Payne’s role and Casey’s role with him. He was a joy to work with. I will cherish his memory and I miss him. My deepest condolences to his family. Rest in peace, Jim.”

Tomas Franzese
As a Gaming Staff Writer at Digital Trends, Tomas Franzese reports on and reviews the latest releases and exciting…
All Word of Power locations in Alan Wake 2
Alan Wake sitting at a desk with a typewriter.

Alan Wake 2 splits its campaign up between the titular writer from the original game and a new character, FBI agent Saga. While the two play mostly the same, each one does have some bespoke elements. Aside from smaller touches like each having their own weapons and inventory, they also have different sets of collectibles to search out. While Saga needs to track down and solve things like Nursery Rhymes and open Cult Stashes, Alan's hidden items, called Words of Power, are more in line with his profession. These are more concepts than actual, physical items to grab, and must be picked up in a unique way. Not only are they worth finding because they unlock a Trophy, but they also will help smooth out the difficulty curve since they serve as upgrades for Alan. Our words may not be as powerful as Alan's, but they can still guide you to every Word of Power location in Alan Wake 2.
How Words of Power work
Words of Power are environmental objects that only Alan can interact with. While exploring his section, you will be able to hunt down these spots on the map and find a spiral of words written somewhere. To "collect" one, you simply need to shine your light on it from the right angle -- your controller will vibrate to let you know you're getting close.

Words of Power are divided into seven types, each of which offers three different upgrade options in different areas. Here's each type and how they can improve Alan's skills.

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The best weapon upgrades in Alan Wake 2
Saga fights off a Taken in Alan Wake 2.

The Dark Place and Cultists in Alan Wake 2 may be dark and twisted manifestations of an evil force, but once you shed away the darkness, everything will fall into your arsenal of firearms. Neither Alan nor FBI agent Saga are exactly equipped with the firepower you'd want when wandering through the haunted woods and mind-bending Dark Place, but they can make do with what they have in clever ways. Saga specifically is skilled enough to upgrade all the weapons in her inventory to better protect herself against the supernatural threats that stalk her. Upgrades don't come cheap, and if you find all the weapons in the game, you will need to make some tough calls on how you improve them. Here are the upgrades you need to see the final chapter of Alan Wake 2's story.
How weapon upgrades work

You can upgrade your weapons whenever you like in Alan Wake 2 by visiting Saga's Mind Place. Any weapon you have is available to upgrade there, provided you have the required amount of manuscript fragments that you collect from the hidden Luncboxes around the map. These are distinct from the Cult Stashes, so be on the lookout for them since you will need to find quite a few before you can afford even the first upgrade.
Best weapon upgrades
More Bullets
Your starting pistol may not be the most flashy gun in Alan Wake 2, but it is always reliable and it never stops being effective. The first upgrade you should get has to be More Bullets. This will increase the pistol's default magazine size from 12 to 18. This will obviously make it easier and safer to deal with encounters since you won't be caught reloading as often but also helps keep your inventory clean since less space will be taken up for ammo.
Another Headshot
For another pistol upgrade, Another Headshot is very powerful if you're a sharpshooter. If you can score two headshots in a row, the unlucky Cultist will be stunned for a comically long time. That gives you plenty of time to either deal free damage, heal, or just run away if you're low on resources and not prepared for a fight.
Ready for More
The best shotgun upgrade is easily Ready for More. Healing is not only a limited resource, which again takes up inventory space but also a somewhat long animation. If you're in a tight situation and on the verge of death, there usually isn't much you can do. Ready for More can bail you out since it will turn any kill you get with the shotgun into a bit of healing. It isn't a huge amount, but every bit makes a difference.
Two Shots
The Crossbow may be a late-game addition to your toolset, but is absolutely worth saving some manuscript fragments to upgrade ASAP. Two Shots is borderline essential, making it so you can fire twice rather than just once before needing to reload.
Magnetic Pull
Magnetic Pull could be the best upgrade in the game. With it, after you skewer an enemy with a bolt, switching to another gun will make those bullets track to the bolt for guaranteed hits. If you're comfortable swapping weapons on the fly, this is satisfying and efficient.

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I wish I loved Alan Wake 2’s most creative gameplay feature
Saga doing a deduction in the mind place.

Among all the marketing material and features shown off leading up to Alan Wake 2's release, nothing got me more excited to return to Bright Falls than The Mind Place. More than the focus on survival horror, the mix of live-action and in-game cinematics, or simply getting to conclude a story I began over a decade ago, the idea of a metaphorical space in which I -- or rather FBI agent Saga Anderson -- could visualize and construct the clues I was collecting to piece together the darkly magical mystery presented captivated my imagination most.

What we ended up getting wasn't quite what I hoped for. Created as a clever space where players could piece together the game's driving occult case, the space doesn't leave as much room for smart deduction as I'd hoped. For as much potential for this space had to elevate Alan Wake 2 on both a narrative and gameplay level, it felt like a missed opportunity during my playthrough that only slowed the sequel's strong momentum.
Not quite a True Detective
Creating a detective game where the player is an active participant in solving a mystery sounds like a nightmare to design. On one hand, the designers need to provide all the clues to reach the correct solution, while simultaneously making it neither too obvious nor obscure to solve. Lean too far in either direction and the player will either feel unsatisfied and potentially pandered to, or frustrated and betrayed. It is a task few games attempt, and even fewer manage to pull off.

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