More on Remedy's Next Game

Remedy Entertainment sends along a brief follow-up to the revelation that their next game will be shown of at E3 this year (story), adding scant details to what we know of the situation:
After the completion of Max Payne 2, there has been a continuous, active interest towards Remedy's next title from both the press and the gamers. So far the developer has remained silent and kept a strict focus on the pre-production of a new game franchise of their own design.

Petri Jarvilehto, Lead Game Designer, comments on the company's silence: "Focus is important to us, we want to minimize distractions and to concentrate on making the best possible game. We felt that now would be the perfect time to give everyone a first look of what we've been up to. Once we get back from E3 we will pull down the shades, close the doors and get back to work."

Remedy is currently self-funding the new title. "For a small, independent developer we are in a rare position of being able to maintain our own vision of what a perfect game is about. We are uncompromising and passionate about our work," says Jarvilehto, and continues, "Our previous games have been successful, gamers have come to expect a lot from us, so there is a lot of positive pressure as well. We are thrilled to show what we have been up to since the Max Payne games."

The game is targeted for the next generation of consoles and PCs. The release date has not been announced.
View : : :
24 Replies. 2 pages. Viewing page 1.
Older [  1  2  ] Newer
1.
 
Not giving much away
Apr 21, 2005, 15:16
1.
Not giving much away Apr 21, 2005, 15:16
Apr 21, 2005, 15:16
 
The game is targeted for the next generation of consoles and PCs. The release date has not been announced.
Finally the end of games that have to make quite so many cuts for the goddamn PS2 and (to a lesser extent) the XBox

There's not really very much info here is there!?!

Good to see they're self-funding though, at least there's no publisher breathing down their necks demanding cuts.

Avatar 18712
2.
 
Re: Not giving much away
Apr 21, 2005, 16:29
2.
Re: Not giving much away Apr 21, 2005, 16:29
Apr 21, 2005, 16:29
 
Dont worry its probably the newest hi-tech action packed WW II extravaganza:)

3.
 
Re: Not giving much away
Apr 21, 2005, 16:49
3.
Re: Not giving much away Apr 21, 2005, 16:49
Apr 21, 2005, 16:49
 

How is "the next generation" of 640x480 consoles going to be any different than this generation?

Besides, Remedy takes 10 years to finish a game so why even bother making news of this.

4.
 
Re: Not giving much away
Apr 21, 2005, 17:29
4.
Re: Not giving much away Apr 21, 2005, 17:29
Apr 21, 2005, 17:29
 
How is "the next generation" of 640x480 consoles going to be any different than this generation?

It's been a long time since ports limited their resolution because of that particular console limitation. The noticable difference I see in console ports is lower poly counts, lower texture resolutions, and lower quality lighting effects. Along with often simplistic AI, although at this point htat's probably the dev's fault rather than the hardware's.

The implication that this will be codesigned for the next gen of consoles is that this game will also be on par with the current high end PC.

As for Remedy's dev cycle: Max Payne was their first game (been corrected on this, but this was their first MP engine game), and they wanted to be damn sure they got it right. Max Payne 2 took a lot less time to develop, and while this new IP will take longer than MP 2 did, I'm willing to bet the dev cycle won't be quite as bad as the original MP's...


This comment was edited on Apr 21, 19:34.
I eat pasta!
5.
 
No subject
Apr 21, 2005, 17:57
5.
No subject Apr 21, 2005, 17:57
Apr 21, 2005, 17:57
 
Actually, Death Rally (released in 1996, published by Apogee) was Remedy's first game.

This comment was edited on Apr 21, 17:58.
6.
 
Re: Not giving much away
Apr 21, 2005, 18:01
6.
Re: Not giving much away Apr 21, 2005, 18:01
Apr 21, 2005, 18:01
 
Finally the end of games that have to make quite so many cuts for the goddamn PS2 and (to a lesser extent) the XBox.

The end? Ah, you're new to the console cycle, little one.

7.
 
Re: Not giving much away
Apr 21, 2005, 18:12
Sty
7.
Re: Not giving much away Apr 21, 2005, 18:12
Apr 21, 2005, 18:12
Sty
 
"...we are in a rare position of being able to maintain our own vision of what a perfect game is about."

Lemme guess... mazes and jumping puzzles?



