Remedy writer Mikki Rautalahti talks LOST,
psychological horror, Natal and chapters 1 AND 2 of Alan
Wake...
Alan Wake is built on open-world technology, but the first
few hours we've played are a relatively linear experience. Will
that change later on in the game?
I think the key word here is "relatively". Some of our play
areas are pretty wide, but this is not an open-world game. We
let that idea go when we decided that what we really wanted
Alan Wake to be was an intense, story-driven experience. But
the technology was already there, so we take advantage of it.
It lets us do some nice things – our play areas can be very
large, there's a lot of freedom to building our environments.
We really wanted to make sure the Pacific Northwest came to
life, and a big part of that was making sure the game felt like
there was a lot of room under the sky – that the player wasn't
just going through the video game cliché of endless corridors
or something. We don't spend a lot of time indoors in Alan
Wake.
Horror games have typically gone down one of two routes:
Resident Evil is hammed up to the max; Silent Hill can get
grotesquely disturbing in places; Alone in the Dark is a little
bit in between. How does Alan Wake compare; what does it do
differently?
We're really all about the
atmosphere and the tension, the weird moments and the suspense.
That's what we thrive on.
Well... we don't really think of Alan Wake as a horror game,
to begin with. I know the distinction is a little hazy, but we
like to call it a thriller to differentiate from those other
games that typically have a lot of weird creatures, monsters,
blood and guts, etc. We're really all about the atmosphere and
the tension, the weird moments and the suspense. That's what we
thrive on.
And we also have very fast-paced and intense action
sequences in the game. You need to mix things up, have variety
in there; otherwise you just become numb. It's all about that
contrast. And I think we stand out quite a bit there.
You're citing Lost as one of your inspirations in making
Alan Wake. As good as Lost is, some people got frustrated with
and gave up watching it. Why do you think that was, and if Alan
Wake is very similar, is there a worry that the same thing
might happen with players putting the pad down halfway through
the game?
YI think the biggest problem with Lost is that you get a new
episode once a week, and if you watch it like that, it's very
easy to get confused, because it's a really dense story with an
ensemble cast and a lot of things going on in parallel. There's
the old Lost complaint – you know, "they never resolve
anything!" But the thing is, I think they do. They answer a lot
of questions all the time, but you may not even realize how
much it progresses unless you watch the episodes back to back.
So to me, it's definitely a box set series. I would never watch
it at the glacial pace television doles it out to us. I just
don't see the point.
But with Alan Wake, that's not really an issue, because when
you've got the game, you've already got the equivalent of the
box set. Lost is in its sixth season now. They've been telling
that story for a good while now. I don't think any series is
ever going to have universal staying power over that kind of a
period of time; some people are always going to lose
interest.
In any case, Lost is definitely an inspiration for us, but
that doesn't mean we're emulating it, or trying to do what
they're doing. Our story is very different, for one thing. But
we do appreciate the way they maintain the mystery and the
tension.
Alan Wake is an Xbox 360 exclusive.
We're a small studio. That means we have to concentrate on one
thing at a time, and for us that is the Xbox 360
version.
PS3 and PC owners aren't going to get to play Alan Wake.
Why? Any plans for a multiformat release somewhere down the
line?
Alan Wake is an Xbox 360 exclusive. We're a small studio. I
think we have 45 employees right now, and by today's standards,
that's really a tiny crowd. That means we have to concentrate
on one thing at a time, and for us that is the Xbox 360
version.
Any plans to make Alan Wake Natal compatible?
Natal is an exciting new way to play games, but there are no
Natal plans for Alan Wake at the moment.
From a control perspective, how do you think an in-depth,
story-driven Action-Adventure like an Alan Wake would work with
Natal?
We haven't really talked about Natal a whole lot here, and
we don't have any plans for using it. But I have no doubt that
it's going to be interesting once Natal launches; I do believe
that motion control is going to become more and more prevalent
in the future. I'm not sure what that means for games like Alan
Wake.
