I just love how it is recorded in 2009 that it's Remedy philosophy to "make games that appeal to as many as possible" but they chose to sit back and let whatever the crazy probably high as hell minds in their teams cooked up. And they tried it again, and again, going through at least 2-3 games that the industry will see as a "financial flop". I feel so happy when Alan Wake 2 garnered as many awards as it did. It felt like a recognition of their creative resilience. Also, it just wows me that Remedy games are unspoilable. I can know the entire main storyline of Control and what happened to Dylan, but there are still at least a dozen other things to figure out. I have been spoiled about the true identity of the Cult of the Tree, but that is still just 1 of the dozen. Graphics-wise, as an artist, I tend to dodge hyper-realistic games, but the way Remedy games looks feels so organic to me. Those wizards know how to create breathing worlds with RECOGNIZABLE reused assets, something I can't feel from games like TOTK. And something less discussed is how they still made a lot of the effects by hand, for example the graffitis in AW2, despite being NVIDIA's graphics tech babychild for years. These people are just insane.
"Creative resilience" might be the best way to describe Remedy. Sam Lake and team really just throws whatever they can at the wall. It's usually incredibly executed though. And yeah, spoiling their games are hard because half of their games is just experiencing them! Knowing who does what is big, but it doesn't really spoil anything because Remedy's stories function completely differently. .... wait, they do their effects by hand? No wonder everything looks so distinct. That's crazy to hear! And I couldn't agree more, they somehow make reusing assets, which every studio does, perfectly fine. Regarding their financial state, Alan Wake 2 is critically acclaimed, but their financial status is quite intriguing. Most of their games are typically joint ventures meaning judging their profitability and overall performance is tough. Alan Wake and Quantum Break are partially funded by Microsoft, Control is a joint venture with 505 Games, and Alan Wake 2 is a joint venture with Epic. Large publishers typically fund to incentivize people to play on their platforms. Another interesting point to consider is exclusivity is getting harder to justify with the rising cost of development. Remedy has been around for 2 decades, so they know what they're doing and they said they'd release games annually, but I'm just worried about them. They obviously have a model that works... I just worry about its sustainability I guess. I probably should've had this last part in the video... oh well, I know for next time. Hopefully you enjoyed the video though!
This popped up on my feed due to my Remedy high while currently playing Alan Wake 2(and Control being my probably 2nd favorite game). Great video, you perfectly summed up what makes Remedy one of a kind in a short and concise manner. Even if the next Sam Lake won't have watched this video, I certainly hope a new Alan Wake/Control/Max Payne player did.
Comments like these are why I make these videos! I'm happy the pacing turned out well, this video was originally supposed to be like 10 minutes, but I had so much to say and wanted to provide Remedy's video on this channel with the love and support they provide us players! And yeah, hopefully someone who hasn't played these games is inspired to give something new a try! Thanks for subscribing as well, hopefully I can make some other videos you'd like.
My first Remedy game was Max Payne followed by Max Payne 2. I remember loving the slightly weird story style right away, getting lost in Max's mission and the events going on around him while mowing down mobsters in slow motion. Nothing like it. So many years later I played Control. I had no idea it was the same creator at first. I hadn't even heard of Alan Wake at that point. But they had me from the first time I walked through the Oldest House lobby. After playing the DLC I started looking into Alan Wake. Turned out it was a free download that month on PS plus so I copped it. By that point I was a full on Remedy fan. Now I can't wait for the Lake House DLC to come out this month
I'm sure Control gave you the same feeling when you played Max Payne 2. Remedy's projects have such a distinct tone to them! I absolutely love them. I'm jealous, I wish I played Control before Alan Wake 2! I'm really looking forward to the lakehouse dlc, and I can't wait for Control 2!
I love how much you see the inspiration of film directors bleed into game directors work to the point that it feels like they become good representations of them for the medium like Shigeru Miyamoto and Walt Disney, Hideo Kojima and Stanley Kubrick, Neil Druckman and Chris Nolan and now Sam Lake and David Lynch. I swear classes can be taught on each of the game directors style just as classes are already taught on their film counterparts.
One thing I believe to be most prominent in most games nowadays is their appeal towards Realism. There are games that have done well in this aspect, in many matters of the word, but very few fail to understand that sometimes it shouldn't be Realism that games should focus on. But is the Believability of it. (because, let's be honest, we have an abundance of realism already from real life.) And I'm not just talking about the sheer graphics of any game or game engine either. It's the ability to make something so absurd yet feel so in tune with the in-game narrative's world that it just makes sense for it to be there. It is believable in every right, and it is what very much what immerses us into the game's world deeply. It builds on this world that isn't ours or one were familiar with, similar sure, but different enough and BELIEVABLE enough to be a different world we can or want to find more and more about. I find that Remedy games to be an amazing example of this gaming agenda/narrative, developers who often favour creativity and let flow the crazy ideas. It doesn't feel stale in contrast with other games.
