After 2003’s Max Payne 2: The Fall of Max Payne, the Finnish studio is making a multiplatform game, and they think multiple layers are required for good gameplay experience.
Mikael Kasurinen, a director at Remedy, was interviewed by Official Xbox Magazine – the interview will be in the June issue. WCCFTech has quoted a part of it: „You look back on our previous games, Alan Wake had a flashlight, and that’s all he did; with Quantum Break we went a step further with the time mechanics… but there was also a little bit of a limit to how far we could go. Essentially, there are no limits in Control.
– we don’t say that it’s just time, or it’s just light and shadows, we open up possibilities. Which allows us to manoeuvre and find what’s fun without being limited by the context we set ourselves. We like strong themes. ‘Okay, this is all about bullet time or this is all about light,’ it helps us to have a focus on the game, which is always healthy and good, but it may be also coming from a different age and time.
It was a common philosophy in the early ’00s: perfect that 30-second loop. Like what Halo did, perfect that one loop, make headshots feel good, and then you repeat that endlessly. It was a common strategy, and it was a good strategy, but I don’t think that’s enough anymore. You have to have that, but then you have to have other layers to the experience – progression, strong characters, an interesting world to explore. Even when they don’t play the game we want people to think about it, ‘Okay what will I do when I get back in the evening and return to playing Control? Will I tackle a side-mission?’ It’s a different age, I think. Our philosophy looking at game design needs to change as well, so it can’t be just „fight with light,” it needs to be more than that and that’s what we are doing with Control,” Kasurinen said.
Control will launch on August 27 on PlayStation 4, Xbox One, and PC.