Watch Loadout Episode 3: How Warhammer 40k’s Bolter Was Created

Whether it’s video games, movies, or TV shows, entertainment is filled with iconic tools of warfare, and much of the stories we love are defined by them; the Pulse Rifle is synonymous with the Aliens franchise; the Man With No Name’s mystique and effortless cool is heightened by the revolver he whips out in the squint of an eye; and the sound of a bullet from the Intervention hitting an enemy immediately conjures up Call of Duty-flavoured nostalgia.

These weapons are the focus of Loadout, a new show that will identify some of pop culture’s most influential armaments and explore them in-depth. Each week, host Dave Jewitt will tackle a different weapon, delve into its origins, examine how it has been used, and lay out the impact it has had on pop culture.

In Episode 1, Loadout takes hold of the revolver, a legendary weapon that has been present from the earliest days of cinema to the current era of video games. Why is it so popular? For Episode 2, Dave takes a look at The Intervention, a weapon that Call of Duty players will be intimately familiar with and, given its status as arguably the most meme-able video game weapon, you may know it even if you haven’t played the shooter series. For Episode 3, Dave delves into the world of Warhammer 40k to explore the history of an iconic sci-fi weapon.

New episodes of Loadout will air every Saturday and you can find them on GameSpot’s YouTube channel–make sure to subscribe so you don’t miss an episode.

Episode 3: The Bolter

Episode 2: The Intervention

Episode 1: Revolvers

from GameSpot – Game News https://www.gamespot.com/articles/watch-loadout-episode-3-how-warhammer-40ks-bolter-/1100-6471998/

Resident Evil 3 Remake – Mat Paget’s Most Anticipated Game Of 2020

2020 is almost here, so we’ve asked GameSpot’s staff to share which games they’re looking forward to most in the new year. New consoles are going to dominate the headlines, but at the end of the day it’s all about the games, and there are a ton of exciting ones to look forward to. When you’re done reading this entry, follow along with all of our other end-of-the-year coverage collected in our Best of 2019 hub and our Most Anticipated of 2020 hub.

There isn’t a video game series I love more than Resident Evil. We’ve had our ups and downs, but like any good relationship, we’ve stuck it out through thick and thin, through the good times and the bad (I’m looking at you, Resident Evil 6). Lately, things have been going well. Resident Evil 7 proved that Capcom can still make an excellent, scary Resident Evil game, and this year’s Resident Evil 2 proved that Capcom understands what’s good about the classics and how to modernize them properly. That’s why I’m particularly excited about Resident Evil 3 next year.

We’re still fresh off the announcement of Resident Evil 3’s remake, but from what we know, it’s going to be similar in style to Resident Evil 2. Producer Masachika Kawata–also the producer of Resident Evil 7–noted that the original Resident Evil 3 edged further into action than Resident Evil 2, but despite the bigger methods of firepower, it still wasn’t an action game in the same vein as Gears of War. It’ll be interesting to see how far they take the remake in the action direction, and I hope they’re able to strike the same balance the original had. We’ve already seen a new dodge move Jill has, which I’m sure will be extremely handy when face-to-face with Nemesis.

I’m also curious how they’ll follow-up on Mr. X with Nemesis. The thing about Mr. X in the original was that he was a much more scripted enemy and only appeared in the B-side of each character’s campaign–if you played Leon’s A campaign, then he’d appear in Clarie’s B campaign and vice-versa. In the remake, however, Mr. X is a much more persistent threat and can show up almost anywhere in that whole dang police station. I worry this could make Nemesis less impactful since that’s basically his whole M.O. (except with a rocket launcher in tow). I’m hopeful Capcom can evolve that character in a meaningful way, as they did with Mr. X.

The Resident Evil 2 remake also changed up some events, characters, and story beats. Like your typical movie remake, it shares similarities with the original but draws its own path with a different take on its events–and in some cases, different locations and events entirely. We know how the story is going to play out, but exactly how it happens will be new and interesting. I would play through Resident Evil 3’s remake if it was the exact same game, beat-for-beat, but the chance of some new surprises has me clambering to get my hands on it.

It’s a rarity to be treated to a remake like Resident Evil 2’s, and while it’s not guaranteed Capcom will strike gold twice with Resident Evil 3, I feel the developer has earned my trust with the direction it’s taking the series. It’s funny; Resident Evil 2 released in 1998 and 3 released one year later. Never would I have expected the same release timing for the remakes, a full 20 years later. If Resident Evil 3’s remake can refine the formula like the original did in 1999, then we’re in for another great nightmare.

PS4:

Xbox One:

from GameSpot – Game News https://www.gamespot.com/articles/resident-evil-3-remake-mat-pagets-most-anticipated/1100-6472338/

Xbox Game Pass: Microsoft Wants To Cut Down On Long Download Times

Microsoft is pleased with the success of Xbox Game Pass but is looking to improve the service going into the next console generation. As Microsoft transitions from Xbox One to Xbox Series X–the official name for Project Scarlett–it wants to make it easier for subscribers to try new games without having to wait through long download times.

“We now have a generation where our customers have access to hundreds and hundreds of games in their portfolio and we’ve never really had that,” Xbox head Phil Spencer told GameSpot in an exclusive interview. “[Previously] my portfolio of games is usually down to what discs do I happen to own right now and what games have I purchased digitally. But if you’re a Game Pass subscriber, you have access to hundreds of games and your friends list has access to that same shared library of games.”

