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: What's the approximate game length? Max Payne and Payne 2 were criticised somewhat for being on the short side. Have you taken this into consideration and made the game much longer?
Järvilehto: Yes we have. We don't like to pad our games with mediocre filling. In fact, we made the decision to cut out some of the content from both Maxs before shipping because we felt it wasn't good enough. That's why we went for a mission driven game, which allows us to create a lot longer gameplay experience with more things to do.
Just some of the glory that Remedy has won!
And it's still a great game...
YouGamers: Alan had a nice little gun at one point in the gameplay footage you showed us and Max had, of course, lots of guns! Is it fairly low-key on the gun side of things or will Alan have a chance to be Schwarzenegger?
Järvilehto: That's one that's just too hard to answer without giving any spoilers away...
Mäki: ...but it is an action game, and guns are definitely a part of the gameplay.
YouGamers: You showed us a sequence where Alan wakes up with a gun in his hand, whereas before he was just driving a car! Is that typical of how an action sequence is introduced - before you have "normal life" and then you have something "completely different"?
Järvilehto: We're effectively playing around with what's real and what's not; what's subjective, what's objective. The way the whole thing works is that Alan is writing stories that become true - his own worst nightmares are starting to become realised around him in Bright Falls and that provides us with a lot of opportunities for intense conflict-scenarios! Trust us! [laughs]
YouGamers: So it will be a bit like Max Payne's drug sequences? [grins]
Järvilehto: There are some elements there that we feel worked well and that can be taken a lot further. Those were fun experiments but we'll have to see... [smiles wryly]