3/23/2023 0 Comments Alan wake 2 e3Everything, it seemed, would be created at the service of storytelling of one sort or another. P7 as originally envisioned was meant to be cooperative, a first step toward what the team believed could be shared experiences between players.Īnd running through the whole thing, through the cooperative experiences, the multiplayer, the player-created story, will still be a strong element of what Remedy does best, telling their own stories. They, a developer told me at the time, wanted to do the opposite of their tradition, instead of telling a story that happens in the world, they wanted to create a world in which stories happen.Įssentially, they want to deliver the ocean to players, not the lake.Īnd they want to do it in a way that won’t get in the way of players crafting their own experiences, of sort, or at least that was the idea two years ago.Īnother key conceit in those early days was that Remedy wanted to try its hand at multiplayer gaming. A company known for its rich, narrowly focused narratives in games, Remedy wanted to try its hand at creating a world in which players will find and create their own deeply compelling stories. In 2016, the developers told me that with P7, they wanted to do something different. “Control” started out at Remedy as Project 7, a mysterious, codenamed work that the company quietly shopped around for years before settling on the right publishing partner. His answer was just as perplexing as Wake’s final words. So minutes after sitting down in a small back room at E3, I ask Lake the question I had been thinking about for 30 minutes.
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