Spencer continued: “And we think that community opportunity–as we bring the community of our players together with a really creative community of developers [who are] building some immersive games and creative games that land on Game Pass–there’s some things that we wanted to work on to make it easy to try your next game.” Spencer admits there’s too much waiting when it comes to trying new games. After seeing a screenshot of a cool-looking game in the Xbox Live store, it’s not like you can then start playing right then and there.

“Download times are an issue, time to get into the game, load times, these things,” Spencer said. “And when you have such a broad portfolio of games that you have on Game Pass and the community of people who are in Game Pass, where somebody might literally drop you a line on Xbox Live saying, ‘Hey, you should go try Minit it’s a really cool game,’ we want you to be able to browse games the way you browse other forms of media.”

In this regard, with Xbox Series X, Microsoft is focusing on cutting down on the overall load times of the platform–even to the point where you’ll be able to keep multiple games suspended at once and load back into whatever you want to play next.

from GameSpot – Game News https://www.gamespot.com/articles/xbox-game-pass-microsoft-wants-to-cut-down-on-long/1100-6472347/

Watch Dogs Legion – Phil Hornshaw’s Most Anticipated Game Of 2020

2020 is almost here, so we’ve asked GameSpot’s staff to share which games they’re looking forward to most in the new year. New consoles are going to dominate the headlines, but at the end of the day it’s all about the games, and there are a ton of exciting ones to look forward to. When you’re done reading this entry, follow along with all of our other end-of-the-year coverage collected in our Best of 2019 hub and our Most Anticipated of 2020 hub.

Though the first Watch Dogs never grabbed me, I was delighted by Ubisoft’s tack with the second. It centers on a young, diverse, and mostly well-drawn group of characters, it’s a smart send-up of tech culture, and it has a lot of interesting things to say–while being a fun open-world game that utilizes Watch Dogs’ interesting hacking gameplay ideas in a story that’s actually engaging. After playing Watch Dogs Legion at E3 2019, I’m even more excited for the third entry in the series, which appears to be expanding on all the good things of its predecessor, while adding some truly engaging and innovative gameplay mechanics and story conceits.

The crux of Watch Dogs Legion is that you can play as any character in the game: all the NPCs are recruitable to your ever-growing underground hacker insurgency, and each character has a unique backstory and set of perks and drawbacks. It sounds like a pie-in-the-sky idea about the capabilities of procedural generation that will immediately collapse under close scrutiny, but after playing Legion, I was blown away by how well the game actually does integrate the idea of pulling characters from its future London into your group, and how well-realized they feel. You add characters to your group by helping them deal with the problems in their lives, almost all of which are caused by the draconian, fascist surveillance state (one that’s an outgrowth of our real-world political climate) in which they find themselves. So Watch Dogs Legion feels like you’re completing a series of loyalty missions specific to the characters.

Once they’re on your team, you can switch between your characters on the fly, making use of different people’s particular skills to complete your missions. When you get into trouble and the authorities are closing in on you, it’s the other characters you’ve recruited that come to your aid with special passive abilities, like setting up roadblocks to divert police that give you time to escape. While “any NPC is playable” sounds like a gimmick, the complex systems at work in Legion do well to make all those characters feel distinct, rather than just a series of random attributes attached to a random character model. Legion sees the return of Watch Dogs’ long-running scanning ability that lets you see into the lives of people on the street, but for the first time in the series, that ability is essential to the game as you recruit characters, and helps create a London that feels populous and alive.

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The character recruiting system goes beyond gameplay, though. Legion’s random NPCs actually feel like bespoke characters created for the story as you play through its campaign, and each has their own voice actors and dialogue pieces that slot seamlessly into cutscenes. Ubisoft didn’t hire thousands of actors, obviously, but there are enough that, at least in our preview and in gameplay footage, we haven’t yet heard the same voice repeated on two characters. It all works together to create a feeling that you’re creating a unique take on the game’s story through the people you choose to bring into Ded Sec, and who you choose to take on missions. What’s more, you find yourself caring about these characters because of the history you have with them and the time you’ve put into them–which makes it all the more devastating when they’re arrested or killed.

Though we got hands-on with Watch Dogs Legion at E3, Ubisoft recently delayed the game from its original March 6, 2020 release date. As of now, Ubisoft is expecting to launch Watch Dogs Legion in the second half of the year. Given the level of complexity in the game (not to mention its politically charged story, which deals with the repercussions of Brexit), the development team using that extra time is probably for the best. We also know that Legion will be one of the first Ubisoft games to appear on the PS5 and Xbox Scarlett, so it’ll be interesting to see how Legion will leverage the capabilities of new hardware.

For a brief rundown on everything you need to know about Watch Dogs Legion, be on the lookout for our explainer highlighting all the essential details.

from GameSpot – Game News https://www.gamespot.com/articles/watch-dogs-legion-phil-hornshaws-most-anticipated-/1100-6472377/

These Xbox One Games Are Free To Play All Weekend

Video game winter sales are live all over the place, including Steam and Green Man Gaming, but if you want to try a game before you buy it, then Microsoft has a selection of titles that are available to play for free all weekend. The free-play weekend is available to all Xbox Live Gold or Xbox Game Pass Ultimate subscribers–Ultimate includes Gold in its subscription.