Wow, thanks for the well written and thought-provoking comment! I agree with your assessment. With the industry's endless pursuit of better graphics, we've veered away from overall believability. It's funny though. It's almost paradoxical that, sure, while people are mostly looking to escape when they engage with media, there's currently an explosion of all these simulators in the market. Regardless of irony, in your opinion, what does Remedy do to elicit this sense of believability despite their frequent use of supernatural elements? "Fictitious reality" is the best way I could phrase it. There's just something so distinct about the setting, people, characters, writing, and unexplored questions that are present in Remedy's projects.
@@DogmasDomain Fictitious reality is a really good way to put it, and I 100 percent agree with the statement! I suppose for me, Remedy's format in dealing with this way of presentation is how it elicits this sense of believability. They operate on a medium that is highly flexible to the furthest reaches of any game developers' imaginations. Notice in the Alan Wake games that they always sort of follow this series-like or episodic way of dividing the chapters. In the first AW game, it almost feels like you're playing and watching through a TV Show, whilst sometimes pausing to read the manuscripts like it was an awesome book. I think its the way that they treat this medium like some sort of pseudo-television or pseudo-book is what drives us into this sense of immersion. We know for a fact that it IS a story, but the fact that we feel like we're watching some sort of show, or reading a book might be what inherently reminds us of how we do so in reality. It feels real because it feels like a cross-platform narrative that we can hold in our hands. It feels really meta in a way and hard to explain and almost befitting of an Alan Wake fan, honestly. I'm rereading this myself and I almost feel pretentious but I swear I mean it! The only other explanation is perhaps the fact that the world inside of the Remedy games feel believable because of the sheer amount of culture in it. In Oxford Language's definition of culture, it is "the arts and other manifestations of human intellectual achievement regarded collectively." Finnish culture is highly ingrained in the Alan Wake games, but the town of Bright Falls exhibits its own uniqueness drawn from it. A town from Washington celebrating about yet another animal for something? Doesn't sound unlikely, right? Culture has been called "the way of life for an entire society." and it shows well in Bright Falls as well as the FBC. Bright Falls is damp, its fishing business used to be there but now dwindling, they have their own radio station, their own lodges, form of tourism, Deerfest and COFFEE because its Remedy and Sam Lake. They're one of those odd towns in Washington with their own supernatural things going on since the 1980s and we know this because Remedy placed the necessary foundation of information there, the background to support the lie of storytelling; The Worldbuilding. The FBC is cold, yet somehow vibrant in its palette (especially against entities of paranatural power... hey, have you noticed how vibrance of light and colour is mostly reserved for the paranatural entities in the games?), its almost dry compared to the town of Bright Falls (and i mean this as a style and aesthetic) that is hard-wired in the display of the somewhat Brutalistic Architecture of the Oldest House. The work environment is hostile in the literal sense of the word, the people are used to the insanity because it IS their line of work. In a way, Alan Wake is the subtle one compared to their sibling, CONTROL, who places us and Jesse Faden well into the frontline of the source of insanity, compared to the AW games who has us running around something that we know is there in the dark. Remedy also does not veer away from the story. It keeps us in it and engaged. It is almost linear compared to the more open world oriented industry of today but the Remedy games almost always keeps us in the path. Even if it has some form of side quest, like in CONTROL, it is still within the thematic storyline that doesn't distract us from the flow of the game. If the side quest is absurd, then it is the right type of absurd that the rest of the story is operating on. And Remedy uses their craft well. I've rambled, but yes. Remedy's Fictitious reality is still believable because it has all the necessary foundations to support the lie of storytelling, further enhanced by the atmosphere and environments they sit in. They're not afraid to take themselves seriously. And in turn, we do as well. Not to mention the fact that just about EVERYONE in their games are ready to just go along with anything. It's wild, until we the players find that they have enough reason to: Because they've seen it too and it's happened before. It's ingrained in their culture, it's become their "way of life." In this its worth noting that each game always has us be oriented into the cultures of the games by Remedy. Almost initiated into it even. We don't wane in, we're pushed into the narrative hard. Anyway, those are just my thoughts, sorry for the [wall of text], its a really interesting topic, is all haha
im still annoyed that the VGAs cut off sam's speech when he was making an ACTUAL speech thanking the team but all the adspots and special guests took up literal hours of screen time al by themselves
A creative director acknowledging the ENTIRE team is a breath of fresh air in the industry. Sam Lake is a great person. That said, it's hard to blame the VGA. They have a tight show with reveals, performances, speeches, and trailers. I'm sure that one director with Take Two who was drunk and gave a 10minute speech derailed everything lol
@@DogmasDomain the whole show was 90% ads though. I get they need to fund the show but they're doing it at the EXPENSE of the show itself which seems counterproductive
My favorite remedy game is the original alan wake. I have no words to comprehensively describe my feeling for that game, but it's mostly what you explained about how it feels very cinematic, surreal, but also amateurish at times. Talking about exposition, this really is a lost craft, because as games gets bigger in scope and narrative, they also get very bloated and I feel like developers pay virtually no attention at all on this topic, so the end result is pretty much always a LOT of very dry and lazy exposition and even tho some of my favorite games ever are japanese rpgs, I have to admit that they suffer from this the most. Anyways Remedy is really the only AAA western studio that I still trust and can still get excited when I see a new announcement. And great video as always, here's to hoping you blow up in the algorithm soon.
