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Remedy Learning Lessons From Alan Wake

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It's an old cliche that you learn from your mistakes, but it's ultimately true. At least in the eyes of Remedy and their managing director Matias Myllyrinne.

Following the development of Alan Wake, which started back in 2005,  Myllyrinne told Edge magazine that they've learnt how to pace their games a lot better and how making mistakes is keeping them on their creative toes.

“We’ll continue to make mistakes, but I think we won’t make the same mistakes... You’re supposed to fuck up every now and again, and if you’re not making mistakes, you’re pretty much not taking enough risks."

“I think that’s perfectly fine and we want to embrace that: everyone’s allowed to fail here at what they do, and I think that’s part of the safety net that allows people to try harder and push themselves.”

He also defended the switch of Alan Wake from its original sandbox game design saying as an example:

“Those moments that we had in development when you’re supposed to have a dramatic moment, if you’re not controlling the pacing, the player’s turning up to a scene in a monster truck and you’re going: ‘Okay… it’s supposed to be a dramatic love scene, the characters are going through serious marital issues’, and yet the player comes jumping over logs with a frigging monster truck.”

New Alan Wake product has been announced by Remedy, although it is stressed that it is neither a sequel or DLC. My hope is for Thomas Zane...

(Source: VG 24/7)

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