I think a lot of people just assume that as soon as you
bring in any degree of motion control, you're going to be
standing in front of your television, sweating and panting and
looking like an idiot, but that's not necessarily true. There
are a lot of things you could do with that stuff, things that
don't take away from the traditional gameplay – which, as we
all know, is a lot of fun. That's not going to go away I think
people are going to want to press buttons for a long time to
come.
But I can see a lot of applications for this kind of stuff.
You could do really interesting puzzles, or things that are
related to our light-based gameplay, for example. I think it's
just a question of how well you integrate it into the game, and
most importantly, whether it feels fun and natural. But to be
clear, these are just thoughts; we don't have any of the Natal
technology here, we're not working on it.
It was important to us that we don't end on a cliffhanger that leaves everything hanging, so we made sure the ending resolves
certain very important questions
You've mentioned you're planning to make a chapter 2 of
Alan Wake. Without asking you to give too much away on the
first game's story, will the sequel follow directly on from the
end of it, or might it be a separate story starring the same
lead character?
Well, we know we want to make more of Alan Wake and we've
made sure we have planned the story and the world to allow us
to do that. We want to build this whole franchise and explore
these characters further. But ultimately, the success of the
first game will decide whether that will happen or not.
That being said, it was vital for us to have a definite
ending for the game. It was important to us that we don't end
on a cliffhanger that leaves everything hanging, so we made
sure there's an arc to the story and an ending that resolves
certain very important key questions. At the same time, though,
there are definitely story threads that we want to pick up
later. So it's not a situation where the game ends and every
character goes home happy and satisfied, and you can close the
book on them. But it's not a "holy crap, did they die in the
explosion?!" thing, either, if you know what I mean.
Alan Wake took five years to make – how long can we expect
to wait for chapter 2?
It's too early to speculate when we haven't even started
working on it yet. But I can tell you that Max Payne 2 went a
lot faster than Max Payne 1. The technology had been perfected,
everyone was familiar with the tools, everyone knew what core
gameplay was like – in short, we knew very clearly what we were
doing. So that sequel was created much, much more quickly than
the original game. I think Alan Wake 2, if we get to make it,
is very likely to be completed under similar circumstances.
We're working on the Alan Wake DLC now, and I've been amazed by
how quickly our guys can put new, playable stuff together.
Are you considering making bite-size, smaller chapters
available to download through Xbox Live?
We have DLC coming up. I can't
really say much more, but it's no secret that it's going to be
playable content. We're pretty excited about it.
Well, we do have DLC coming up. I can't really say much more
about that than I already have, but it's no secret that it's
going to be playable content. We're pretty excited about it;
it's a lot of fun to be able to brainstorm and come up with
brand new stuff. You can't really do that when you're in
full-on polishing mode, because so many things are locked down,
so it's a welcome change of pace.
Alan Wake's combat is pretty accomplished – any plans for a
multiplayer mode?
We're pretty much dedicated to making great single-player
experiences, so no, not really. As far as the sequel goes, who
knows? I'm a never say never kinda guy. But I don't think
there's any point in making a multiplayer mode just for the
sake of having a multiplayer mode. Just throwing in deathmatch
and CTF isn't gonna cut it; if we were to do it, it'd have to
be something unique and fun, something that's worth the effort.
Otherwise it's just a me-too feature that may make a great
bullet point on the back cover, but if it isn't something that
people can get genuinely excited about, what's the point? We're
a small team, we have to be careful about what we put our
resources into.
Lastly, picture the scene; Alan Wake launches; goes HUGE,
and takes over the gaming world. Will that mean we've seen the
last of Max Payne?
Well, let me tell you, that's a great scene, absolutely
wonderful. Very enjoyable! But as far as Max Payne goes,
there's really no connection between that and the success of
Alan Wake. I'm not sure people realize that we haven't owned
the Max Payne IP for almost a decade now. We couldn't just
decide to make a Max Payne game any more than we could decide
to make a Mario game. We just don't own the property.
Thanks Mikki
Interview by: Mark 'Let The Light Shine
In' Scott
Interview Published: 28.04.10