[QUOTE="karasill"]Everyone has a price. Perhaps Microsoft gave them a VERY good offer for making it a 360 exclusive? In any case, since the game became exclusive it was then limited to 360 hardware (not taking advantage of cutting edge PC hardware like Remedy was pushing for), which I'm assuming sacrifices had to be made and the whole sandbox style gameplay that Remedy envisioned had to be scrapped for technical reasons. This is all speculation of course but I would say this particular scenario is not far fetched.sonicmj1
I don't think this is the case, based on what we know of Remedy, what we know of Microsoft, and what we know of the 360's potential.
Firstly, why would it be impossible for the 360 to do an open-world psychological thriller? Just Cause 2 and Red Dead Redemption have just recently shown that it's possible to create massive, load-free open environments that look good on consoles. What was Alan Wake doing so differently from those games? There's even Deadly Premonition, which managed to execute a similar premise (though it looks much worse than Alan Wake) on a shoestring budget. I don't see why it would have been impossible for Remedy to do what other developers have done on the 360.
Secondly, why are we so reluctant to take Remedy at their word?
The basic vision has stayed the same. When we announced Alan Wake, we announced it as an open world game, and that was a mistake. We're not even shy to say it. Remedy is a humble group of people and we will say it was a mistake. It was a tick-box back then, that was a trend. "Open-world," "free-roaming" and "sandbox" was the way to go. We tried that for about six months, trying to get the pacing right of a thriller in an open world setting. When you have the player turning up to a love scene in a monster truck when they should be showing up in a Cadillac you know something's wrong. You know something is not working.
We were like, "This isn't working. We need to go more linear, control the pacing, and tap into those emotions to get the player's pulse racing. We needed to be able to control the soundscape, we needed to control the environment, the weather, the music, and stuff like that." Remedy Head of Franchise Development Oskari Hakkinen
Given the way the Max Payne games presented themselves, and given what Alan Wake has become, this sort of reasoning seems really logical to me. Remedy has always been a very cinematic developer, very concerned with pacing and framing. Those are the sorts of things that are very difficult to get right in an open world, because players don't have to head towards their next objective with any sort of urgency. Ditching that in order to make the game more thrilling and tightly wound makes an awful lot of sense.
Suspecting that some sort of Microsoft moneyhats are involved, and that Remedy is hushing up the truth, seems to be wishful thinking at best, in my view. There is no way that the original vision of the game still exists, and while Remedy may still port Alan Wake later, that version will not be open world.
I think you pretty much won this thread with that post. Kudos to you!
Log in to comment