Gold subscribers can play Valkyria Chronicles 4, Goat Simulator, and Puyo Puyo Champions for free until December 22 at 11:59 PM PT / December 23 at 2:59 AM PT. If you want to keep playing these games after the weekend, Microsoft is offering special discounts for Gold subscribers, which you can see below.

If you want to become a Gold subscriber, Microsoft has an offer that gets you your first three months of Xbox Game Pass Ultimate for $1. The offer comes with three months of Discord Nitro, one month of EA Access, and six months of Spotify Premium. Unfortunately, the latter is only for new Spotify Premium subscribers. However, if you’re already subscribed to Xbox Game Pass Ultimate, you can extend your subscription with an awesome deal: 6 months of Xbox Game Pass Ultimate for $40.

In addition to the free-play weekend, there’s currently an Xbox One winter sale that features quite a few of the best games that released in 2019. The discounted games include A Plague Tale: Innocence, Call of Duty: Modern Warfare, and Sekiro: Shadows Die Twice as well as The Division 2, Borderlands 3, and Resident Evil 2. In some cases, Gold subscribers get even greater discounts.

from GameSpot – Game News https://www.gamespot.com/articles/these-xbox-one-games-are-free-to-play-all-weekend/1100-6472404/

Pokemon Go Ho-Oh / Lugia Raid Weekend Event Now Live

Virizion has arrived in Pokemon Go, but that’s not the only Legendary Pokemon you can encounter right now in Niantic’s hit mobile game. The Gen 2 mascots Ho-Oh and Lugia have both returned for a special Raid weekend event, giving you another chance to capture the fan-favorite Legendaries.

Until 1 PM PT / 4 PM ET on Monday, December 23, players around the world will be able to encounter Ho-Oh and Lugia in five-star Raids. Each Legendary is part-Flying, so Rock and Electric Pokemon will prove to be effective regardless of which one you face. Water Pokemon will also be helpful against Ho-Oh, while Dark and Ghost types have an advantage over Lugia.

During the Raid weekend, you’ll also still be able to encounter Virizion, Pokemon Go’s newest Legendary, in five-star Raids. Virizion is the third member of the Swords of Justice trio from Pokemon Black and White and is a dual Grass/Fighting Pokemon, so you’ll want to bring along Flying, Fire, Psychic, Ice, Poison, or Fairy Pokemon when challenging it. Both Ho-Oh and Lugia will be especially effective against it if you can capture one of them before they leave Raids again.

Shortly after the Raid weekend ends, Niantic will kick off Pokemon Go’s annual holiday celebration. This year’s event runs from December 24 to January 1. During that time, you’ll be able to encounter holiday versions of Pichu, Pikachu, Raichu, and Stantler, as well as two new Gen 5 Ice Pokemon: Cubchoo and Cryogonal. You’ll also have your first chance to catch a Shiny version of Snover.

In other Pokemon Go news, Niantic recently rolled out a new Buddy Adventure feature, which gives you new ways to interact with your Buddy Pokemon. Once you’ve fed your Buddy enough berries, it will follow you around on the game’s world map. You can also raise your friendship level with your Buddy Pokemon the more you interact with it, which in turn will unlock other bonuses.

Niantic has also announced the date of Pokemon Go’s January 2020 Community Day. The event takes place on Sunday, January 19, and runs from 11 AM-2 PM local time in the Northern Hemisphere and from 3 PM-6 PM local time in the Southern Hemisphere. However, the featured Pokemon for next month’s event has not been revealed yet.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-go-ho-oh-lugia-raid-weekend-event-now-live/1100-6472400/

THQ Nordic Acquires Another Game Developer

In an unexpected move today, THQ Nordic’s parent company, Embracer Group, has purchased the Little Nightmares developer Tarsier Studios. The acquisition includes the studio, all 65 current employees, and intellectual property rights.

Embracer/THQ Nordic announced that it had bought Tarsier for an estimated $9.3 million in cash and $1.2 million in shares. Tarsier’s buyout also includes “a conditional earn-out, payable over 10-years to certain sellers who will remain with Tarsier.”

Tarsier was founded in 2004 and has developed several puzzle-platformers since then, including DLC for both LittleBigPlanet and LittleBigPlanet 2, LittleBigPlanet PS Vita, and Tearaway Unfolded. The studio is best known for the 2017 horror puzzle-platformer Little Nightmares, which received an 8/10 in our review. Tarsier is currently working on Little Nightmares II, expected to launch on Nintendo Switch, PC, PlayStation 4, and Xbox One sometime next year.

Tarsier said it’s looking forward to the newly-established partnership with Embracer and that it can continue to develop its potential as a studio with Embracer’s support. “It feels exciting to, after a 15-year long journey with Tarsier, partner up with Embracer to continue [to] develop the potential that our Studio has,” said studio head Andreas Johnsson. “We look forward to the opportunity to continue making exceptionally great games together with Embracer Group.”

Embracer shared a similar sentiment, saying it’s impressed with Tarsier’s output as a developer and plans to invest in the studio’s projects. “Together with Tarsier, we want to invest in developing new projects, in the same manner they have done successfully in the past,” said co-founder and group CEO Lars Wingefors. “We look forward to, together with management and all of Tarsier’s employees, embrace the quality and creativity the Studio has, and take the Studio to the next level.”

