And now for the second time being in a position where we had done all that groundwork and then there was not a possibility to continue those stories. We can create excellent games, but the type of games we do with an immersive world and characters, memorable stories - those are typically building blocks in any entertainment business for franchises that could live for a long time. "But maybe the biggest lessons were on the business and production side. "You always learn on every aspect, definitely on the creative side," he tells when we meet at E3 2018. Nevertheless CEO Tero Virtala, who joined just a few months after the launch of Quantum Break, is disappointed the studio hasn't be able to follow up on all the effort put into that title. With Xbox's strong performance in the previous generation, plus Microsoft's original plans for a TV-infused strategy with its next console, it's understandable why Remedy maintained that relationship. After Alan Wake proved to be a hit (although, again, not enough to warrant a full sequel), work on Quantum Break began at a time when neither the Xbox One nor PlayStation 4 had been released. The latter is in part due to the Finnish developer's long-running collaboration with Microsoft. It was also exclusive to Microsoft platforms when it launched in 2016 which, being a second-place platform, didn't help it sell well enough to warrant a sequel. The ambitious original IP combined action gameplay with live-action TV episodes that changed depending on choices made in the game, which dramatically ramped up production time and costs. Quantum Break taught Remedy Entertainment a series of hard lessons.
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