
*Spoilers for the following games – Alan Wake 2, Control, Quantum Break*
The Nexus of entertainment:
Recently crossing the threshold of 30 years[1], The Finland based gaming studio known as Remedy has a brilliant yet staggered journey into the spotlight. Recently, Remedy unveiled the first gameplay preview of the newest item of its catalogue Control Resonant the sequel to the 2019 title that took players deep into the Federal Bureau of Control and the wacky realms beyond our own. Beyond this, expansions were released, one of which tied into Alan Wake.
Alan Wake 2 is the studios most recent single player launch and is a mesmerizing spectacle of how modern technology can be utilised to enrich player experiences. A title that blends animated and live action on a grand scope whilst maintaining an immersive survival horror experience for a roughly 20-hour runtime. 2 DLC’s also followed this, that both expanded the rich lore of the “Remedy-Verse” as well as standing stoic with independence. This melding of worlds is highly unorthodox, though endlessly captivating. Upon completion, I was left with two major questions about the overall piece.
How was this achieved? And how will this influence the future of Remedy and the Gaming industry as a whole?

Pictured Above: Jesse Faden (Courtney Hope), Control – Ultimate edition, 2021, Remedy Entertainment, 505 Games.
The Northern Light Guides Us Home:
The former cannot be answered without a massive contribution to the “Northlight” game engine, which was created in-house at Remedy studios.[2] Fantastic visuals that allow for hyper-realistic ray tracing can be found with this technology. More recently, a system titled ECS (Entity Component System)[3] became introduced into Remedy’s engine. ECS is a great tool that serves as an efficient way to multiply objects without compromising quality. Vegetation, Case files, Coffee mugs, whatever it may be, this allows for these items to re-appear with any variations made without needing to be constantly redesigned to be presented on the screen. Saga Anderson’s case file system in Alan Wake 2 is a prime example of this, alongside the masses of plant life that Breath life into the fictional town of Bright Falls, this system massively expediates bringing that to life.
Beyond the virtual screen, physical sets were crafted for the FMV (Full motion video) sections that take Alan Wake into the realm of live action. First building the concepts in game, these selections were then constructed into reality, the recurring sets of “Mr Doors talkshow” and “The Writers Room” being the primaries. Furthermore the concept of the writers room and its effect on the world is fascinating. Playing as Alan you have the ability to write different realities into existence. This is used throughout the course of the narrative. By delaying instant gratification and forcing the player the shift the world around themselves to find the right one, the payoff feels more rewarding. Saga’s version of this is the previously mentioned case board, which remedy came to design with a particular metaphor in mind, “What is better, a journal that you can read, or a journal that you can write?”. This philosophy helps build the strong foundation for the Mind place, where cases can be solved and plot beats driven forward while progressing.
The live action segments were explored in previous titles Quantum Break and Control, but never to the degree as Alan Wake 2. Sam Lake, the creator and creative director of Alan Wake stated that he wanted to create the feeling of moving between realities[4], and thus a revolutionary idea was born. Where possible, practical application was applied, as even the hurricane transition animation switching between characters was handled with practical effects.[5]
Riding the spiral – Embracing narrative potential:
Alan Wake explores the philosophical idea of the shadow self, a version of each person that exists within their negative emotions. It does this while also exploring predeterminism vs self-agency, reminding players that they can shape their own life, as much like Alan we are the writers of our own tale. This is a significant part of where Saga Anderson’s plot, as her drive to save her daughter from the uncertain doom fast approaching is a powerful emotional motivator.

Pictured Above: Saga Anderson (Melanie Liburd), Alan Wake 2, 2023, Remedy Entertainment and Epic Games.
Control explores the ideas of Coerced realities and the endlessness of grasping infinity. In the latter of the two, the whole experience has an almost unsettling vibe to it, where you build a grasp on the world, but it still throws your equilibrium out. As if you are standing in a building that is tilting. But that thrilling essence is what makes the action segments so engaging, as a player we have no control (No pun intended) over the shifting world of the oldest house, but we do have the ability to fight back against those who attempt to rule it. It is also about a tale between siblings, bound and separated by supernatural circumstances. Jesse Faden, the director of the FBC (Federal Bureau of Control) is indoctrinated through horror and has a pragmatic nature to her character that feels deeply authentic. Though some story beats feel lightly abrupt at times, Courtney Hope’s performance genuinely communicates as someone who has seen weird, incomprehensible things yet never stops finding a way to reasonably process them.