2019 was filled with a plethora of acquisitions, from Microsoft buying Rad developer Double Fine to Epic Games picking up Rocket League maker Psyonix. Alongside Tarsier Studios, THQ Nordic also bought Warhorse Studios earlier this year, the Czech team behind the 2018 action-RPG Kingdom Come: Deliverance.

from GameSpot – Game News https://www.gamespot.com/articles/thq-nordic-acquires-another-game-developer/1100-6472402/

The Witcher Author And CD Projekt Red Resolve Legal Dispute

The Witcher author Andrzej Sapkowski and game series developer CD Projekt Red have announced they’ve reached an agreement regarding a legal case filed in 2018, in which Sapkowski was seeking additional compensation for the games’ sales.

The statement, released by CDPR, did not disclose the details of the agreement, but it did state that it’s intended to resolve the current legal case and set a clearer path forward. It also says that the agreement “confers new rights” upon CDPR while retaining its existing title rights for The Witcher games, graphic novels, board games, and merchandise.

“[T]he agreement satisfies and fully clarifies the requirements and expectations of both parties in light of previously concluded agreements, and establishes a framework for future cooperation between the parties,” it reads.

“We’ve always admired Mr. Andrzej Sapkowski’s works–a great inspiration for the team here at CD Projekt Red,” said CEO Adam Kiciński, in a statement. “I believe today marks a new stage in our continued relationship.”

Sapkowski had previously filed a legal demand for $16 million (£12.4 million), citing a Polish Act on Copyright and Related Rights that allows extra compensation when the original sum was too low based on “benefits obtained in association with the use of that author’s work.” Essentially, since the Witcher series took off, Sapkowski’s lawyers contended he deserved a bigger cut. CDPR said it “will go to great lengths to ensure amicable resolution” but suggested that $16 million was simply too much.

The popularity of the Witcher video game series may have helped lead to the live-action Netflix series starring Henry Cavill, which premieres today. In GameSpot’s review, Michael Rougeau found the casting and production top-notch, but said the story was out-of-sequence and difficult to track.

from GameSpot – Game News https://www.gamespot.com/articles/the-witcher-author-and-cd-projekt-red-resolve-lega/1100-6472401/

Apex Legends Dev Seeks To Improve Colorblind Settings

Developer Respawn Entertainment is being mindful of Apex Legends‘ accessibility options, and the studio is now looking to further improve the game’s accessibility for colorblind players.

A Respawn designer named Chad Armstrong tweeted a request to Apex Legends players regarding the issue. Armstrong led with confirmation that the studio “recently changed armor to support colorblind modes,” but acknowledged that Respawn still has a lot of work to do to ensure all colorblind Apex Legends players are on equal footing. As such, Armstrong asked for more feedback.

In a separate tweet, Armstrong called for specific colorblind experiences in Apex Legends. Armstrong also wants the community to describe their exact kind of colorblindness, as this will, according to him, “help a ton.” He apologized on behalf of Respawn and said he hopes to rectify the problem.

Community responses thus far have been both tempered and helpful, with many describing their specific level of colorblindness, what hurts them (or their gameplay experience), and how the studio could improve. The Apex Legends subreddit is bristling with recommendations from increasing the contrast between blue and purple to choose colors in the UI in a similar fashion to Overwatch.

Respawn has been tinkering with Apex Legends’ accessibility options since the battle royale launched on February 4, 2019 for PC, PlayStation 4, and Xbox One. We praised the game in our initial review for how impressively accessible it is, and several patches since launch have only furthered the game’s accessibility.

from GameSpot – Game News https://www.gamespot.com/articles/apex-legends-dev-seeks-to-improve-colorblind-setti/1100-6472399/

What Making Control Taught Remedy About Itself

Remedy Entertainment’s Control is a game that’s difficult to shake off. Its familiar yet otherworldly setting–and the larger universe around it–is so intricately crafted and so compelling that it takes up long-term residence in the mind. You want to know more about what’s there, conceptualize things that aren’t, and explore parallels to our own, very real world. Control is a masterclass in world-building and this, along with numerous other aspects of it, earned the game a spot in our best games of 2019 list.

Mikael Kasurinen, director of Control, is one of the architects of that world and, as a result, has a distinct vision for its future. Remedy has announced multiple pieces of downloadable content, which will build upon what the main game has established, but before the studio moves forward, we took the opportunity to reflect on what it achieved with Control.

Prior to The Game Awards, and the release of the Expeditions DLC, we talked to Kasurinen about what Remedy has learned about itself from developing Control, potential changes the studio could make to the experience, the aforementioned DLC, and the things that Mikael enjoys playing, watching, and reading.

Remedy, and you as someone who’s worked super closely on the project, has been immersed in Control for so long. What’s it like to finally come out of that shell and back to the real world?

It’s always something that you take with mixed feelings. Being in that world, working on the game, there’s this passion and drive that we have every day towards making it happen. This is the excitement of seeing things come alive, things happening. Every day brings something new and it’s your lifeblood. And, as a person, I play games probably too much and I absolutely love gaming. So, it becomes this thing that you live for.

