While it sounds as though both games struggled to obtain the commercial success Microsoft hoped for them, both titles enjoy a loyal fanbase and could easily achieve wider success with a few tweaks. Alan Wake II is a survival horror game played from a third-person perspective.Players play as Alan Wake or Saga Anderson in two separate single-player stories, played in any order the player chooses. That was important for us."īoth Alan Wake and Quantum Break finish in a way that leave them wide open for a sequel. If we owned the IP, it's fully in our hands to decide how we create it, how we develop, what are the creative decisions that we take? And then maybe one day in the future, if it proves to be successful, it's again in our hands to decide what will be done. Quantum Break, also, we put a lot of effort into creating the world, the characters, the stories, but still it was Microsoft IP. Thankfully, it could well be Alan Wake 2. RETURN was trademarked as Alan Wakes Return, but is not a teaser for the Alan Wake sequel yet to enter production. Quantum Break came along in 2016. Alan Wake was an author famous for his gritty Alex Casey crime novels, and that titular character was meant as a blatant reference to Max Payne, the anti-hero from their previous series of the same name. Due to certain reasons, it never got a sequel. Since the announcement of the time-bending Quantum Break, Alan Wake fans have been eager to know what Remedy Entertainment plan to do afterwards. Remedy’s games have always been self-referential. If they try to make great gameplay, the story sucks (. In order to create these worlds, characters and stories, it's a huge investment of really high-quality people that are really hard to find and those typically provide a basis for long-term franchises, long-term brands in which you could put multiple games.""Considering our history, Alan Wake was really interesting but it was a collaboration with Microsoft. If they try to tell a great story, the gameplay sucks (Alan Wake). It's the characters, their background story, their motives, and the locations. "If you want to create a memorable story, it's not just a story.
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