These tales are often ethereal and blend the lines between the world we understand and ones we don’t. This has come to be one of remedy’s powerful tools. This also creates unique situations about who or what the protagonists are, as well as symbolic elements that lie within. In an ethical sense, I find most of these characters are not necessarily cinematic heroes, but rather people trying to get to the bottom of a larger than life mystery, there is a relatability that lies within that. Presenting these individuals in this way in such an extravagant story, scratches an itch that yearns for magnetic immersion.

Pictured above: Alan Wake and Warlin Door (David Harewood), “We Sing” – Alan Wake 2, 2023, Remedy Entertainment and Epic Games.
Remedy’s quirkiness works wonders. I feel the moment that best cements this is in AW2, when Alan has a roughly 10 minute musical segment that is tonally unexpected, but melds into the world naturally. Alan has a choregraphed dance, and Mr Door (David Harewood) and Alan’s fictional-now-non-fictional/coincidentally named detective, Alex Casey (Sam Lake, James McCaffery) is involved in. This combines well with an already captivating soundtrack, featuring titles such as “Wide Awake – Alan Wake, Jaimes” and “The road (The mirror is a trap) – POE”. The conclusion of the musical set piece features one of the only moments we see the characters happy, even if it is only a ruse. It is a particular reason why Alan’s character is far more approachable in the sequel, I felt a distance in the predecessor that was gracefully amended.
“It’s not a loop, it’s a spiral.”
The concluding line from Alan wake in the second instalment of his franchise, prior to playing the later added “Final Draft” version of the narrative leaves audiences with the same question as the first game, “what does this mean?”. This is a frequent question whilst playing Remedy titles, though a welcome one. In an age where media literacy fades rapidly, it is refreshing to come across a title that asks the audience to form an individual understanding without much handholding at all. Though these titles may not be for everyone, they certainly have a home, as Control surpassed 20 million players.[6] The first Control saw players have access to the oldest house, a reality warping locale in the form of a bureaucratic office. Inside this building time and space warp, you go to other dimensions and a multitude of threats present themselves at one time. The Genuis of the oldest house is it is disguised as something we would never question, and as a matter of fact even have a certain level of distaste for given it’s corporate blandness that it raises from an external view.
An example of separating the external from the internal though, comes when Jesse Meets the Board, and Ahti the Janitor. The latter plays a role in AW2, and fans view him as a god like figure that has more to do with stabilising reality, as in Control he is capable of remaining uninfected by the hiss (the presence we fight against), and in AW2 is capable of traversing both the dark place and reality itself seemingly on command.[7] The former is a visual representation of something that is unfathomable. A presence known as the board talks to whomever directs the FBC in a cryptic inaudible tone that can be understood by few. These Godlike concepts are fascinating and have allowed for stories to be linked together as well as translative for ideas beyond the human plane.
Speaking further to scale, Remedy have been inventing maps classed as “Open-ended”. Not quite boundless like a traditional open world, but notable in size and filled with lore. This technique allows for a concentration on rendering and worldbuilding in a more personalized sense yet remains open for player exploration. Control Resonant is planning on taking this one step further. A world filled with detail plays a significant role in increasing the lifetime expectancy of games of single-player focus. AW2’S expansion, which focused on FBC agent Estevez, The Lake House, teased the upcoming game with notable detail. Though within every instalment in the “Remedy-verse”, worldbuilding and foreshadowing lurks within the deep lore that runs through notes, manuscripts and the general environment. Everything finds a purpose. As far back as 2016’s Quantum Break, teases for Alan Wakes return can be found, as a certain whiteboard[8] is filled with direct references and questions about the estranged writer.