So, it is a bit … with mixed feelings. When it’s done you’re happy that it’s done. Shipping a game is the most important part. Every shipped game is a little miracle and once it’s done, you walk away from it. Then you have this sense of detachment, almost, from everything else. You’re reconnecting a bit and being able to walk away on what you did, and being comfortable with that and content. It’s not always easy, because there’s always this feeling like, “Oh, we could’ve still done that and that,” and so on.

It’s exciting. I think you know, the reception of Control has been spectacular. What makes me happy is that people get excited about the world that we’ve created. They see a world they want to be in and they’re already asking about expansions and sequels and so on. That to me is the best possible result and it puts me in a great mood because I can feel like, “Right, we can continue from here. Let’s see what happens next.”

Remedy games are quite similar in a lot of regards. You effectively have fundamentals that you always bring from one game to the other. But looking back on something like Quantum Break, the response was mixed. Then you go away and almost scale down for Control and you get a very positive reception. What do you think, having filtered through both of those experiences now, you’ve learned from that about yourself and about Remedy?

I think the importance of courage. I think it’s being ready to be bold with your ideas and not be afraid of whether there will be people that are going to hesitate with the things that you’re creating, or even hate it. Or whether it will divide people; will it be controversial? Being able to work with that drive, and just simply not worry about it and believe that when you’re creating [it] is more important to do something memorable. Something that people, once they step out from that experience, they felt something because it sticks with them, even haunts them. The only way for you to do that is to accept that there will be people that might not be into this game. And I think to me, speaking about Quantum Break, [it] was an interesting project. It had a goal of trying to be [more] towards the casual audience. And that meant that we had to be more careful with certain kinds of things, and making sure we don’t alienate anybody. So, in another sense Quantum Break was us going as far, in my eyes, as we possibly could with storytelling. It had a TV show, it had, I think, almost one and a half hours of cinematics, so you could actually do a small movie from the cinematics of Quantum Break. And high-quality characters, one to one mapping of actors. We built a lot of new tech, had Hollywood actors, and so on. Fantastic talent.

But still, I’ve got to say the end results somehow felt… We achieved things we wanted to achieve, but still, it felt like there was nothing there that had a rough edge to it. Something that made you feel like, “Oh, what will they do now?” and something interesting that people get like, “Wow, what’s happening there?” It was a bit grey in that sense–avoiding maybe too much of making statements.

And coming off from that, I think there’s this urge to shake away from that. But I feel like there was a longer trend happening where we’ve done games that [use] American life in many ways–looking at Max Payne, Alan Wake, and even Quantum Break. All of them are like very American games, with American characters, and American stories. With Control, I felt it was important for us to shake loose of that and create a world that feels like a known world. It’s more detached from that American life than we’ve shown in our games before, in a place of its own, and brings in a Finnish character to be more bold with that stuff, be ready to show who we are and what we get excited about. Bringing color, flavor, and being bold with that.

So that was like the biggest realization. That’s not the right word even, but there’s this revelation. Like, is it the right thing to try to make something that is not fundamentally who we are? And of course always when we do it, we do it through a lens, like with Max Payne it is these exaggerated elements coming together. Like film noir and John Woo, and comic book-style storytelling. It is always this enigmatic and in-depth dive into a stylized experience. Of course, we made it work for us, but Control was like, “No, let’s do a world that is almost like inside of our head, this is the world that is tagging everything else and it’s us, it’s who we are.”

Right. If you ask me 10 years from now to name a character from Quantum Break or Control, I’m more likely to remember Ahti than Jack Joyce. If those rough edges and bold risks are key to the secret sauce, does that mean that you’ll try and maintain this kind of scale? Or do you feel you can still have that and extrapolate it onto a game that is the budget and the ambition of something like a Quantum Break?

That’s a difficult question because I think every project is a rebirth of you going in and trying to detach yourself from what you did before, and orient yourself in a way that what you do will feel fresh. To me, when you look at Remedy, we’ve always done a new IP. Max Payne 2 is the only sequel that we’ve ever done. And it’s interesting and it’s a complex place that leads to those decisions. It’s not always about creativity. It’s also a business element that affects these decisions. But having said that, I think it’s important to recognize that Control is us with a certain mindset, emotionally and how we’re feeling at that time of creating this experience. I think it would be a mistake to try to mimic that later on. Instead, what we need to do is discover elements that get us excited about where we are today. And of course, if there are elements that we wanted, or let’s say if we would do, someday, a sequel to Control, I wouldn’t go at it in the way that’s, “Oh, let’s just, you know, refine and do the same game again.” Emotion will be brought into a different and new place that does justice to what that franchise is about–it requires that. And it might be something very different, but people expect that if you would do a sequel.

Has the reception to Control now made you want to do more in that world, or do you feel like instead, the reception has given you the confidence to move on and make something new and take a bolder risk?

I’ll be honest, it has strengthened my excitement of what could happen in the world of Control. We’ve opened the door a bit to what it can be, and to me the promise of that world is very exciting. I think there are elements [in the world] that we could take in many different directions, and that’s what is so great about it. And it has this interesting blend of ideas and concepts that are familiar that we can anchor to. But then there are also versions of that world that can be totally different compared to what we see in the first game, and what’s important to us.

I mean, I’m sure everybody already knows that there is this connection to the Alan Wake universe, right? I wouldn’t even say, “Oh there’s a Control universe,” I would just say that there’s a Remedy universe that is starting to emerge, and there is this shared lens into different experiences, but they are all part of the same thing. And that’s what gets me excited. I feel like we are starting to establish something that is iconic and different and every time you go through one experience it feels like it’s part of a bigger idea, a bigger world, a bigger concept, and it’s larger than the sum of their parts.

