This means that we’re using the original engine, which can make implementing new modern features very tricky when you’re working with an engine that’s over a decade old. It’s also important to note that we’re talking about a remaster, not a remake. Then there are all the other modern systems to think about – new controllers, updated audio standards, achievements, saved games, and more. Technology has, of course, moved on since then, so a crucial first step was updating the renderer and supporting engine systems to support modern standards. The original release version of Alan Wake was developed exclusively for Xbox 360 and was only later ported to PC, which meant that it only supported one rendering API – DirectX 9. The coding side of the project started with creating a baseline, which essentially means converting all of the old systems – the skeleton of the game – into a new version that is compatible with new platforms and behaves exactly as the original did, but allowing for further development. Once that was done, development for the remaster was then broken down into five core areas: coding, environment, characters, animation, and cinematics. All in all, when you consider environments, props, textures, sound effects, UI elements, cinematics, and a whole heap of supporting data, you’re easily looking at around 100,000 individual items. When you’re developing a game from scratch, this happens very naturally as the project progresses – but remastering a game requires learning before you even get started. Data structures, reuse of assets and code, naming conventions, tools, plugins…everything! Think of it like a bunch of scientists putting something under the microscope to examine the cells. To properly remaster a game you have to truly understand how everything fits together and how every element is related and interacts. Hopefully, you’ll agree that Alan Wake is looking better than ever! So, the first step with a project like this is called “cataloguing.” This means breaking down the game into its component parts, going much further than simply listing all the things that make it what it is. “We showed it to Microsoft and I guess at the time Microsoft was looking for something slightly different for their portfolio.Okay, done? Great. ![]() “They have been really supportive about Alan Wake and Phil Spencer has been awesomely supportive when it comes to Remedy and Alan Wake along the way,” added Lake. That’s partly because when Microsoft was shown the below prototype footage, it passed on the title in favour of Remedy’s upcoming title Quantum Break. When Alan Wake: American Nightmare was released as a standalone spin-off from the original game, it became quickly apparent Remedy wasn’t going to release Alan Wake 2. Alan Wake is a very central character, but we have other characters around him like and his wife Alice and Sheriff Sarah Breaker and other characters there.”Īpparently the gameplay trailer shown below was just one of many Remedy built at the time, but this was the most polished. In many ways we see the universe as a bigger thing. “Definitely what we have mapped out is a longer thing than the first game and a sequel there is more to it. “We knew we would have to iterate and refine, but there was always a rough road map there.” “For Alan Wake, from the get-go, we assumed there was going to be a sequel and we mapped things further out when it came to character, story, details and focus changes,” explained Lake. This is all explained in a recent Polygon interview with Remedy’s Creative Director Sam Lake, where he talks of the studios’ previous plans for the Alan Wake universe. Instead some of the features appeared in Alan Wake: American Nightmare, but others have been ignored altogether. ![]() This particular video dates back to 2010, just after the original Alan Wake was released and isn’t for a game that’s currently in production whatsoever. The 13-minute video of Alan Wake 2 footage is for a game that will never actually be made. Remedy Entertainment has released gameplay footage for Alan Wake 2, a game that will never be made.
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