Yeah man, like, I always hear about being people talking about how surreal Remedy's stories are, so I tried putting it into words. Their storytelling is really something special and I haven't seen someone attempt to break down as to why. The original Alan Wake is something special if you look pass the gameplay obviously. Someone about the tone, grey camera, and the execution of a narrative surrounded by mystery felt special. You're 100% right about the exposition point. They're a master at delivering what and when you need to know things! Which obviously helps with their INCREDIBLE pacing and tight narratives they tell. Japanese developers seem to be of two minds: Overly explain EVERYTHING or explain little to nothing. It might be a cultural thing because you have film makers like Miyazaki and Hidetaka Miyazaki (Dark souls creative director) who believe in player agency enough to piece together their story. Most modern audiences, because of our declining retention span, needs to be walked through everything. There's very small room for sedulity in today's media, which is why certain things REALLY standout imo. I feel like it's easier to explain than execute though. I'm right there with you: whatever they announce I'll be there .... if my pc can handle their games. Happy you enjoyed and hopefully it was worth the wait. I wanted to do something different and challenge myself with something instead of the game analysis and discussions I've been doing up to this point! Here's hoping the algorithm puts this video in front of the right people!
An narrator is always a risk in a game. It takes away some immersion and the rule "show, not tell" carries a lot of power, because it makes artists add details to tell the story. That is a big difference to games, where details are often just there to fill the world without much impact.
This is short and beautifully said. Most developers and story tellers aren't aware of this nuance making Remedy's storytelling that much more unique in the industry.
@@DogmasDomain it is a detail I liked in Human Revolution. The big story was lacking, too predictable. But the side stories were incredible. And everything told a story there, which made the atmosphere. And the gameplay was initially really unbalanced, which made the game flop
@@DogmasDomain Nope they did not. The gameplay mechanics might have been very good but it lost the soul of the previous Max Payne renditions. I'd like to experience the same effect that I felt when I played Max Payne 1 & 2, it's just indescribable how those two stories have stuck in my mind and heart forever. I want more of that.
@@naazahs9045 Max Payne 1&2 remake is in the work now. It will be an entirely rebuild game from the ground up and I suppose they might add some more details to them tying them more closely to Alan Wake fictional universe. This can be seen from their work with Alan Wake Remaster, that even though only a reskin, they added some details that brings them closer to Alan Wake 2 that were planned to be released several years later.
@@DogmasDomain I am a silly human. Sometimes comments are added simply to not appear to be a bot. "fnord" is a nonsense word used a lot in the Illuminatus! Trilogy.
The blend of live action and gameplay in Control and AW2 is amazing, never seen any other game studio try something like that
Most developers are scared to since people complain about cutscenes in games... even though we've had cinematic games for literal decades.
i agree, i think the only other game that have successfully pulled off live action + gameplay is this game called At Dead of Night
I just love how it is recorded in 2009 that it's Remedy philosophy to "make games that appeal to as many as possible" but they chose to sit back and let whatever the crazy probably high as hell minds in their teams cooked up. And they tried it again, and again, going through at least 2-3 games that the industry will see as a "financial flop". I feel so happy when Alan Wake 2 garnered as many awards as it did. It felt like a recognition of their creative resilience.