I guess I have to ask the chicken and the egg question: What came first? Before Control, every interview with Remedy was, “Are you going to do Alan Wake 2?” And the studio kept saying, “Maybe when the time is right.” And then Control came out and it’s got these connections to Alan Wake. Was the plan always to figure out a universe or was it like, “Oh, we can connect this”?

I’ll be honest, when we start concepting–me and Sam [Lake, creative director]–it was just the two of us sitting down and asking questions like, “What should we do next?” and on the table there are all kinds of different directions we can take. But what’s crucial was we slap ourselves out from any kind of connections to our past. Right? We don’t think about Alan Wake, we don’t think about Max Payne, we don’t think about Quantum Break. And that’s essential if you want to build a new IP–that it can stand on its own legs. Right?

That has to come first. Then you can ask the question. You’ve discovered these opportunities as you start building the idea of what it is. “Okay, could it work that this is shared?” When that question was asked for the first time–and it didn’t take long [for it to be asked]–it wasn’t there in the beginning. And then when you start to see that connection, it’s like, “Oh yeah, what would this mean?” You start to explore that and magically things are starting to fall in place and see this whole idea come together.

A part of the process is that, when you work in a creative industry, what you do is true to your life. When you play other games, watch movies, and watch TV shows, just like little nuggets of stuff get stored in your brain. Even sometimes subconsciously that we never realized and in the span of 50 years you have these little ideas and thoughts and so on. Every time you sit down and start conception, you tap into that. That’s a box inside your head. I do like that.

Then you look at them and I’ve tried to connect them in a way that is unique and interesting and I wouldn’t be surprised if Alan Wake was there in some form. When you stop to say, “Okay, let’s talk about parallelism, let’s talk about a strange phenomenon, let’s talk about new weird,” there’s this feeling, this vibe that maybe has been established because we worked on Alan Wake before. Sorry, I’m getting very philosophical.

Please get philosophical.

It’s a complex process and it’s a delicate process as well. You have to recognize and detect, like what is the right direction to pursue. Sometimes it’s also about detecting what not to pursue.

And as part of that, you’ve mapped out future, upcoming story-based content. How far in advance did you come up with that and, given how dense and connected the lore is? Is it constructed in a way where it will fit into that, or is it like we’re taking the opportunity to explore the fact that this universe allows for strange other kinds of stories to be told and viewed? Can people expect this to be tonally the same or are you trying to swerve and do something that has the spirit of it a little different?

Okay, so I’m going to start with that. It’s a bit early to talk about the expansion we’re doing, but I’ll give you this. [The expansions] definitely are a part of the experience that we established in Control. I mean, of course, but we expand it and we explore different directions that it could be taken to. Both expansions are actually thematically different–that’s going to be interesting. I’m going to talk more about it later, but to me, again, it’s about creating this strong palette of ideas and really focusing on pushing it as far as you possibly can, instead of going and repeating what already existed. It’s a yes and no answer. It’s like, yes there’s the vibe and tone of Control, but you want to explore the edges of it to see where it can be taken. It has to start from the mother lode. It has to start from where it all began.

We’re trying really hard to create a consistent world and we’re really careful with the lore. We check it to make sure that it’s complex and it’s rich and so on, so it’s not easy. I wouldn’t be surprised if we find things where we pinned ourselves into a corner, but we’ll figure it out once we step into that. The overall intent is to create a cohesive world even though it’s strange and complex. We try our best to make sure that when we expand it, it’s not something that we need to retrofit later on.

We don’t want to change the truth of what it was. Instead, I think the attitude is to make sure that whatever we establish fits what we’ve got going in the future. [When it comes to expanding on] the core ideas, I established a creative brief for them earlier this year, to set up the things I want to do. I went through it with the leadership of the expansion team. It has its own dedicated team now working on it. Those thoughts have existed for a while, but the actual work started in September, roughly. The team had a bit of time off after shipping the game, and then a group of really talented, dedicated people came together and continued on the expansions.

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What does Expeditions bring to the game from a narrative standpoint perspective?

That’s the thing, like, you know every single thing that we’re going to release for Control will be different. Expeditions will be different from The Foundation or AWE. They will bring different elements. Expeditions is a dive into pure gameplay. It’s a very gameplay-oriented thing, and it will challenge the players in a new way that they haven’t been challenged before.

Are there still secrets that are in the game that others haven’t found? One thing specifically that fans are caught up on is the hidden message in Take Control.

Oh, I knew it! [Laughs] I knew you would ask about that. Some secrets in the game are yet to be discovered … but they might not be discoverable yet.

Interesting.

Yes.

In terms of looking back at Control, is there anything that you wish you had done differently?

I’m very proud of our restrained take on how the player discovers and navigates through the world. We really like that you have to read the environment to be able to find things, and so on, which I felt like that was the direction almost like from day one; that we don’t want to have to hand-hold the player and want to let them figure it out, so getting lost is okay.

