There are places in our world where fiction and dreams can come true.

Control to Launch 27th August 2019!

Following an accidental leak on the Microsoft Store, Game Informer and Remedy have now confirmed the release date for Control. Mark your calendars for August!

GameInformer Coverage of Control [April Issue]

Throughout March, Game Informer will be posting exclusive coverage of Control, featuring interviews with the developers, new gameplay footage, and more!

New Control Box Art Revealed

New box artwork for Control has emerged! While similar to its predesscor, the new promotional image is a gorgeous digital painting similar to American Nightmare's style.

Retrospective: Alan Wake's American Nightmare

To celebrate Alan Wake's American Nightmare's seventh anniversary, we take a closer look at the eight months it was in development.

Remedy's Financial Review 2018

We look at Remedy's Financial Review for 2018 and breakdow the changes that the company has faced over those tweleve months.

Behind the Scenes of Poets of the Fall's War Music Video

To celebrate 15 years of Poets of the Fall (Old Gods of Asgard) we spoke to Director, Akseli Tuomivaara, about creating the Alan Wake-inspired music video, War. [Photo by Tiia Öhman].

Charity Auctions raise £1405.60 for Cancer Research UK!

Our Monarch Gala and Spring Charity Auction raises £1405.60 for Cancer Research UK! With invaluable support from Remedy and Poets of the Fall.

Interviews and Conversations with....

Over the past four years, I've had the pleasure of interviewing some individuals involved including Cam Rogers, Kathy Tong, Fred Berman, Ilkka Villi, Christopher Forsyth and Brett Kelly.

24th April 2019
Watch Last Night's Control VFX Livestream Here!
[Updated With YouTube Link]

Last night, Remedy held their third Control livestream, this time focusing on the game's impressive visual effects!

Vida Starčević (Associate Community Manager) hosted the hour-long stream and was joined by fellow developers, James Tottman (Senior VFX Artist) and Elmeri Raitanen (Lead VFX Artist).

New gameplay was shown during the broadcast, which emphasised the manipulation and destruction of the environment. The livestream closed with an interesting behind the scenes look at some of the tools involved, a cool aspect which is rarely showcased in developer livestreams.

As always, you can catch the full broadcast on their channel or below! And if you missed the previous broadcast, which looked at gameplay and story, you can catch up on the ControlRemedy channel, HERE.

Normal Twitch viewers can check out the broadcast up to fourteen days after it aired, whereas Twitch Partners and Turbo subscribers can view it up to sixty days after it aired. Although recent broadcasts have been added to the ControlRemedy YouTube channel, if you missed them.

23rd April 2019
Opinion: The Awkward Topic Of Quantum Break In Recent Months

In 2012, for my English Language course, I studied the use of language in marketing and specifically of that of Remedy's. This was in the early days of The Sudden Stop. I didn't know the community all that well and I was jumping into a series which everyone around me had known for seven years. As I was going through interviews to learn more for my hobby, I decided to combine it and write my dissertation on how Remedy communicates with their audience. And it was a little surprising!

The use of language, how they talked about fellow devs, how they spoke to the community was unlike anything else that I had ever seen from a studio. What stood out for me most was how collaborative everything was, how much the developers would credit teams for their work or give shoutouts, but the thing which stood out from a language aspect was the number of times they used the word "we". Whenever the interviewers were playing cute and try pushing a subject, it would change to "I" do not represent the studio in case media outlets picked it up. I loved this approach by the studio, a very intentional decision to make the company more inclusive, and as a nerd discovering that was a fun tidbit into studio life.

Unfortunately, what I loved about Remedy then is what I feel that they need to address now.

As the years went on, the voice of the studio evolved, and while I'm slightly nostalgic for old communication styles, the thing which I'm the saddest about is seeing is how previous titles, particularly Quantum Break, needlessly take hits to promote Control. And unfortunately, it's been a common feature of interviews and of marketing this past year.

Official Quantum Break Screenshot
.
I've written before on social media that I feel that Quantum Break is Remedy's most underrated title, which always gets replies stating "but... Alan Wake?" and while I love Alan Wake, it's also a title that received a lot of positivity and a loyal cult following its release. The PC release in February 2012 brought in a new audience that keeps the fandom alive today even in the absence of a sequel. With such a fanbase, Remedy has rarely been critical of Alan Wake and instead would comment about how much they adore the series and want to return to it. But Quantum Break? Not so much, especially lately.

The unusual critical approach to the game isn't making me want to play Control, or understand how Jesse's adventure is an evolution of Remedy's approach to game design, but rather making me want to follow the studio and as a result, Control... less.

So why do I feel awkward and reluctant to hear Remedy talk negatively about their previous games? Well, there are two main reasons.