Also, it just wows me that Remedy games are unspoilable. I can know the entire main storyline of Control and what happened to Dylan, but there are still at least a dozen other things to figure out. I have been spoiled about the true identity of the Cult of the Tree, but that is still just 1 of the dozen.
Graphics-wise, as an artist, I tend to dodge hyper-realistic games, but the way Remedy games looks feels so organic to me. Those wizards know how to create breathing worlds with RECOGNIZABLE reused assets, something I can't feel from games like TOTK. And something less discussed is how they still made a lot of the effects by hand, for example the graffitis in AW2, despite being NVIDIA's graphics tech babychild for years.
These people are just insane.
"Creative resilience" might be the best way to describe Remedy. Sam Lake and team really just throws whatever they can at the wall. It's usually incredibly executed though. And yeah, spoiling their games are hard because half of their games is just experiencing them! Knowing who does what is big, but it doesn't really spoil anything because Remedy's stories function completely differently.
.... wait, they do their effects by hand? No wonder everything looks so distinct. That's crazy to hear! And I couldn't agree more, they somehow make reusing assets, which every studio does, perfectly fine. Regarding their financial state, Alan Wake 2 is critically acclaimed, but their financial status is quite intriguing. Most of their games are typically joint ventures meaning judging their profitability and overall performance is tough. Alan Wake and Quantum Break are partially funded by Microsoft, Control is a joint venture with 505 Games, and Alan Wake 2 is a joint venture with Epic. Large publishers typically fund to incentivize people to play on their platforms. Another interesting point to consider is exclusivity is getting harder to justify with the rising cost of development. Remedy has been around for 2 decades, so they know what they're doing and they said they'd release games annually, but I'm just worried about them. They obviously have a model that works... I just worry about its sustainability I guess.
I probably should've had this last part in the video... oh well, I know for next time. Hopefully you enjoyed the video though!
This popped up on my feed due to my Remedy high while currently playing Alan Wake 2(and Control being my probably 2nd favorite game). Great video, you perfectly summed up what makes Remedy one of a kind in a short and concise manner. Even if the next Sam Lake won't have watched this video, I certainly hope a new Alan Wake/Control/Max Payne player did.
Comments like these are why I make these videos! I'm happy the pacing turned out well, this video was originally supposed to be like 10 minutes, but I had so much to say and wanted to provide Remedy's video on this channel with the love and support they provide us players! And yeah, hopefully someone who hasn't played these games is inspired to give something new a try! Thanks for subscribing as well, hopefully I can make some other videos you'd like.
My first Remedy game was Max Payne followed by Max Payne 2. I remember loving the slightly weird story style right away, getting lost in Max's mission and the events going on around him while mowing down mobsters in slow motion. Nothing like it. So many years later I played Control. I had no idea it was the same creator at first. I hadn't even heard of Alan Wake at that point. But they had me from the first time I walked through the Oldest House lobby. After playing the DLC I started looking into Alan Wake. Turned out it was a free download that month on PS plus so I copped it. By that point I was a full on Remedy fan. Now I can't wait for the Lake House DLC to come out this month
I'm sure Control gave you the same feeling when you played Max Payne 2. Remedy's projects have such a distinct tone to them! I absolutely love them. I'm jealous, I wish I played Control before Alan Wake 2! I'm really looking forward to the lakehouse dlc, and I can't wait for Control 2!
I love how much you see the inspiration of film directors bleed into game directors work to the point that it feels like they become good representations of them for the medium like Shigeru Miyamoto and Walt Disney, Hideo Kojima and Stanley Kubrick, Neil Druckman and Chris Nolan and now Sam Lake and David Lynch. I swear classes can be taught on each of the game directors style just as classes are already taught on their film counterparts.
You're spot on. I feel like it's only a matter of time before games are used in film school!
@@DogmasDomain or video game studies becomes its own thing in schools of fine arts
i've had Control in my steam wishlist for over a year
i'm going to purchase it now and also alan wake
Unforgettable narrative experiences
Really good video, first time i saw you. I hope you make a video about Control
Glad you enjoyed and welcome to the channel! I have control in the pipeline, but not a hard date yet.
One thing I believe to be most prominent in most games nowadays is their appeal towards Realism. There are games that have done well in this aspect, in many matters of the word, but very few fail to understand that sometimes it shouldn't be Realism that games should focus on. But is the Believability of it. (because, let's be honest, we have an abundance of realism already from real life.)