_________________________________________________
F is for fire that burns down the whole town
U is for uranium bombs
N is for no survivors
...when you're having FUN!
You know selling dlc before you patch the client doesn't impress upon me the need to support your shit. -massdev
Avatar 13874
8.
 
Death Rally
Apr 21, 2005, 19:11
8.
Death Rally Apr 21, 2005, 19:11
Apr 21, 2005, 19:11
 
Actually, Death Rally (released in 1996, published by Apogee) was Remedy's first game.
You beat me to it. I was going to suggest "Death Rally 2" for the new game

DR is a *really* slick little racer, though. You can even see a similar approach in the way that DR and MP were made, in that both games focus on doing a small number of things extremely well. Remedy seem to pick their core gameplay mechanic, and then polish the hell out of it. The presentation is top-notch, too. And then there's a little touches... MP had its TV shows, and DR has the wisdom of True Tom to guide your way. It's always stylish with Remedy.

And lastly, like MP it doesn't take very long at all to complete DR, but you have a blast while you're doing it

9.
 
Re: Not giving much away
Apr 21, 2005, 19:18
9.
Re: Not giving much away Apr 21, 2005, 19:18
Apr 21, 2005, 19:18
 
The problem with console ports is not the amount of power a console has, but the different control schemes, meaning a game feels different if designed for console. When you look at games, particularly action games, designed for multiple platforms, it's very rare to see the different versions received with the same praise. I care more about playability than low res textures.

10.
 
Re: Not giving much away
Apr 21, 2005, 19:54
PHJF
 
10.
Re: Not giving much away Apr 21, 2005, 19:54
Apr 21, 2005, 19:54
 PHJF
 
Bleh, the problem with console games is they are made for console players, the lightweight gamers preferential to style over substance.

I know this isn't the only case, but let's face facts: the vast majority of console games lack any depth and are simple rehashes of what makes money. Consoles will *always* be inferior not because of hardware setbacks or controls but because of producers unwilling to break normality barriers and make original games. I don't want to blame just the producers, however, because gaming has quickly evolved from a hobby to a billion-dollar business. All this new-fangled hardware on the market has hastily forced producers to shovel out more and more money (World of Warcraft was budgeted at $40-50 million). Gone are the days where a small dev house could sit around leisurely creating exactly the game they wanted to (old school PC gaming...). It's a business now, and the console market is too damn big to take risks in when the crap they ship is selling the way it does. I think the only reason we see innovation in the PC market is because of the veteran developers who are still around, the guys who coded games for DOS, and the fact that PC gaming is more of a niche than console gaming. The smaller market allows larger risks...

... or maybe I'm just putting too much thought into this. Hm, this is an intersting topic. I'd like to write a dissertation on the comparitive aspects between plug n play gaming versus PC gaming. That'd be fun

------
“The closer you get to being a pro, the closer you can get to the client. The knife, for example, is the last thing you learn. Ok?"
Steam + PSN: PHJF
Avatar 17251
11.
 
No subject
Apr 21, 2005, 21:01
11.
No subject Apr 21, 2005, 21:01
Apr 21, 2005, 21:01
 
"Hm, this is an intersting topic. I'd like to write a dissertation on the comparitive aspects between plug n play gaming versus PC gaming. That'd be fun"

Its a sign of how nerdy I am that I would like to see such a thing as well. At least my choice of emote for this sad state is
12.
 
Re: No subject
Apr 21, 2005, 23:24
Prez
 
12.
Re: No subject Apr 21, 2005, 23:24
Apr 21, 2005, 23:24
 Prez
 
Consoles will *always* be inferior not because of hardware setbacks or controls but because of producers unwilling to break normality barriers and make original games.

Professional has said something interesting here. I like to think of the PC as the ultimate , open-ended console. "Consoles", as we know them are simply computers with limited funtionality. The Xbox, PS2, Gamecube, etc all could potentially do what a PC can do but for 2 things
1) Deliberately engineered limitations
2) Extremely stringent, 'members only' developer pre-requisites.
Saying PC's are superior to consoles is ackowledging that a platform without limitations is superior to one with. Somewhat of a no-brainer, huh? The real issue, IMHO, is whether PC games are superior to console games. Taking it a step further, what truly defines a PC game or a console game?

“The greatness of a nation and its moral progress can be judged by the way its animals are treated.”
- Mahatma Gandhi
Avatar 17185
13.
 
