The version of Remedy Entertainment that exists today is – as you’d expect – totally unrecognisable from the studio that was founded 25 years ago. Today, its Espoo office houses hundreds of employees, juggling four projects and partnerships with Microsoft and Epic. Back in 1995, it was half a dozen Finnish kids who’d come together in the demoscene, working out of a parent’s basement and gradually taking over the entire house. For everything that has changed over the years, though, it’s easy to see the line that connects Remedy’s earliest games to the ones it’s working on today.
But, we ask CTO and co-founder Markus Mäki, is that how it feels when you’re looking back over the last quarter-century of your own life? “There’s definitely not a straight line,” he says. “I don’t think there can be, in a business that changes this quickly – and we were all so young when we started the company.” Mäki was there at the beginning, as part of Future Crew. Its demos combined boundary-pushing graphics with techno music created using the team’s own tools. The technology is ancient, hacked together on early PCs, but the audio-visual experiences it created, such as Second Reality, remain striking today.
This story is from the November 2020 edition of Edge.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 8,500+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the November 2020 edition of Edge.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 8,500+ magazines and newspapers.
Already a subscriber? Sign In
Hi-Fi Rush
A progress report on the games we just can't quit
Dragon's Lair
An old-fashioned dose of movie magic - but one that trades in a novel type of glamour
DAMBUSTER STUDIOS
How the former Free Radical found the fun amid corporate crises
THE MAKING OF... HARDSPACE: SHIPBREAKER
How Blackbird Interactive cracked the formula for a sci-fi tale of dystopian deconstruction
DREAM TICKET
As Media Molecule prepares to move on, we get the inside track on Tren, its spectacular swan song for Dreams
SILENCE IS GORDON
Why does the mute protagonist still loom large over the landscape of firstperson-viewed games?
AS ABOVE SO BELOW
After 13 years, Remedy is ready to make the game of its dreams
LAIKA: AGED THROUGH BLOOD
This apocalypse is not for the birds
FOREVER SKIES
Though its knightly get-ups remind us of the Arthurian tone of Dark Souls, and its gothic environments carry the miasma of Bloodborne’s Yharnam, it doesn’t take long for Hexworks’ Soulslike to spill beyond the mould in which it’s been set.
LORDS OF THE FALLEN
Though its knightly get-ups remind us of the Arthurian tone of Dark Souls, and its gothic environments carry the miasma of Bloodborne’s Yharnam, it doesn’t take long for Hexworks’ Soulslike to spill beyond the mould in which it’s been set.