Remedy Interview - Part 2: "And Now For Something New"
Järvilehto: There are a lot of good things coming but we couldn't name a single feature - at this stage.
Järvilehto: It's flattering - it's very cool to see that when there's something that you've created and that you can see that it's almost become like a standard in action games. Mäki: Even other games, like driving ones have slow motion now! You know, it's seems kind of obvious now - it's just funny that no-one else had done in it in the game context to that level. But it is flattering and I don't feel that something's taken away from us if they copied that feature.
Järvilehto: The premise for the game is that Alan Wake is suffering from a severe case of insomnia and he travels to the Bright Falls town area - there's a sleep clinic there where he goes to recovery and then bad things start to happen!
Järvilehto: We definitely have intense action sequences - no question about that... Mäki: That's our background; that's what Remedy is about... Järvilehto: But in Wake's case, building up to those encounters - how we lead into them, how we foreshadow them, that's something that we're putting more emphasis on. In Max, an encounter could be 0.2 seconds and it's over, but in Wake it's a lot more about how we can keep the player on his toes for a longer time before things start to actually happen. We're putting even more effort into building tension and suspense.
Järvilehto: Your words! [laughs]
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