“ It’s always been one of our storytelling techniques,” continues Rowley. Sam Lake, Remedy’s creative director and lead writer of Alan Wake 2, laughs, and adds: “Well, we had in-world TV series, but the technology didn’t allow us to use video textures, so the still frames and an audio track had to do.”īut the intent has always been there experimenting with the format and using various ways to tell stories has always been something of an MO for Remedy. “We used live action heavily in Quantum Break, we used it in Control, and we even had it in Alan Wake 1, right? In fact, we even had it in Max Payne!” “It’s something we do at Remedy,” says Alan Wake 2 game director, Kyle Rowley, in an interview with VG247. It was less in-your-face than Quantum Break, but still a distinct and stylised part of the whole game experience.īefore all this, though, Remedy was experimenting with live-action in a much more subtle (and technically limited way) as far back as 2001. It was met with a somewhat mixed reception, but it proved that there’s definitely a place for live-action footage in games, when it’s approached in the right way.Ĭontrol – Remedy’s most recent triple-A release – also folded live-action footage into the game by fleshing out the lore, and giving you video logs to watch that helped orientate the player in the weird, wonderful world of the Oldest House. Think about it: the most obvious implementation of live-action in Remedy games comes from Quantum Break, an avant-garde experiment in integrating a live-action television show in the middle of the game. No, I’m not talking about a Poets of the Fall/Old Gods of Asgard song ( not this time, anyway). If you’ve so much as booted up a Remedy game in the last 20 years, you’ll know there’s one thing that all of its projects has.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |