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YouGamers.com Articles Remedy Interview - Part 2: "And Now For Something New"

Remedy Interview - Part 2: "And Now For Something New"

 
By: Nick Evanson Apr 02, 2007


YouGamers: As shown in the trailer, the game area is huge...

Järvilehto: The game world itself is massive and we put a lot of effort into building tools so that we can generate massively large areas pretty easily and also maintain and script them. I think that's one of things that we get a big kick out of - with the Max Payne games we were effectively building a linear tube for so long that it feels good to stretch out a bit!


YouGamers: So it's a lot more open? The player can go off and explore for a little bit if they want to?

Järvilehto: Yes - it is a seamless, open world.


YouGamers: The average player probably doesn't appreciate just how much effort needs to go into creating a life-like world - even a small level. Once you expand it to 10 km x 10 km... (In comparison, Oblivion's play area is around 6.5km by 6.5 km - Ed)

Järvilehto: Building such a large environment is a completely different experience than creating the linear levels for Max Payne. I think it would be fair to say that with Max we were creating the sets for a movie, whereas with Wake we're now building an entire world for the players to experience.

Ah, such a nice view - even better that you can go off and explore it.
Ewww! Creepy!


YouGamers: People were amazed by the day-night-storm-sunny changes you showed in your teaser. How do they work in the game? Let's say if someone just stands still in one place, will the day-night cycle really happen and will there be any storms randomly appearing or are all these scripted based on the missions?

Järvilehto: We're keeping control of the world clock, so time progression is tied into player progression. That way we can link the drama and storyline content into the time of day, which gives us a lot of good options. The world simulation itself does run constantly on the background, so weather keeps changing even if you just stand still.


YouGamers: How is the learning curve handled in Alan Wake? Is it a case of a simple slider in the control panel or have you implemented something more dynamic?

Järvilehto: We already had a dynamic difficulty built into both Max Payne games, and we'll be moving along the same lines with Wake as well. We feel that it's really important that we monitor the players skill level and that the game adapts and tries to offer the best experience to each player.


YouGamers: Can you share any info on the hooded guys shown in the trailers? They really give us the creeps and it'd be interesting to know what kind of a role they have in the game.

Mäki: No, we're not talking about that yet. (smiles....much pouting of lips from YG crew)




 

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