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View Full Version : Remedy discusses how Initiation 4: We Sing in Alan Wake 2 was designed



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02-27-2024, 02:12 PM
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After 13 long years, Remedy's Alan Wake finally received a sequel, and it has been a success, managing to sell a million units by December 2023 (https://www.destructoid.com/alan-wake-2-is-remedys-fastest-selling-game-so-far/).


Unlike its predecessor, Alan Wake 2 is a survival horror title with a mind-bending narrative and settings that are downright psychedelic at times. The creators of the game answered questions from fans in a Reddit AMA on February 27 (https://www.reddit.com/r/AlanWake/comments/1ay2b2o/we_are_remedy_developers_of_alan_wake_2_ama/), and as one might expect, plenty wanted to know more about Initiation 4: We Sing (https://www.destructoid.com/alan-wake-2-initiation-4-we-sing-walkthrough/). They got their answers from Nathalie Jankie, Marko Muikku, and John Crossland.


Chucking a musical sequence into a survival horror game is unconventional, but Remedy managed to pull it off, with Sam Lake and Ilkka Villi (https://www.destructoid.com/ilkka-villi-discusses-playing-alan-wake/) pulling off their best moves to the sound of the fictional band Old Gods of Asgard. It's not just a musical, however, and just like the Ashtray Maze in Control, the inclusion of combat helps to seal the deal in terms of making it an unforgettable experience.


The chapter was designed by lead mission designer Anne-Marie Gr?nroos who divided it into four parts. Using an early version of the infectious Herald of Darkness song, gameplay beats were added. In some cases, the lyrics didn't suggest any gameplay beats, so the lyrics were changed to match the gameplay beats that were designed first.


Through the song, players get a recap of the events of the first game, and a summary of Alan's life. However, it's also a "mini mirror of Wake trying to escape the Dark Place." Hence the chapter features "fake enemies in the first part, shadow enemies in the second part, Bright Falls style combat in the third part, Plot Board in the fourth part; more or less in the same order they're introduced in the actual Dark Place."


According to Muikku, getting the gameplay right for the section took a long time, mainly because there was the desire to introduce the Flare Gun which easily blasts enemies away, giving players a break from the horror and a chance to just enjoy the absurd show.


Initiation 4 follows a design philosophy that permeates the entire game. According to Muikku, one of Remedy's biggest challenges was to "successfully glue narrative and gameplay together into a cohesive package." We see this during the musical which provides a narrative recap of the first game while still throwing enemies Alan's way.


Jankie considers Initiation 4 to be a vital part of the game, although some may feel it's out of place for the game's genre. She describes it as bold, creative, and "a testament to what Remedy as a studio stands for."


https://www.destructoid.com/wp-content/uploads/2024/02/Alan-wake-sam-lake-talk-show.jpg?w=640Screenshot by Destructoid.

The story behind the story of Alan Wake 2

Sam Lake appears in the game as Alex Casey. However, he's not the only Remedy team member that was scanned in. Crossland reveals that he tried to get as many devs as possible in, and even his mother makes an appearance. Some devs are represented in more abstract ways. For example, Jankie's handwriting was used for Rose, who is a character she loves due to her infectious positivity.


During the development process, there were some occasionally hilarious bugs to deal with. One of the challenges the team faced was the inclusion of wolves which are the first quadrupedal enemies in the series. Getting the AI right wasn't easy, and at one point the foe would just pace back and forth in the trailer park, not attacking the player. Jankie also recalls a bug that had dead enemies spinning around.


Another major challenging factor was character controlling, as the team aimed to have a character controller (https://vimeo.com/880838821) that enables smooth navigation in cramped, complex, and dynamic environments. It took a lot to get to the finish line but Muikku claims "in the end it was worth the effort," as it will benefit Remedy in the future.


Though Alan Wake 2 is certainly a unique game, it is made up of elements that are borrowed from various sources. Numerous influences are named, and they span television shows, movies, video games, and books. Influences named include Alone in the Dark, Fargo, Twin Peaks, The Killing, Dark, Absentia, Resident Evil, Silent Hill, Visage, Alien: Isolation, and even Finnish folklore.


https://www.destructoid.com/wp-content/uploads/2024/02/saga-mind-place-alan-wake-2.jpg?w=640Screenshot by Destructoid.

Saga's Sweater

FBI agent Saga wears a sweater that has more significance than you might initially assume. It represents a part of Finnish culture, and great care was taken when it was designed. Crossland worked with Minttu Wikberg from Pawlymade along with the directors to get the knit design right.


It was also an intentional choice for the sweater to feature a deer, as that's the animal she is associated with whereas owls are more relevant to Alan. Crossland has a deep dive concerning the sweater coming up in March (https://schedule.gdconf.com/session/the-art-of-characters-in-alan-wake-2-character-outfit-creation-process/900049), and if you love the design enough, you can knit one of your own (https://www.destructoid.com/remedy-releases-knitting-guide-for-saga-andersons-sweater-in-alan-wake-2/) and cosplay as the FBI agent.


The AMA features a reminder that Alan's story isn't quite over yet, and two DLCs are on the way (https://www.destructoid.com/alan-wake-2-gets-two-expansions-detailed-new-game-plus/). If they're anything like the main game, then it's no use attempting to predict what's coming, as Remedy always has a way of surprising players.

The post Remedy discusses how Initiation 4: We Sing in Alan Wake 2 was designed (https://www.destructoid.com/remedy-discusses-how-initiation-4-we-sing-in-alan-wake-2-was-designed/) appeared first on Destructoid (https://www.destructoid.com).


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