It’s strange to think that it is now eleven years since I first played Max Payne. There was something special about the Remedy developed title, a noir story met an irreverent sense of humour that could only be achieved from an outsiders’ perspective (in this case Finnish).
My Interview with Remedy Entertainment’s Mikko Rautalahti at Playdevil
DoFuss: Originally Alan Wake was originally intended to be a more open world title. Why was this initial vision abandoned? With this shift were any cuts or changes made to the narrative?
Mikko Rautalahti: Well, there were many factors in it, of course, but it mostly came down to what we wanted to do with Alan Wake. We knew we wanted it to be a moody, atmospheric game with palpable tension, one that took us halfway into the head of the protagonist and kept the player guessing. And that’s not really the kind of a thing open world games are best suited for.