And I'm not just talking about the sheer graphics of any game or game engine either. It's the ability to make something so absurd yet feel so in tune with the in-game narrative's world that it just makes sense for it to be there. It is believable in every right, and it is what very much what immerses us into the game's world deeply. It builds on this world that isn't ours or one were familiar with, similar sure, but different enough and BELIEVABLE enough to be a different world we can or want to find more and more about. I find that Remedy games to be an amazing example of this gaming agenda/narrative, developers who often favour creativity and let flow the crazy ideas. It doesn't feel stale in contrast with other games.
Wow, thanks for the well written and thought-provoking comment! I agree with your assessment. With the industry's endless pursuit of better graphics, we've veered away from overall believability. It's funny though. It's almost paradoxical that, sure, while people are mostly looking to escape when they engage with media, there's currently an explosion of all these simulators in the market. Regardless of irony, in your opinion, what does Remedy do to elicit this sense of believability despite their frequent use of supernatural elements? "Fictitious reality" is the best way I could phrase it. There's just something so distinct about the setting, people, characters, writing, and unexplored questions that are present in Remedy's projects.
@@DogmasDomain Fictitious reality is a really good way to put it, and I 100 percent agree with the statement! I suppose for me, Remedy's format in dealing with this way of presentation is how it elicits this sense of believability. They operate on a medium that is highly flexible to the furthest reaches of any game developers' imaginations.
Notice in the Alan Wake games that they always sort of follow this series-like or episodic way of dividing the chapters. In the first AW game, it almost feels like you're playing and watching through a TV Show, whilst sometimes pausing to read the manuscripts like it was an awesome book. I think its the way that they treat this medium like some sort of pseudo-television or pseudo-book is what drives us into this sense of immersion. We know for a fact that it IS a story, but the fact that we feel like we're watching some sort of show, or reading a book might be what inherently reminds us of how we do so in reality. It feels real because it feels like a cross-platform narrative that we can hold in our hands. It feels really meta in a way and hard to explain and almost befitting of an Alan Wake fan, honestly. I'm rereading this myself and I almost feel pretentious but I swear I mean it!
The only other explanation is perhaps the fact that the world inside of the Remedy games feel believable because of the sheer amount of culture in it.
In Oxford Language's definition of culture, it is "the arts and other manifestations of human intellectual achievement regarded collectively."
Finnish culture is highly ingrained in the Alan Wake games, but the town of Bright Falls exhibits its own uniqueness drawn from it. A town from Washington celebrating about yet another animal for something? Doesn't sound unlikely, right? Culture has been called "the way of life for an entire society." and it shows well in Bright Falls as well as the FBC.
Bright Falls is damp, its fishing business used to be there but now dwindling, they have their own radio station, their own lodges, form of tourism, Deerfest and COFFEE because its Remedy and Sam Lake. They're one of those odd towns in Washington with their own supernatural things going on since the 1980s and we know this because Remedy placed the necessary foundation of information there, the background to support the lie of storytelling; The Worldbuilding.
The FBC is cold, yet somehow vibrant in its palette (especially against entities of paranatural power... hey, have you noticed how vibrance of light and colour is mostly reserved for the paranatural entities in the games?), its almost dry compared to the town of Bright Falls (and i mean this as a style and aesthetic) that is hard-wired in the display of the somewhat Brutalistic Architecture of the Oldest House. The work environment is hostile in the literal sense of the word, the people are used to the insanity because it IS their line of work. In a way, Alan Wake is the subtle one compared to their sibling, CONTROL, who places us and Jesse Faden well into the frontline of the source of insanity, compared to the AW games who has us running around something that we know is there in the dark.
Remedy also does not veer away from the story. It keeps us in it and engaged. It is almost linear compared to the more open world oriented industry of today but the Remedy games almost always keeps us in the path. Even if it has some form of side quest, like in CONTROL, it is still within the thematic storyline that doesn't distract us from the flow of the game. If the side quest is absurd, then it is the right type of absurd that the rest of the story is operating on. And Remedy uses their craft well.
I've rambled, but yes. Remedy's Fictitious reality is still believable because it has all the necessary foundations to support the lie of storytelling, further enhanced by the atmosphere and environments they sit in. They're not afraid to take themselves seriously. And in turn, we do as well. Not to mention the fact that just about EVERYONE in their games are ready to just go along with anything. It's wild, until we the players find that they have enough reason to: Because they've seen it too and it's happened before. It's ingrained in their culture, it's become their "way of life." In this its worth noting that each game always has us be oriented into the cultures of the games by Remedy. Almost initiated into it even. We don't wane in, we're pushed into the narrative hard.
