How Come Alan Wake Took So Long? Freaky Prototypes, Sandboxes


Posted February 18, 2010 - By pklepek

Alan Wake

We've all been waiting a long...long...long time for Alan Wake, the first game from Remedy Entertainment since Max Payne 2 shipped back in 2003. Remedy president Matias Myllyrinne tried to shine some light on what took Alan Wake so long to come to fruition at DICE 2010. In short?

"Freaky prototypes," he said.

"[We] played around with some crazy things," he added.

As a result, pre-production on Alan Wake went much, much longer than Remedy anticipated. Much of the pre-production spent on these "freaky prototypes" were largely what Myllryinne called "slack innovation," where Remedy was coming up with ideas that didn't necessarily help, but some actually did and Remedy finds that period to be crucial to their internal development process.

"[We] put all our eggs in one basket and watch that basket very, very closely," he said.

Alan Wake also ran into trouble during production because Remedy had originally envisioned their psychological thriller as a sandbox adventure. About six months of work was spent building that sandbox arena. Eventually, however, they decided to scrap it.

"It wasn't working," he said. "[It] took away from cinematic aspects and rollercoaster story."

Myllryinne admitted Alan Wake could have shipped with the sandbox elements intact with a series of band-aids and design patches to lift it up, but they ended up throwing it all out.

Gamers will finally see what they've been working for all these years in May.

Keep watching for more coverage from DICE 2010 all week long.

How Come Alan Wake Took So Long? Freaky Prototypes, Sandboxes


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