Alan Wake 2 interview: ‘True Detective was definitely on our mind’ | VGC

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Alan Wake 2 interview: ‘True Detective was definitely on our mind’ | VGC
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Interview: Alan Wake II's TimePirateNinja and Llyann tell us how True Detective and '90s movies were key influences for the sequel.

Remedy explains how the HBO show and ’90s movies are key influences for the sequel, its sequel is finally due for release on October 17.

But I think that we learned a lot making Quantum Break about how we can do interactive storytelling, we learned a lot in Control about how players like to consume content, how much agency we want to give. So We were looking at issues that we felt were in the first game, such as a bit of a dissonance between what the story was trying to do versus what the gameplay was trying to kind of push you towards. So we wanted to kind of counterbalance that.

They are unique stories to both characters, they highlight different mechanics, they have different tones. Alan represents approximately 50% of the experience. So no matter how you play, you kind of get different context and different rewards for doing that. And then you will hit a point where, basically…You’re forced to go to a character. It’s like, you start off linear, we introduce Saga, we introduce Alan, we introduce their concepts and at that point, it’s kind of like two parallel stories.

So, for example, with Saga, she’s an FBI agent, she’s a profiler, she’s coming to investigate things inside the Pacific Northwest, so we wanted to make sure that we built game mechanics that supported that power fantasy. And then we could start adding gameplay mechanics which directly connect to her power fantasy, like the case board, and the profiling.

So yeah, the case board – I grimace because yes, we’ve gone through many versions of it, but we’re actually really happy with how it’s landing now. But also on top of that in the Mind Place you’ve got profiling, which is another key part of Saga’s mechanics, and it’s really cool too. Obviously, there were [conversation] topics in Control and I think we had a lot of learnings from that.

They’re pressing buttons, saying things – that was our approach for the conversations, that the player has some agency over how they consume that content, the order in which they do it, so you’re more focused on what you consume and I think we really wanted to find gameplay-driven ways to tell this story in addition to the more traditional linear formats we get like cinematics.

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