IbizaPocholo
NeoGAFs Kent Brockman
https://www.3djuegos.com/noticias-v...k-se-hizo-en-6-anos-y-puedes-terminarlo-en-2/
In 3DGames we asked Mikael "Mixu" Kasurinen, director of the game, how the studio's philosophy has changed, which in Control changes the linear and cinematic experience for a more open one with a different narrative.
"In Control we wanted to offer a valuable proposal in that sense, there's a lot more gameplay in it. You've got the main campaign, the secondary missions, it's a metroidvania-style open world, there's a lot to do. There are many layers in this game that add depth, we can't talk about them all. Looking back and seeing Quantum Break, for example, that was a linear story. You can finish it in two afternoons and that's it. There's no reason to play it again. And that's a problem in today's market. It's part of the new direction we've taken to create Control.
In our tour of Remedy's offices, we saw a game that was much more focused on good ideas, on creating a broad experience, selecting very well what's important and what's not to keep the release date affordable. Mixu confirms that:
"When you look back at Quantum Break it took six years of development to do it and you can finish it in two afternoons. And now the opposite happens, we've had less time for Control, and there's a lot more to see and experience," said the creative.
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https://www.3djuegos.com/noticias-v...ra-forma-de-contar-historias-las-cinematicas/
When we arrived at Remedy's offices in Helsinki to test the video game Control, a message was very present: Put it on sale. A philosophy that carries the promise of keeping under control the excessive ambition not to make productions of four or five years. In 3DGames we asked Mikael "Mixu" Kasurinen, Director of Control, about this philosophy and how to concentrate on creating a game as ambitious as Remedy's previous works, but in less time.
"Precisely because we've taken a new approach, devoting time and energy instead of complicated and beautiful cinematics, investing that time in the world and everything you can find in it," warns Kasurinen. "And it doesn't mean it's any shallower in terms of history, it's just that it's told in a different way.
One of the things we found curious was that we didn't see any cinematics on our visit, to be a very focused study on this kind of experiences. "I haven't seen a single cinematic all day," we said to "Mixu", director of the game, "And have you seen it as a problem?" "Not at all. "Exactly. Of course there's a lot of narrative in the game, elements similar to cinematic ones.
"We want to be very careful about how we do it and when it happens, because we want the player to always have control of the controller and participate," the creative warned. "We don't want to skip a 5-minute video like "it's cinematic time" as if you were watching TV. That's not what Control is all about, even if Quantum Break was like that." "I imagine creating cinematics takes up a lot of development time as well," we told him. "Yes, they're very expensive and time-consuming. And there's always the question of how much value they're bringing to the game. Now we're trying the complete opposite.
In 3DGames we asked Mikael "Mixu" Kasurinen, director of the game, how the studio's philosophy has changed, which in Control changes the linear and cinematic experience for a more open one with a different narrative.
"In Control we wanted to offer a valuable proposal in that sense, there's a lot more gameplay in it. You've got the main campaign, the secondary missions, it's a metroidvania-style open world, there's a lot to do. There are many layers in this game that add depth, we can't talk about them all. Looking back and seeing Quantum Break, for example, that was a linear story. You can finish it in two afternoons and that's it. There's no reason to play it again. And that's a problem in today's market. It's part of the new direction we've taken to create Control.
In our tour of Remedy's offices, we saw a game that was much more focused on good ideas, on creating a broad experience, selecting very well what's important and what's not to keep the release date affordable. Mixu confirms that:
"When you look back at Quantum Break it took six years of development to do it and you can finish it in two afternoons. And now the opposite happens, we've had less time for Control, and there's a lot more to see and experience," said the creative.
----------------------------------------------------------------------------------------------------------------------------------------------------------------
https://www.3djuegos.com/noticias-v...ra-forma-de-contar-historias-las-cinematicas/
When we arrived at Remedy's offices in Helsinki to test the video game Control, a message was very present: Put it on sale. A philosophy that carries the promise of keeping under control the excessive ambition not to make productions of four or five years. In 3DGames we asked Mikael "Mixu" Kasurinen, Director of Control, about this philosophy and how to concentrate on creating a game as ambitious as Remedy's previous works, but in less time.
"Precisely because we've taken a new approach, devoting time and energy instead of complicated and beautiful cinematics, investing that time in the world and everything you can find in it," warns Kasurinen. "And it doesn't mean it's any shallower in terms of history, it's just that it's told in a different way.
One of the things we found curious was that we didn't see any cinematics on our visit, to be a very focused study on this kind of experiences. "I haven't seen a single cinematic all day," we said to "Mixu", director of the game, "And have you seen it as a problem?" "Not at all. "Exactly. Of course there's a lot of narrative in the game, elements similar to cinematic ones.
"We want to be very careful about how we do it and when it happens, because we want the player to always have control of the controller and participate," the creative warned. "We don't want to skip a 5-minute video like "it's cinematic time" as if you were watching TV. That's not what Control is all about, even if Quantum Break was like that." "I imagine creating cinematics takes up a lot of development time as well," we told him. "Yes, they're very expensive and time-consuming. And there's always the question of how much value they're bringing to the game. Now we're trying the complete opposite.