If anything, we grew more determined as years passed. But getting a large game project funded and greenlit is a complex effort that depends on many things, some of which are beyond our control. Images within this article are from CG trailer, not actual gameplay.įor over a decade, after Alan Wake, in between every project we have made, I have eagerly worked on Alan Wake 2 with a small core team, dreaming up different incarnations of the concept. And it’s also the reason, for its themes of an artist’s process, that Alan Wake has always meant the world to me. ![]() But looking back now, it’s clear that it had to be a hard journey, because if anything, Alan Wake is about the struggle to create a work of art. We didn’t know that it was going to be a hard journey for us at Remedy as well. Alan Wake is about the laws of drama, and we knew that for the story to continue, for Alan Wake to survive, it would have to be a hard journey for him. ![]() When we, at the end of the game, left Alan Wake off in the supernatural nightmare dimension of the Dark Place, it felt like a fitting end to our horror story, but also like a cool cliffhanger of things to come. But so, with Alan Wake, we were thinking about a sequel early on. With Max Payne, it all worked out great in the end, even if the first story wasn’t planned with a follow-up in mind. It was a lesson learned from Max Payne, our breakout hit game, where the idea of a sequel never crossed our minds before the game was out. Alan Wake was the first Remedy Entertainment game where we were planning on a sequel already when working on the first game.
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