But I do think the thing that we should have done a better job with is the checkpointing. It is something that we explored different directions with and we wanted it to be cohesive. We wanted it to feel like it’s not random based on the situation. We wanted to be honest and consistent with it. That’s the system that works for us in that concept we were building. Looking back, I think we could have taken a different approach with it that would have maybe worked better for more players. So, there’s definitely room for improvement with many, many things in the game. That’s maybe one thing that we get commented on.

The other one is the difficulty. I specifically said I don’t want there to be a difficult choice for the player. I don’t believe in the choice of like is it easy, medium, or hard? I think it’s a non-choice– you don’t really know what you’re going to get. I wanted to address it in a way that there are areas and hotlines and missions that thematically, some of them are easier than others. I’ll admit there are tough moments there, but most people should be able to get through the main paths of the game. Then there are side missions that are extremely hard. We wanted to create the content in a way that the content that you saw was the definition of the difficulty. The problem of course is, how clear is that to the player as they enter this world? I still believe strongly in the direction that I don’t think choosing a difficulty level is necessarily the right way to solve that problem. But I think it’s something that we do need to do better in the future and we should strive to find a solution for it.

Do you plan to go back and do the nips and tucks that you feel are necessary? And do you worry that, in doing so, you might inadvertently change what the game is as a whole? It could be argued that there’s something about that checkpoint system–good or bad–that fundamentally contributed to the Control experience.

Exactly. So there’s definitely that desire to [do so]. I want as many people as possible–those who have even the slightest interest to play the game–to be able to play the game. Let me say that out loud right from the get-go, I mean everybody, like people with disabilities and so on. We’re doing a lot of work trying to get everybody on board.

I wouldn’t change any of the fundamentals anymore. What we created, we created, and let’s stand by that and move on. Once we tackle that or return to that same moment next time we’ll have learned a lot and I think be able to do a better job with those elements. Having said that, I do believe in player choice. When you look at the menu, there are a lot of things that you can turn on and off. Like for instance, if people don’t like health bars, they can turn them off. I can see us getting set on options on that meta-game level, like we’ll step out from the core experience to say, “Okay, you can actually adjust these things and it might make your life easier.” In that way, I can see us adjusting the experience, but I wouldn’t touch the heart of the game.

The world of Control has become beloved by a lot of people. Alan Wake and Quantum Break had tie-ins with novelizations and that kind of stuff. Is there a temptation to go down that path for Control? Do you want to tell stories in different ways outside of the video game medium? And if so, how do you balance that with overexposing it to people?

That’s a great question. My heart is with video games always. I love doing them. I think that would be a good question for Sam Lake actually because he’s really into transmedia. He’s really into comic books, and books, and so on. I think we both have been able to see a way to express stories of the world of Control in those different mediums. There’s definitely no reason why we couldn’t do that.

But, what would make me a bit nervous though is that there is this danger of creating a picture of that world that breaks what we had initially. I’m getting a bit precious about the franchise here, but it’s so carefully and delicately built and you don’t want to break that if there’s a novel out there that maybe goes in that direction that might compromise or undermine the main game. That [is] something that I don’t want to happen. It would [have to be] be controlled–sorry for the pun–and done really carefully and with a sense of purpose. Like it has to actually serve something that makes the whole thing even better. Absolutely I would be all in for that stuff, but there needs to be this creative reason for it to exist.

I know exactly how you feel because Bloodborne is one of my favorite games of all time and I love that world. And then that comic book series came out and that preciousness that you speak about feeling, I remember also feeling it. And having read a few issues, it didn’t really add anything…

Yeah. And I absolutely love Bloodborne. It’s one of my all-time favorite games. And, again, the world as it is in that game is magical. It’s so good. And I almost don’t want to see anything else. I would never even touch those comic books because, again, yes, I almost feel nervous that it will break whatever I experienced when I was playing that game.

What else are you personally consuming and enjoying for fun?

Many people often ask, “What inspired you to do Control?” so I appreciate the question about what I enjoy.

So things that really click with me are, I love pop culture and I watch a lot of TV shows and so on, but there is this aspect of me where I’m starting to get tired of tropes that I can foresee. So there are a lot of TV shows which I don’t even give them a chance, but then there are shows that absolutely blow me away. And there’s actually a little bit of Control with Leftovers, an absolutely fantastic show. And it was done with this sense of realism but dealing with this phenomenon–2% of the population of Earth have disappeared. And it seems like that’s not a lot, but then it has this deep, complex emotional consequence on the lives of different people. It’s like when you nick an artery and then you can see the world fall apart. And it was great TV, great actors, and great stories, nuance, and the delicacy of how they dealt with the lives of those people–it was absolutely beautiful.

And the showrunner went on to do the new Watchman TV show, which is absolutely fantastic. It’s so good. And it’s so bold. It’s not afraid of going in different directions and every episode surprises you and you’re engaged. Even though it’s jumping into a different time or a different place or it’s in black and white, you’re engaged. And that’s just one example; I watched a lot of other shows but that stands out to me. If I had to pick, it’s, yes, Leftovers and new Watchmen. Absolutely fantastic.

And then from games, there was something in Dark Souls that deeply affected me and it’s hard to put into words but it’s that … boldness, that courage, that conviction to say, “Here’s the world. You’re in it and it’s yours to discover.” Nobody is telling you what to do. Nobody is even telling you who you are or why you are there. And it’s a scary, unsettling moment. But then you feel like you can start to build up this courage like, “I’m going to start dealing with this,” and you bring down your first enemies and you have a boss fight and then you win it. And that was the whole point of the beginning sequence: to give you that confidence to be able to start dealing with this world. And then you continue to do it and you get bolder and bolder and bolder.