Re: No subject
Apr 22, 2005, 00:32
13.
Re: No subject Apr 22, 2005, 00:32
Apr 22, 2005, 00:32
 
Please, please let this be DEATH RALLY 2!!!!

My HL2DM map Cliff3_grass, inspired by the Action Half-life map
http://bicyclerepairman.shackspace.com/HL2DM_cliff3_grass.zip
14.
 
Re: No subject
Apr 22, 2005, 00:43
Fum
14.
Re: No subject Apr 22, 2005, 00:43
Apr 22, 2005, 00:43
Fum
 
Taking it a step further, what truly defines a PC game or a console game?
- Prez

You know you're a geek if you start sounding philosophical about the nature of different types of video games.

But really, you made some good points. Consoles really just are computers.

I think the main problem with consoles is their controllers. They constrict the types of games that can be played on the system, and force developers to greatly simply their controls schemes. And this leads sometimes to awkward feeling games, if the developers don't put enough time into cross-platform development - like, for instance, in BiA where there is one button that does like five different things. But worst of all it slightly narrows the kinds of games many developers are able to make, so you get less originality.

15.
 
Re: No subject
Apr 22, 2005, 00:54
15.
Re: No subject Apr 22, 2005, 00:54
Apr 22, 2005, 00:54
 
...what truly defines a PC game or a console game?

For me, mods is a big pro for pc games, firstly, youll get more than one game when buying one real PC game("real" meaning UT2004 or Half-life, and not one of those movie tie-ins or other all-platforms games.)

Secondly, mods is the place where (future) developers can still sit down and make exactly the game they want. Red Orchestra is one excellent example, they have made their vision of a game come true, without cutting any corners, and it has turned out brilliantly, and now they have a free UnrealEngine 3 license

My HL2DM map Cliff3_grass, inspired by the Action Half-life map
http://bicyclerepairman.shackspace.com/HL2DM_cliff3_grass.zip
16.
 
Re: No subject
Apr 22, 2005, 02:19
16.
Re: No subject Apr 22, 2005, 02:19
Apr 22, 2005, 02:19
 
new game franchise of their own design.

This means it's a new franchise, not a sequel to an existing one...which means it isn't Death Rally 2.

----------------------------------------------------
Zero Tolerance Games Counter-Strike: Source server.
http://www.ztgames.com
17.
 
Nah...
Apr 22, 2005, 04:20
17.
Nah... Apr 22, 2005, 04:20
Apr 22, 2005, 04:20
 
I'll jump on the bandwagon too: whilst most of you have made very valid points, the worst problem with (current) consoles was apparent when a game like Thief 3 and Deus Ex:IW came along, and this got confirmed by a dev. when the Thief 3 editor was released recently:

The scope of the gamelevels is drastically cut back. We get smaller levels (with worse textures, less lights, etc, etc)...but I can live with that if it doesn't affect gameplay. But having to make smaller levels, or cutting up levels with into tiny chunks with long ass loading delays between them not just de-immerses me out of my suspension of disbelief, but it also screws directly with the gameplay. And that's something which, unlike texture resolution or control schemes, can't be fixed when the game is ported to the PC.

Still, I'm very curious to see what Remedy is up to, even though they've succumbed to Duke Nuke'em Forever style contentfree-market-hype-spin-PR press releases.

18.
 
Re: No subject
Apr 22, 2005, 05:04
18.
Re: No subject Apr 22, 2005, 05:04
Apr 22, 2005, 05:04
 
"Besides, Remedy takes 10 years to finish a game so why even bother making news of this."

We did Max Payne 2 in 1.5 years.
mikael kasurinen
remedy entertainment
19.
 
No subject
Apr 22, 2005, 06:23
19.
No subject Apr 22, 2005, 06:23
Apr 22, 2005, 06:23
 
Though arguing the classic console vs. pc debate with a slight philosophical edge is amusing, I really don't think console hardware is that important anymore. If the game is fun, then what does it matter?

20.
 
Re: No subject
Apr 22, 2005, 06:58
Prez
 
20.
Re: No subject Apr 22, 2005, 06:58
Apr 22, 2005, 06:58
 Prez
 
You know you're a geek if you start sounding philosophical about the nature of different types of video games.

Guilty! (and damn proud of it.)

“The greatness of a nation and its moral progress can be judged by the way its animals are treated.”
- Mahatma Gandhi
Avatar 17185
24 Replies. 2 pages. Viewing page 1.
Older [  1  2  ] Newer