The guys from Remedy, parents of the Max Payne saga and games like Alan Wake, have publicly talked about the way they work with Control. His new project, to videogame for which they are looking for something more sophisticated than their previous works have been.
If we look back and look at our previous games, Alan Wake had the flashlight, and that is all that I contributed; With Quantum Break, we went to step with the mechanics of time … but there was also some limit to how far we could go, “said Remedy director Mikael Kasurinen.” Essentially, there are no limits in Control & quot ;.
” We do not say that it is only a question of time, or of lights and shadows. to say, ‘Okay, all this has to turn around bullet time or light’, are concepts that help us focus on the game, which is always healthy and good; but maybe it comes from an era and a way of doing things that were totally different. “.
” It was a common philosophy among developers in the early 2000s : to perfect that playable loop of 30 seconds Like that the Halo series did: perfect that loop, make head shots feel good, and then repeat t hat non-stop, “the director comments in an interview with the official Xbox magazine. ” It was a common strategy and a good strategy, but I do not think it is enough today. You have to have that, of course, but then you have to have other layers for the experience: progression, strong characters, an interesting world to explore ”
” All this will cause even when people are not playing our title, keep thinking about him. What will I do when I return home and play Control? Will I face a secondary mission? It’s a very different time for video games, it seems to me. Our philosophy regarding the design of the game must also change, so it is not possible to fight with light as it was with Alan Wake, it has to be more than that and that is what we are doing with Control & quot ;.
Do you want to know how to play Remedy works? Check our impressions with Control, your new and ambitious project.