The ‘new weird’ is the new black for a fiercely independent Remedy.
Remedy expects the unexpected of itself. Its latest game, Control, represents the studio’s continued determination to shift its own goalposts. For starters, it debuted at Sony’s E3 conference this year. “We worked with Microsoft Studios on exclusive titles for many years,” creative director Sam Lake tells us. “We wanted to try out new things with Control, and explore new possibilities. Sony saw what we were working on and wanted to include us in their briefing. Being there already makes that statement that we are doing something in a different way.”
In other words, the apron strings have been cut. While previous releases such as Alan Wake were bolstered by Microsoft’s influence, the relationship had its caveats: the dull television show crowbarred into Quantum Break might have proved disastrous, were it not for the game around it. Control marks Remedy’s return to its indie roots, a brand-new multiplatform IP that sees the unfettered studio push itself to strange new limits.
The story, for instance, is less about its lead character than where it takes place. The Oldest House is the headquarters of the secretive Federal Bureau Of Control, a featureless concrete skyscraper in the heart of Manhattan that has a habit of bending itself into impossible forms. “It can be vastly bigger on the inside than the outside,” Lake says.
“And if the conditions are right, if you know the rules, if you know the steps of certain rituals, you can keep on travelling deeper. Step by step, you are leaving reality as we know it behind.”
هذه القصة مأخوذة من طبعة October 2018 من Edge.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك ? تسجيل الدخول
هذه القصة مأخوذة من طبعة October 2018 من Edge.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك? تسجيل الدخول
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart