![AS ABOVE SO BELOW](https://cdn.magzter.com/1387349800/1691679594/articles/-jvkPEbCp1694477539418/AS-ABOVE-SO-BELOW.jpg)
The log cabin, real or imagined, where a writer has been chained to his typewriter for the past 13 years. The forest in which a detective finds herself lost, clutching a tattooed heart, as reality ebbs away around her. The insides of both characters’ heads, which you can walk around. We’ll visit all of these places in time, but for Edge the story starts somewhere stranger still: on the set of a late-night chat show.
Outside, it’s a bright day on the streets of Helsinki, the long dark of winter finally thawing. In here, though, the only window shows a gloomy New York nightscape. It’s positioned alongside a sign that declares that we’re watching In Between With Mr Door, the soft light from which reveals that this view is a fabric backdrop, the slight ripples in its surface ensuring you don’t forget the artifice. Because nothing here is real, as Alan Wake is about to learn.
Action is called, and Ilkka Villi emerges from behind a billowing red curtain, blinking in the spotlights. Later, he’ll tell us: “I just counted 18 years with Alan Wake,” having been cast as the physical embodiment of the character during early development of the first game, while Matthew Porretta provided the voice. “Games were a lot different then,” Porretta says. “This would never be done this way now, right? The person who mocaps it would voice it. But back when it first started out, we were just figuring out how to do it.”
Denne historien er fra October 2023-utgaven av Edge UK.
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Denne historien er fra October 2023-utgaven av Edge UK.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
![CHANTS OF SENNAAR](https://reseuro.magzter.com/100x125/articles/5196/1821362/hsKqrl25r1725526389037/CHANTS-OF-SENNAAR.jpg)
CHANTS OF SENNAAR
How Babel helped a world of stealth become a world of words
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MEGHNA JAYANTH
Around the industry in eight games: one writer's journey through indie to triple-A and back again.
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Tom Clancy's Splinter Cell: Blacklist
Sam Fisher's final outing is also his most enigmatic
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Post Script
How low should a boss go?
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TWO POINT STUDIOS
How a new studio rose from the ashes of Lionhead success not simulated
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RAIDERS OF THE ARCHIVE
Wolfenstein-style shootouts are just a small part of the picture in MachineGames' maximalist Indy game
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SPLITGATE 2
If it ain't broke, don't fix Split
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KINGDOM COME: DELIVERANCE II
A bigger, better - and funnier Bohemian rhapsody
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Narrative Engine
Write it like you stole it
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The Outer Limits
Journeys fo the farthest reaches of interactive entertainment