Embracer CEO Lars Wingefors has acknowledged it's «way too early» for the company to «start talking about» acquiring new studios.
23.03.2024 - 00:03 / thegamer.com / Saga Anderson
Alan Wake 2 was easily one of the best games last year, and that's saying something when you stand back and look at how amazing 2023 was. A lot of that was down to how Alan Wake 2 experimented with bold and interesting features, and the Dark Place was a hub for Remedy to go wild with unique ideas such as light shifting and reality swapping. However, these features may not have been added had Remedy not first created a confusing and complex Dark Place prototype in the first place.
Speaking at a panel during GDC 2024, principal environment artist Nazareno Urbano explained that the prototype for the Dark Place was pretty rough, and admitted that it had far too much backtracking, a lot of confusing puzzles, and was too complex for the narrative. All of that made traversing the Dark Place pretty unsatisfying, but weirdly enough, Urbano explains that the Dark Place's biggest problem was that it was way too dark.
To combat these problems, Remedy worked on a series of unique features to make traversing the Dark Place more interesting. Alan's ability to shift reality by using light, using the plot board to alter environments, and randomly teleporting Alan to different locations via game dev trickery were all features and methods used to make getting around the Dark Place less frustrating.
Urbano also goes deeper into some of the level design and how the Dark Place was meticulously crafted to ensure the player knows where they're going at all times. For example, it's explained that the Dark Place was deliberately designed so that every major area you can visit is visible from the Center Plaza. Remedy was also struggling with player guidance due to how open the area was and the aforementioned darkness, so they used plenty of neon signs to subtly guide them.
It's interesting to hear what Alan Wake 2 was like back before certain features were tweaked and tinkered with. Another prime example of that was Saga Anderson's Case Board, which associate game director Simon Wasselin and narrative designer Molly Maloney explained in a different panel would have allowed players to make incorrect assessments. However, it was apparent during testing that the feature was too "anxiety-inducing" and the feedback was overwhelmingly negative as a result.
Embracer CEO Lars Wingefors has acknowledged it's «way too early» for the company to «start talking about» acquiring new studios.
It is no secret that Larian Studios worked for around six years on . The developer changed gameplay elements, narratives, and graphics during that time. However, hid a secret change to one companion that was only discovered recently at the 2024 Game Developers Conference.
After failing to close a $2 billion deal with Saudia Arabia’s Savvy Games Group, in June of last year, Embracer Group announced that it would be shuttering studios, cutting jobs, and cancelling games as part of a significant internal restructuring program in order to get its finances back into shape. That restructuring program is now finally over, with Gearbox Entertainment’s sale to Take-Two Interactive for $460 million seemingly being the final major step of that process.
Helldivers 2 developer Arrowhead Game Studios recently received a gift package from Alan Wake 2 and Control developer Remedy Games, and it came with a letter penned by none other than Alan Wake himself. It's a fun read, an in-character mix of two game worlds worth of lore, filtered through the persona of one gaming's most iconic writers, and spliced with the events of today's industry. Here's the letter in full:
A new Helldivers 2 Major Order has upped the ante in the ongoing fight against the Automatons, sending players straight back to Malevelon Creek in a push to destroy a major bot factory. But this order has come amidst a suspiciously quiet moment on the western war front, and I'm more convinced than ever that we're just in the eye of the storm.
Like many people excited for the newest Stardew Valley update, I rebooted my old save file that I hadn’t touched in a couple of years to get ready for new content.
There’s nothing quite like a good ol’ horror game to get the blood pumping. While the majority of games out there pivot around the idea of empowering the player with a growing assortment of weapons and abilities with which to overcome enemies and obstacles, a good horror game is all about tipping the scales of any scenario to put you at a disadvantage against the many terrors that go bump in the night.
Alan Wake 2's Case Board was given such overwhelmingly negative feedback during development due to its "anxiety-inducing" mechanical depth that it had to be toned down a ton for the final game.
Astarion is one of the most iconic characters to come out of Baldur's Gate 3, a pompous high elf magistrate turned vampire spawn adorned in equally as pretentious clothing. But at some point during development, he was a tiefling.
Remedy has good news for fans of Alan Wake and Control, hinting that the time between games won't be as long as the wait between Alan Wake 2 and its predecessor. As the Remedy universe continues to grow, the studio behind Alan Wake and Control has ambitious goals for both series.
Tero Virtala, the CEO of Remedy Entertainment, has made it clear that upcoming Alan Wake sequels will be coming out more steadily. The original game was released in 2010, but Alan Wake 2 didn’t hit the market until October 2023.
Control and Alan Wake have both brought Remedy Entertainment plenty of success in recent years, with Control having sold 4 million units, and Alan Wake 2 hitting 1.3 million sales to become the studio’s fastest-selling game. It’s no surprise, then, that the developer intends to keep expanding both franchises with more new releases going forward.