The first is the community. For a lot of people, that game has been a source of comfort and escapism. They saw themselves in Jack or Beth. I know people who cosplayed Jack, or created artwork or continued their stories in fan fiction. It's been three years since Quantum Break's launch, and the constant tributes continuing to roll in from fans who were Day One buyers shows the amazing resilience and importance the title has had for people. And that's not nothing!

The second is the developers. If you're active in the Remedy community, then you would have noticed the sea of new faces coming in, as well as those who have gone on to new projects. While the studio frequently talks about teams expanding, they never speak about the devs that left, although in the space of a few years some of the studio's departments have seen massive transformations. By the end of Quantum Break's development, Remedy was a studio of 130. It was the first Remedy game that I had followed from start to finish, and the thing which stood out for me was the amount of passion that they spoke about the project from the start, and the relief and nervousness when it shipped.

Official Quantum Break Screenshot
.
No game can be perfect, there are some things which I'm sure the developers would have liked to go back on, and it's natural that studio will be taking what they learnt on the project with them for the next project. For a lot of people, Quantum Break was something that dominated a large part of their life for several years. And regardless of personal opinions on the game, there's a time and place to reflect critically on past work, but it feels... wrong to publically criticize or be dismissive (especially the work of specific departments) to market the next big thing. The amount of demand on Quantum Break, from the publisher side, from the audience, from the concept, was intense, that the development pressure from the project is something which surfaces on social media even years later.

There's also the curiosity of how we will talk about projects in the future. I can't help but think that all of the work and effort that is being put into Control, will that be criticised in the same way once the new thing roles around? On an employment front, would I really feel comfortable joining a studio that talks negatively specifically about the work that developers had faced crunch on and had been a huge part of their lives for a number of years?

Will there be things in Control that the team did better than in Quantum Break? Definitely. With a lot of studios, there's usually an internal development postmortem after the release of the game. With each new project, there are things which the team learns and bring forward into their next project. They will know what worked and what needs tweaking, and the goal is always to make a game that you're going to be the proudest of in your career, and it was a major release, for some that would always be in their minds as Quantum Break.

The game doesn't belong to an individual or a department but to everyone who worked on the project and dedicated their time. But only a small proportion have been given a microphone and to give the studio a voice. After following their journey for six years, I seriously admire the amazing developers who worked hard to get Quantum Break shipped, and honestly, I think the studio should too.

22nd April 2019
International Control Press Tour
[Reports From USA, Croatia, Finland, England, France, Germany]

This past month, the marketing team at Remedy has been travelling across the globe to talk to media outlets about their upcoming title, Control. We've written about some of those trips including their journey to America to attend the PAX East convention in Boston as well as to California to showcase the game at GDC. But I wanted to create a hub to collect all of the recent international press and to break down local events.

So far there's been press events in California (USA), Boston (USA), Dubrovnik (Croatia), Helsinki (Finland), London (England), Paris (France) and Hamburg (Germany). While this isn't a complete list yet, more articles and interviews will be added as soon as they're posted or found.

Here's everything we know so far: 

18-22nd March - Games Developer Conference GDC [California, USA]

PREVIEWS:
 Control: Hands-on preview from GDC 2019
     [Shacknews]
 Feature: My GDC Impressions Of Control 
     [PSU]
 Hands-on with Control: Weird, unsettling, and Remedy's best-playing game since MP2
     [PC World]
 Control is a Delightfully Strange Shooter with Outstanding Telekinesis Noises
     [Rock Paper Shotgun]

INTERVIEWS:
 Developers Talk Film Influences, Photo Mode, and The Oldest House 
     [DualShockers]

28-31st March - PAX East [Boston, USA]

VIDEOS:
▼ Control Preview - PAX East 2019 Gameplay and Impressions
     [Hansome Phantom]
▼ PAX EAST 2019: Control Video Preview
     [Irrational Passions]
▼ Control Preview - Our First Impressions 
     [GamesRadar]
▼ PAX East 2019 Interviews: Control
     [Super Deformed Gamescast]

PREVIEWS:
▼ Hands On: Control
     [TSSZNews]
▼ Control Hands-On - Remedy's Next Game Is Easy to, uh, Control
     [VentureBeat]
▼ PAX East 2019 Day 3 Previews: Control, Shovel Knight, Super Meat Boy Forever...
     [GamerVW]

INTERVIEWS:
▼ Control More "Open-Ended and "Sandboxy" Than Quantum Break 
     [GameReactor]
▼ "We were working on Alan Wake 2 years ago and it just didn’t pan out” 
     [VG247]
▼ “No, we’re not pivoting away from single-player games,” 
     [VG247]

11-13th April - Reboot Develop Blue [Dubrovnik, Croatia]

