“So how this came about– after Alan Wake, we were looking at what people liked and it seemed kind of universally agreed that everyone liked the story, the characters, the cinematics and the thriller-esque feeling it. But one thing that a lot of people were saying was that they would’ve liked to have seen a further escalation in the combat, perhaps some different types of weapons and enemies as well. More variation as the story progressed.”
The team used that feedback to create a sort of “white room sandbox,” as Häkkinen described it, filling the environment with weapons and enemies just to test out some new ideas. This in itself turned out to be fun for all; without any sort of built-in leaderboard, the devs took to keeping track of high scores on a whiteboard in the office. The more they played it, the more they realized that they were onto something.
“We put lots of wild stuff in there,” Häkkinen said. “It just seemed like the perfect fit for Xbox Live Arcade. That’s how it started off.”