IbizaPocholo
NeoGAFs Kent Brockman
Remedy's Mikael Kasurinen sits down with us to reflect on the studio's 30 year history of making games.
Introduction to Remedy Entertainment
- The discussion begins with greetings and an introduction to Remedy Entertainment, a game development studio celebrating its 30-year anniversary.
- The guests express uncertainty about the exact founding date of Remedy, indicating that it may not be definitively known.
- Remedy is described as originating from a group of individuals in Finland who came together to create experimental games, suggesting a grassroots beginning.
- There is a mention of the 'hazy early years' of Remedy, highlighting the studio's folklore and the mystery surrounding its origins.
Early Career and Max Payne 2
- One of the guests shares their personal journey, starting with their entry into Remedy in 2001, where they worked as a gameplay designer on Max Payne 2.
- They recount their childhood passion for games, which began in the 90s with titles such as Doom and Quake, leading to their interest in game modding.
- The guest describes their excitement upon playing Max Payne, emphasizing the game's unique storytelling and action gameplay, which left a lasting impression on them.
- They also mention the tools provided by Remedy for modding, which allowed them to engage with the game community and ultimately led to their recruitment by the studio.
Transition to New IP and Alan Wake
- The conversation shifts to the development of Alan Wake, which was born out of a desire to create a new intellectual property after Remedy sold the rights to Max Payne.
- Initially considered as an open-world game, the project evolved over time, ultimately leading to the psychological action thriller that Alan Wake became.
- The discussion highlights the studio's efforts to blend the successful elements of Max Payne with new ideas to create a fresh gaming experience.
Evolution of Remedy's Identity
- As Remedy celebrates its 30th anniversary, the guests reflect on how the studio's identity has evolved over the years, akin to the growth of a person.
- They discuss the importance of childhood influences in shaping interests and how this theme is reflected in their games, particularly in the psychological aspects of Alan Wake.
- The guests note that while the studio began with a focus on action, it gradually incorporated deeper narrative elements, influenced by authors like Stephen King.
Quantum Break and Control
- The discussion transitions to Quantum Break, described as a stepping stone that integrated linear storytelling with player agency, which was a departure from previous works.
- Quantum Break's unique structure, which included a television component, is noted as an ambitious attempt to blend different media formats.
- The guests express pride in Quantum Break but also acknowledge the desire to return to a more open-ended gaming experience, which they explored further in Control.
- Control is highlighted as a culmination of Remedy's evolving style, presenting a rich universe filled with lore and interconnected narratives.
Remedy's Current and Future Projects
- The conversation concludes with a discussion about Remedy's current transition to a multi-project studio, moving away from focusing on one game at a time.
- Upcoming projects such as Control 2 and a new title called Firebreak are mentioned, indicating a period of growth and exploration for the studio.
- The guests express optimism about the future of Remedy, emphasizing the importance of taking time to ensure quality in their games.
- They conclude with a light-hearted remark about the studio's longevity and vitality as they continue to innovate in game development.
- The discussion begins with greetings and an introduction to Remedy Entertainment, a game development studio celebrating its 30-year anniversary.
- The guests express uncertainty about the exact founding date of Remedy, indicating that it may not be definitively known.
- Remedy is described as originating from a group of individuals in Finland who came together to create experimental games, suggesting a grassroots beginning.
- There is a mention of the 'hazy early years' of Remedy, highlighting the studio's folklore and the mystery surrounding its origins.
Early Career and Max Payne 2
- One of the guests shares their personal journey, starting with their entry into Remedy in 2001, where they worked as a gameplay designer on Max Payne 2.
- They recount their childhood passion for games, which began in the 90s with titles such as Doom and Quake, leading to their interest in game modding.
- The guest describes their excitement upon playing Max Payne, emphasizing the game's unique storytelling and action gameplay, which left a lasting impression on them.
- They also mention the tools provided by Remedy for modding, which allowed them to engage with the game community and ultimately led to their recruitment by the studio.
Transition to New IP and Alan Wake
- The conversation shifts to the development of Alan Wake, which was born out of a desire to create a new intellectual property after Remedy sold the rights to Max Payne.
- Initially considered as an open-world game, the project evolved over time, ultimately leading to the psychological action thriller that Alan Wake became.
- The discussion highlights the studio's efforts to blend the successful elements of Max Payne with new ideas to create a fresh gaming experience.
Evolution of Remedy's Identity
- As Remedy celebrates its 30th anniversary, the guests reflect on how the studio's identity has evolved over the years, akin to the growth of a person.
- They discuss the importance of childhood influences in shaping interests and how this theme is reflected in their games, particularly in the psychological aspects of Alan Wake.
- The guests note that while the studio began with a focus on action, it gradually incorporated deeper narrative elements, influenced by authors like Stephen King.
Quantum Break and Control
- The discussion transitions to Quantum Break, described as a stepping stone that integrated linear storytelling with player agency, which was a departure from previous works.
- Quantum Break's unique structure, which included a television component, is noted as an ambitious attempt to blend different media formats.
- The guests express pride in Quantum Break but also acknowledge the desire to return to a more open-ended gaming experience, which they explored further in Control.
- Control is highlighted as a culmination of Remedy's evolving style, presenting a rich universe filled with lore and interconnected narratives.
Remedy's Current and Future Projects
- The conversation concludes with a discussion about Remedy's current transition to a multi-project studio, moving away from focusing on one game at a time.
- Upcoming projects such as Control 2 and a new title called Firebreak are mentioned, indicating a period of growth and exploration for the studio.
- The guests express optimism about the future of Remedy, emphasizing the importance of taking time to ensure quality in their games.
- They conclude with a light-hearted remark about the studio's longevity and vitality as they continue to innovate in game development.