Each time remedy introduces us to a new title, sequel or original, a unique evolution of gameplay concepts are brought forth. 2016 saw Quantum Break launch, which had a protagonist with powers that manipulate the way time played within your hands. Combat moves at reasonable pace here, so the ability to slow segments down on command is handy.[9] Control Allowed us to not only experience abilities of supernatural quality but also offered varied enemy types of all sizes. Alan Wake 2 introduces active participation in reality bending, and at the frequency of player discretion.
A detail that is Niche, though feels unjust not to mention is the font and presentation of title cards. I love the bold blocky letters that Control used to mark the new areas we entered. The low pitch hum that follows it is icing on the cake. Its prominent, giving each place we discover have its own sense of importance. AW2 continues this trend with each passing chapter, offering a sense of completion and anticipation for what is yet to come. The dominant, centre screen showcase has a dramatic flair, but takes up our attention to tell us that we are passengers immersed in a story yet to be revealed.

Pictured Above: Dylan Faden (Sean Durrie), Control Resonant, 2026, Remedy Entertainment.
The burden of innovation:
for any game to be developed, especially on large scale, the price comes calling. AW2 is remedy’s biggest title so far, and the budget reflected this. Hovering around an approximate €70-75 Million ($125,268,000 AUD) to create. It took some time for royalties to finally accrue, as the first year following game launch, up until 2 million copies were sold, went to recovering what was spent. They have crossed that line and now split profits with publishing partner Epic Games[10]. As high as that number is, It is impressive how the budget was managed from going higher, considering the length and content of the game. Mindful spending will take you miles, as Control Resonant will be operating at a slightly smaller budget, with high ambition. Remedy’s refreshing transparency is welcomed, as they revealed this before the game was even fully announced. Resonant will be operating off around the €50 Million Ballpark.[11]
Remedy has learned about crunch over the 30 tenure they hold, and actively try to maintain the working conditions, with recent discussions highlighting this fact. It is no secret in the gaming industry that Naughty Dog, developers of hits like Uncharted and The Last Of Us have notorious crunch schedules when it comes to development. These discussions from Remedy’s Lead Audio Designer, Ville Petteri Sorsa, acknowledging that “It usually emerges as a response to financial pressure and deadlines that were never realistic to begin with”[12]. Addressing this allows for a more streamlined development process, less burnout and a final product that will release with less tension on the shoulders of everyone involved, an important goal for the entire industry. Though reaching this point often comes from experience, or at the least acceptance of patience through the pipeline.
To allow these large games to be published, Remedy have had to make certain sacrifices over the years, particularly with the titles to Quantum Break. To assist with financing and distribution, Remedy had to make a deal that would allow Microsoft to maintain the rights to Quantum Break, A similar idea was partly explored with Control, though they were able to purchase the complete rights from 505 games in 2024.[13] A significant partnership has engaged with Epic Games however, as they were a key element to the publication of AW2[14]. This partnership will continue with the release of Resonant, though this time the publication being handled by Remedy directly with financial aid coming from Annapurna.
This proves that creative stories deserve to be told, if help can be found to do so without sacrificing your identity, It is wise to pay attention. This is something that the industry views as high-risk-high-reward, though a company like Remedy has proven themselves numerous times over. This is a method that allows the creatives to keep their IP, and generate royalties, whilst getting a generous outreach, it just requires Sharing the financial cookie jar a bit further. A similar trend will continue with Rockstar Games and the Max Payne 1&2 remakes, the titles that put them on the map to begin with.
Live-action adaptations of Control and Alan Wake can be expected in the future, as the partnership with Annapurna allows them to dive into the realm of tv. Considering how cinematically involved these games are, anyway, I’d say this should be a smooth transition. Video game adaptations tend to be controversial, but if there is an idea to be explored, along with faithful representations, a fanbase will thrive[15]. This is something that if done well can set a new standard for future ventures from home systems to the silver screen.
