I’ve been a fan of Remedy Entertainment since the release of Max Payne back in 2001. I’ve bought all the console games they’ve released in the ensuing 15 years. All three of them.
To say that Remedy works at their own pace is the nicest possible way to put it. They’re on their own schedule, creating traditional action games with high production values and tight controls, and fans are used to waiting for their games. But the developer wants that to change. They have a new CEO, Tero Virtala, and those changes are already beginning, as Remedy’s head of communications Thomas Puha explained in an interview with Game Informer this week.
For one, the studio is working on two games at once. The studio signed a partnership with Korean developer Smilegate. They’ll be brewing up a single player campaign for Crossfire 2 while developer Starbreeze (The Chronicles of Riddick: Escape from Butcher Bay, Dead by Daylight) is working on the multiplayer. The campaign will be built on Remedy’s Northlight engine, while Starbreeze works in another engine.
The game will be a first person shooter, new territory for Remedy, but Puha says that “when it comes to the character and story, that’s all Remedy.” The team has a lot of freedom, he said, to work the way they want to work. The team has a lot of people who’ve worked on first person games even if Remedy as a studio hasn’t, Puha said.
While one team is at work on Crossfire 2, another team is working on a purely Remedy project and has it in the prototyping stages. They’re not ready to announce whether it’s a sequel, an off-shoot, or something entirely original. With that said, they want it in gamers’ hands sooner.
“We want to be making games faster,” Puha said. “That takes a lot of internal selling as well as logistics. There’s the tech team, and then two other teams working on games. That takes a lot of managing, but Remedy spent the first year adapting to change. No one at the company wants to spend four or five years making a single thing. It burns people out, and you just want to ship games.”
As for what the game is, Puha offered up this tidbit to make things that much more mysterious:
“Sam [Lake] has said, when we made the first Max Payne, everyone was killed. So when we had to make a sequel, we had to ask, ‘where should we start?’ When Alan Wake was made and Quantum Break was made, there was a lot of thought put into leaving strands open so if the opportunity presented itself, we could make another game.
So, it could be a sequel, but if it’s an original game, it’ll leave the ending open for a sequel the same way Wake and Break did.