Seite 4: Alan Wake - Preview (engl.) - Exclusive Interview with Remedy Entertainment

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Technical aspects and Max Payne

Alan Wake: Torches create bright areas which repel the "Taken" Alan Wake: Torches create bright areas which repel the "Taken"

GamePro:
The Interface seems pretty much "attached" and resembles that of Max Payne and Call of Duty. Is the look of it final or do you consider more elegant ways of displaying game information on screen without distracting elements like the minimap or the weapon icons?

Matias Myllyrinne:
The HUD is still being polished. I think it will be a fine balance between readability and information flow vs. elegance and unobtrusiveness. We want the gamer to know what his health is and where to go, but we don’t want to clutter the screen and hide our beautiful world. So, I think the short answer is that we are still polishing and balancing this.

» New screenshots in the Alan Wake-Gallery

GamePro:
The ending of Max Payne 2 was different when you beat the game on the highest difficulty. Do you plan something like that for Alan Wake? Will there be multiple endings?

Matias Myllyrinne:
I think it is fair and nice to offer gamers something extra or a reward of sorts for exploring the game deeper and recognizing their efforts. I’m not sure an alternate ending is the Alan Wake way of doing this… But yeah, there needs to be more there if gamers rise to a tougher challenge.

Alan Wake: The signal flare-gun is also useful as a weapon Alan Wake: The signal flare-gun is also useful as a weapon

GamePro:
What do you think about the way Rockstar Games changed Max Payne in Max Payne 3. Did you like the Max Payne-Movie?

Matias Myllyrinne:
I’m looking forward to playing Max Payne 3 as a gamer. To be clear: I don’t know more about it than anybody else out there. Rockstar are wonderful people and awesome creative force. Their ambition and attention to detail is second to none. They will make an awesome game. They have worked with Max Payne since 2001 and know the game well. Of course it will be a Rockstar game - games like any creative work are always a reflection of the creative people and team that craft them. We had pretty much nothing to do with the Max Payne film. Some of the visuals were nice and Mark Wahlberg was surprisignly good as Max. In the end I'm happy for them and glad it found its audience - after all it was a commercial success. However, the film is an adaptation of the game. I don't think this would have been the route we would have taken.

» Translated version (german) of this Alan Wake-Interview

GamePro:
Did you consider implementing Project Natal to Alan Wake? Do you already work with Natal on future projects?

Sam Lake:
No such plans at the moment, but Natal is certainly something very exciting, and it would be an interesting challenge to see what we could do with it in regards of Alan Wake.

GamePro:
Will there be a PC-Version of the game?

Matias Myllyrinne:
We are fully focused on the Xbox 360 and have no plans for the PC.

GamePro:
Thank you for your time.

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