Anyway, those are just my thoughts, sorry for the [wall of text], its a really interesting topic, is all haha
I still think about the relationship of Mona and Max from Max Payne 2. All of their stories are super great.
Their stories are remarkably told and paced! Their stories also just stay with you.
im still annoyed that the VGAs cut off sam's speech when he was making an ACTUAL speech thanking the team but all the adspots and special guests took up literal hours of screen time al by themselves
A creative director acknowledging the ENTIRE team is a breath of fresh air in the industry. Sam Lake is a great person. That said, it's hard to blame the VGA. They have a tight show with reveals, performances, speeches, and trailers. I'm sure that one director with Take Two who was drunk and gave a 10minute speech derailed everything lol
@@DogmasDomain the whole show was 90% ads though. I get they need to fund the show but they're doing it at the EXPENSE of the show itself which seems counterproductive
@@QuestionableLifeChoices you know what, fair enough lol
My favorite remedy game is the original alan wake. I have no words to comprehensively describe my feeling for that game, but it's mostly what you explained about how it feels very cinematic, surreal, but also amateurish at times.
Talking about exposition, this really is a lost craft, because as games gets bigger in scope and narrative, they also get very bloated and I feel like developers pay virtually no attention at all on this topic, so the end result is pretty much always a LOT of very dry and lazy exposition and even tho some of my favorite games ever are japanese rpgs, I have to admit that they suffer from this the most.
Anyways Remedy is really the only AAA western studio that I still trust and can still get excited when I see a new announcement. And great video as always, here's to hoping you blow up in the algorithm soon.
Yeah man, like, I always hear about being people talking about how surreal Remedy's stories are, so I tried putting it into words. Their storytelling is really something special and I haven't seen someone attempt to break down as to why. The original Alan Wake is something special if you look pass the gameplay obviously. Someone about the tone, grey camera, and the execution of a narrative surrounded by mystery felt special.
You're 100% right about the exposition point. They're a master at delivering what and when you need to know things! Which obviously helps with their INCREDIBLE pacing and tight narratives they tell. Japanese developers seem to be of two minds: Overly explain EVERYTHING or explain little to nothing. It might be a cultural thing because you have film makers like Miyazaki and Hidetaka Miyazaki (Dark souls creative director) who believe in player agency enough to piece together their story.
Most modern audiences, because of our declining retention span, needs to be walked through everything. There's very small room for sedulity in today's media, which is why certain things REALLY standout imo. I feel like it's easier to explain than execute though.
I'm right there with you: whatever they announce I'll be there .... if my pc can handle their games. Happy you enjoyed and hopefully it was worth the wait. I wanted to do something different and challenge myself with something instead of the game analysis and discussions I've been doing up to this point! Here's hoping the algorithm puts this video in front of the right people!
An narrator is always a risk in a game. It takes away some immersion and the rule "show, not tell" carries a lot of power, because it makes artists add details to tell the story.
That is a big difference to games, where details are often just there to fill the world without much impact.
This is short and beautifully said. Most developers and story tellers aren't aware of this nuance making Remedy's storytelling that much more unique in the industry.
@@DogmasDomain it is a detail I liked in Human Revolution. The big story was lacking, too predictable. But the side stories were incredible. And everything told a story there, which made the atmosphere.
And the gameplay was initially really unbalanced, which made the game flop
@@alis49281 Man, I need to make a video on deus ex human revolution. THAT game is incredible even if the first game is better!
Remedy should be the one making Max Paine, not rockstar.
Didn't they do a good job with Max Payne 3?
@@DogmasDomain Nope they did not. The gameplay mechanics might have been very good but it lost the soul of the previous Max Payne renditions. I'd like to experience the same effect that I felt when I played Max Payne 1 & 2, it's just indescribable how those two stories have stuck in my mind and heart forever. I want more of that.
@@naazahs9045 Max Payne 1&2 remake is in the work now. It will be an entirely rebuild game from the ground up and I suppose they might add some more details to them tying them more closely to Alan Wake fictional universe.
This can be seen from their work with Alan Wake Remaster, that even though only a reskin, they added some details that brings them closer to Alan Wake 2 that were planned to be released several years later.
BGs
BGs
Ride to Hell Retribution better
XD
Agreed
Definitely a Control freak.
fnord
Huh?
@@DogmasDomain I am a silly human. Sometimes comments are added simply to not appear to be a bot.
"fnord" is a nonsense word used a lot in the Illuminatus! Trilogy.