INTERVIEWS:
 Quick Chat With Reboot Develop Speakers [Reboot Develop Blue] at 22mins


 Early April - Remedy Studios [Espoo, Finland]

[Finnish Media]
VIDEOS:
 Tälläinen On Suomalainen Jättipeli Control 
     [Yle Kioski GAMING]

ARTICLES:
▼ Kymmenien miljoonien satsaus toteutuu elokuussa – pelaatteko uhkapeliä, Remedy?
     [Ilta-Sanomat]
Suomen pelialalla osaajapula – tekijöitä pitää rekrytoida maailmalta
     [Iiltalehti]
▼ Työ pelitalossa vaatii vahvaa intohimoa ja pitkiä päiviä: ”Ei taidetta tehdä yhdeksästä viiteen”
     [Iiltalehti]

[Italian Media]
VIDEOS
▼ Control: 13 Minuti Di Gameplay In Anteprima Con Commento In Italiano
     [Multiplayer.it]


15-16th April - Barbican Centre [London, England] 

VIDEOS: 
▼ Remedy's Next Game is a More Supernatural Quantum Break
     [Resero]

PREVIEWS:
▼ Control Hands On Review
     [TechRadar]
▼ Control - Hands-On Impressions
     [GameReactor UK]
▼ Control Sees Remedy At The Height Of Their Supernatural Powers 
     [The Sixth Axis]
 Remedy’s Control is Like a More Supernatural Quantum Break
     [XBOX Achievements]
▼ ‘Control’ Showcases Single-Player Specialist Remedy Ent Celebrating Its Strengths
     [LADBible]
 Remedy Entertainment’s Mind-Bending Shooter Could Be One Of The Year’s Best
     [Trusted Reviews]
 Hands-on with Control, Remedy's most ambitious game yet
     [PC Gamer]
 Remedy’s Supernatural Superhero Simulator Is A Surreal Delight
     [Daily Star]


16th April - [Paris, France]  

PREIVEWS:
 Control: On A Enfin Joué Au Nouvaeu Jeu De Remedy, Et C'est Prometteur 
     [Jeux Actu]



18th April - [Hamburg, Germany]  


Previews to come from ComputerBild Spiele, 4Players Magazin, and Playstation.de.

20th April 2019
Control's Lead Producer, Juha Vainio, To Talk At Entertainment Business Area [Helsinki]

Control's Lead Producer, Juha Vainio will be taking to the stage at the Entertainment Business Arena in Helsinki later in the month, to talk about game production on a AAA title, ("Pelituotannon kulisseissa - miten moderni videopeli tuotetaan")

His lecture will take place in the TähtiAreena-Sali on the first floor, and will be held between 13:00 - 13:40. 

The Entertainment Business Area is a one-day conference held in Helsinki at the Helsingin Pörssitalossa (Fabianinkatu 14). Established in 2017, its aim is to bring together talented individuals from the entertainment industry, with a blend of diverse content and different skills, and to provide an atmosphere of learning and the potential for collaboration. 

You can learn more about the event on the EBA website, HERE

Talk Details:
Pelijätti Remedy julkaisee tänä vuonna paljon puhutun ja odotetun toimintaseikkailu-pelinsä Controlin. Suomalainen Remedy on kansainvälisesti tunnettu teknologisesti uraauurtavien ja tarinallisesti vahvojen pelien kehittäjänä.Yhtiön aiempia menestyspelejä ovat Max Payne- ja Alan Wake-pelisarjat sekä Suomen videopelihistorian kallein pelituotanto Quantum Break, joka sisälsi myös Hollywoodissa kuvatun peliosion kanssa vuorovaikutteisen televisiosarjan.
.Uudessa Controlissa pelaaja astuu New Yorkissa sijaitsevaan Federal Bureau of Controlin omistamaan taloon, joka näyttää ulkoa aivan tavalliselta, mutta pitää sisällään aivan omat luonnonlakinsa. EBA:ssa päästäänkin nyt kurkistamaan Controlin kulissien taakse, kun pelin päätuottaja, Remedyn Lead Producer Juha Vainio avaa jättimäisen hankkeen tuotantoprosessia ja tekemisen vaiheita.
.Miten moderni videopelipeli tuotetaan ja millaisia asioita missäkin vaiheessa priorisoidaan? Pelin tuotantoon tarvitaan valtava määrä eri alojen ammattilaisia. Millaisilla resursseilla hankkeet viedään maaliin ja mikä on luovuuden ja tuotannon suhde?

-- CONSOLE & PC GAMES --

In Development

Quantum Break Series

Alan Wake Series

Max Payne Series

-- MOBILE GAMES --

-- LIVE ACTION SERIES --

Beyond the shadow you settle for, there's a miracle illuminated.