Sam Lake called his favorite moments from past games Remedy
Alan Wake, Control, Max Payne, Quantum Break: Sam Lake told IGN about his favorite scenes from each game.
After a brief presentation of the story preceding the events of Alan Wake 2, Lake spoke about various projects of the studio and the most crazy ideas that Remedy managed to realize.
My favorite moment in Max Payne is connected with my love for methanarrative and that it is an element of almost all our games. It was here that we first did this: there is a moment when Max Payne is pumped with drugs "Valkyrie", He begins hallucinations, and we break the fourth wall so that he understands that he is in the video game.
"Studying the scenario skill between the games and having a greater idea of the plot, I really like the approach "The movie Noir" or a fragmentary temporary scale that we used in Max Payne 2: The Fall of Max Payne, – continued the creative director.
In the graphic novel, Max and Mona just stand opposite each other, kiss, and he is rather gloomy in his metaphors. And in the end it turns out that we teased you and that Mona is actually lying on earth and dead. In Max Payne, we began to use various means of the narrative, and then cooperation arose with Poets of the Fall. They wrote the title song for Max Payne 2, and we had the idea to create a fictional group in our world, so that the music of this group was part of the story and has to be related to the plot. I am still delighted with Old Gods of Asgard, and we worked with this idea in our subsequent games, which resulted in a crazy scene of the battle, where the song in the style of Havi-metal sounded, and enemies were approaching you, and even our main characters , Alan Wake and Barry, were excited and amused by this.
"The idea of broken time and how this element becomes really interesting from the point of view of the plot, arises in the laboratory of Will, which is a kind "zero point", – Said the creative director of Remedy Entertainment, speaking of Quantum Break.
When you find yourself in this place, to which the monarch gravitates, time is violated, and we see these visions and fragments of the life of Will working on the device that should fix everything. For me, this is again the unification of gameplay and plot. The central idea of the plot and the secret that you are trying to understand are united in one scene. As for management, here you can choose from many options. So far, we will only say that the idea of how to get out of Quantum Break, to make this crazy thing with a living action, this branched television series, and reduce its scale, finding ways to integrate it into the gameplay much more, led us to Trench’s visions, as well as to Dr. Darling and his video. Working with Matthew Porrett for many years as the album of Alan Wake, we recognized Matt and realized what he is capable of, so we created Dr. Darling’s character to entertain him. Then we used it as an instrument to explain many crazy Control scientific stories and shot these videos with Matt.