![]() He also stresses that there's more of a focus on gameplay this time around. Virtala says it "represents a new step for Remedy", pointing to the firm's previously announced strategy to branch into shorter games and multiple projects, of which this is the first. But the bizarre happenings within the Oldest House, the transforming environment, and the promise of less linear gameplay indicates Remedy is trying something very different. we didn't want to face that again"Īt first glance, it seems similar to past Remedy titles, with heroine Jesse even showcasing abilities reminiscent of those seen in Quantum Break. "Being in a position where we had done all that groundwork and then there was not a possibility to continue those stories. Shown only via a surreal teaser trailer during PlayStation's press conference, Control was further demonstrated with a behind-closed-doors preview of the gameplay. The game is a supernatural action adventure set in the mysterious building known as the Oldest House, the official headquarters for the Federal Bureau of Control. With Microsoft holding onto the publishing rights for Alan Wake and the Quantum Break IP, Remedy has been determined to retain ownership of its upcoming 'Project 7', unveiled at last month's Los Angeles expo as the fittingly-titled Control. And now for the second time being in a position where we had done all that groundwork and then there was not a possibility to continue those stories. We can create excellent games, but the type of games we do with an immersive world and characters, memorable stories - those are typically building blocks in any entertainment business for franchises that could live for a long time. "But maybe the biggest lessons were on the business and production side. "You always learn on every aspect, definitely on the creative side," he tells when we meet at E3 2018. Nevertheless CEO Tero Virtala, who joined just a few months after the launch of Quantum Break, is disappointed the studio hasn't be able to follow up on all the effort put into that title. #ALAN WAKE 2 E3 2016 PLUS#With Xbox's strong performance in the previous generation, plus Microsoft's original plans for a TV-infused strategy with its next console, it's understandable why Remedy maintained that relationship. #ALAN WAKE 2 E3 2016 FULL#After Alan Wake proved to be a hit (although, again, not enough to warrant a full sequel), work on Quantum Break began at a time when neither the Xbox One nor PlayStation 4 had been released. The latter is in part due to the Finnish developer's long-running collaboration with Microsoft. It was also exclusive to Microsoft platforms when it launched in 2016 which, being a second-place platform, didn't help it sell well enough to warrant a sequel. The ambitious original IP combined action gameplay with live-action TV episodes that changed depending on choices made in the game, which dramatically ramped up production time and costs. #ALAN WAKE 2 E3 2016 SERIES#Quantum Break taught Remedy Entertainment a series of hard lessons. ![]()
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