Conclusion – The Answers we seek:
There are a million technical ways to answer how these titles were made, but the one that matters the most is within the humanity within Remedy’s walls. These ideas come from soul, curiosity and passion. More of this is what is needed, I believe that though at times companies like this struggle more than larger entities, they accomplish far more for themselves. Patience pays off, resilience pays off, Time and time again Sam Lake and the team at Remedy prove this to be true. The latter of the two question has a longwinded answer, but the short version is this. A strong sense of identity can be felt through the heartbeat of these games, a sense of individuality that is never short-changing itself for marketing. Watching this group reminds us to dream, to shoot for the stars, try to land and if all else fails, at least we jumped in the first place.
– Nick Roberts, February 2026
[1] Starčević, V, August 2025, Remedy Games, We celebrate 30 years of making games with new merch, a new book and new art,https://www.remedygames.com/article/we-celebrate-30-years-of-making-games-with-new-merch-a-new-book-and-new-art
[2] Vehkala, M, March 2023, About Game Engines, Remedy Games,https://www.remedygames.com/article/about-game-engines
[3] Studio, November 2023, How Northlight Makes Alan Wake 2 Shine, Remedy Games,https://www.remedygames.com/article/how-northlight-makes-alan-wake-2-shine
[4] Allen, D, October 2023, The making of Alan Wake 2 – Full behind the scenes, Youtube, https://www.youtube.com/watch?v=b2D8KVWMqdI
[5] Zotomayor, C, August 2024, Alan wake 2 directors reveal how and why special effects were used in the game, Automation,https://automaton-media.com/en/game-development/alan-wake-2-directors-reveal-how-and-why-real-life-special-effects-were-used-in-the-game/
[6] Kerr, C, February 2026, Control has topped 5 million sales and attracted 20 million players, Game Developer,https://www.gamedeveloper.com/business/control-has-topped-5-million-sales-and-attracted-20-million-players
[7] McMullen, C, October 2023, Who is Alan Wake 2’s Ahti, Answered, The Escapist,https://www.escapistmagazine.com/who-is-alan-wake-2s-ahti-answered/
[8] Robinson, N, March 2016, Quantum Break is full of Alan Wake easter eggs, Polygon,https://www.polygon.com/2016/3/1/11137694/quantum-break-is-full-of-alan-wake-easter-eggs/
[9] Skrebels, J, February 2016, All of Quantum Breaks time powers, explained, games radar,https://www.gamesradar.com/all-quantum-breaks-time-powers-explained/
[10] Nightingale, E, February 2025, Alan Wake 2 is finally profitable a year after release, remedy says, Eurogamer,https://www.eurogamer.net/alan-wake-2-is-finally-profitable-over-a-year-after-release-says-remedy
[11] Yin-Poole, W, November 2024, Remedy reveals how many copies control 2 and firebreak need for 100% return on investment,https://www.ign.com/articles/remedy-reveals-how-many-copies-control-2-and-firebreak-need-to-sell-to-break-even
[12] Evans-Thirlwell, E, January 2026, “The industry is trending away from crunch”: Ubisoft, Naughty Dog and Remedy discuss the origin of overwork, Rock Paper Shotgun,https://www.rockpapershotgun.com/the-industry-is-trending-away-from-crunch-ubisoft-naughty-dog-and-remedy-devs-discuss-the-origins-of-overwork#:~:text=LinkedIn%20today%20is%20a%20terrible,Assassin’s%20Creed%20and%20Ghost%20Recon.
[13] Comrie, S, March 2024, Now that remedy owns control, its time to reclaim quantum break, The Loadout,https://www.theloadout.com/ps5/quantum-break-remedy-entertainment
[14] Phillips, T, January 2026, Alan Wake 2 Developer defends deal with ‘excellent partner’ Epic Games, despite the fact it is still missing from rival storefront Steam, IGN,https://www.ign.com/articles/alan-wake-2-developer-defends-deal-with-excellent-partner-epic-games-despite-the-fact-its-still-missing-from-rival-storefront-steam
[15] McWherter, M, December 2025, Control Resonant revealed – and it might not be the sequel your expecting, Polygon,https://www.polygon.com/control-2-resonant-announcement-remedy-the-game-awards-trailer-release-date/
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