Remedy Interview - Part 3: "The Power Behind Wake"
A quick recap before we continue with our interview with Remedy, this being the final part! So far we've talked about their past - the early days of developing, past glories with Max Payne, etc. - but a good slice of the chatting was about their current project, Alan Wake. In our last part, Petri Järvilehto and Markus Mäki kindly told us little snippets of the game's style, premise and overall gameplay but since they were still working full steam on its creation, we couldn't really discuss too much about it without spoiling the fun for everyone! However, Wake is substantially different to Payne in almost every aspect - the most significant being the change from having linear "tube" levels to a living, open, fully-explorable world.
So we were particularly keen on gaining some idea as to what technology they were using for Alan Wake, as this would help us to tell you what kind of a PC system you're going to need to run this game and thoroughly enjoy it. It is worth repeating that Remedy are currently keeping the lid on pretty much all of the details surrounding Alan Wake. They're working flat out on its development, so we were quite lucky to get this information out of them - especially it was rather late in the day!
Remedy had already taken us through a real-time demonstration of Alan Wake, so it was time to get under the hood…
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