There’s something indescribable about that experience that I’ve never experienced in any other game. And it just dragged me in and I couldn’t let go. I was obsessed with that game. And trust me, there were some fights I was almost gone mental and I had to stop playing and go outside. But I returned every single time. So it stands out to me as a truly exceptional game. I haven’t tried Demon’s Souls, which I’m ashamed of, but it’s on an older platform. I never got to be able to…

It’s phenomenal.

Yeah. That’s what I hear, and maybe someday I’ll get to play it.

Have you played Sekiro yet?

Yes. I started it, but it was…

It’s brutal, isn’t it?

Oh, yeah. It’s even worse than Dark Souls. But it’s still a work in progress for me.

That feeling that you mentioned where you overcome a challenge and you feel empowered, there’s a moment in Sekiro that is as powerful. The confidence you get from that point on to deal with that world is unparalleled. You should absolutely stick with it.

I definitely will do. And Dark Souls III has one of the most beautiful boss fights I’ve ever had. It was the Dancer of the…

Boreal Valley.

Yes! I don’t know what it is in that fight but it was beautiful and terrifying. It was slow and fast at the same time, which I still don’t understand how that is possible. It felt like a dream and then sudden brutal violence. And it’s, to me, one of my all-time favorites. And I talked with many people and many go, “Ah, ah, yeah. I don’t know. It’s fine.” I don’t know. For some reason, it sticks with me.

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It’s the ethereal quality of the Dancer, I think. There’s an elegance in the way it moves and you almost get sucked into the majesty of it, you’re hypnotized, and then it strikes at you and you’re like, “Oh.” It’s so good at taking you off guard and then coming at you.

And there was something in the cloth physics, as well, it looked like it’s underwater and, yeah, you get mesmerized by it. I never felt that in any kind of a boss fight that I ever had and that’s what made it stand out to me. So emotionally and as a player as well, it was amazing.

I play tons of different games. I love Assassin’s Creed. I love to jump into this historical world and I absolutely love it that Ubisoft is doubling down on, “Let’s take this history of the real world” and they have their own interesting interpretation of that. You feel like you rediscover a world that you already knew of, so I love those games.

And I’m a big Destiny fan, as well. Raiding with friends is one of my favorite hobbies. Destiny is a… it’s a unique one. I don’t think there is a game like that out there. And I think many people are a bit unfair towards the game because they think, “Oh, it’s just a looter-shooter,” but it’s a really complex, nuanced world with a lot of different elements. It has dragons, wizards, and it has sci-fi elements and it sounds silly initially but somehow they’re able to bring it into a cohesive experience. And I think they’re brilliant at what they’re doing.

It’s one of the first games where I stop and watch two- or three-hour YouTube videos diving into the lore of that world. And it is enchanting. It’s like, “Wow. There’s so much thought and attention to detail, and you see the connection points in the actual world. So much that stuff… Maybe like what From Software does, is the same thing. So you can see the same elements going on, that there is passion and a heart that they’ve put into that world. And I can see it and, as a game developer, I immensely appreciate it.

And especially because I feel like I’m personally a bit tired of games that go into this exposition mode. Like, “Let me tell you what is happening and explain everything to you.” And then you don’t have to think for yourself at all. And there are many games that do that. There’s a certain kind of safety with that, I think. It’s a comfort food for many people I’m sure, but to me I tune out or like I feel annoyed that I can’t discover this myself. And that’s a huge part of what I love about games.

Books! So one of the books that I recently discovered–it’s an old book, but I loved the epicness of it–is Three-Body Problem. It’s by a Chinese author Liu Cixin. Do you know what the three-body problem is?

No.

So it’s this physical thing like, if you have two objects floating in space and so on, the other one will naturally rotate around the other and you can create really predictable physics models based on it. It will always continue in a way that anybody could do calculations and then predict what’s going to happen next. If somebody slaps one of the things and then it goes away, everybody can say, “Okay. This was what happened.” But if you add a third thing into that, it adds that chaos. Everything becomes unpredictable and it’s almost impossible to say what’s going to happen next, even by physics and calculation. And this book series explores this.

So that’s a thematic core of what the book is about. It’s sci-fi and it’s a book about humankind discovering that there are aliens out there, that there’s life in the universe. But it’s realistic. It’s epic. And it starts from Chinese Revolution in the ’60s and it’s an absolutely beautiful book. It dives into the psychology of human beings, what it means to live a life and so on. And then there are events that span through decades and generations. And it has psychological warfare basically between these two different sides. And it’s just super interesting, very compelling, very different. And I don’t know. If you love good hard-sci-fi, that’s the one, that’s your thing.

Very quickly before we have to wrap up, any favorite comic books?

Watchmen, again. And I absolutely love it. Sandman is fantastic. I gear towards graphic novels. I love the superhero stuff at Marvel and so there’s a nice comfort thing there, but it’s not necessarily a passion for me. So I go more into Sandman and Watchman and whatever Alan Moore did in the ’80s and ’90s, it’s brilliant stuff.

from GameSpot – Game News https://www.gamespot.com/articles/what-making-control-taught-remedy-about-itself/1100-6472398/