REMEDY ENTERTAINMENT
Edge|November 2020
From Max Payne to Control: how one studio stayed true to its obsessions for 25 years
Alex Spencer
REMEDY ENTERTAINMENT

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.

Esta historia es de la edición November 2020 de Edge.

Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 8500 revistas y periódicos.

Esta historia es de la edición November 2020 de Edge.

Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 8500 revistas y periódicos.

MÁS HISTORIAS DE EDGEVer todo
Bulwark: Falconeer Chronicles
Edge UK

Bulwark: Falconeer Chronicles

Anyone familiar with the concept of kitbashing is already halfway to understanding what Tomas Sala’s open-world builder is all about.

time-read
4 minutos  |
June 2024
Children Of The Sun
Edge UK

Children Of The Sun

René Rother’s acrid revenge thriller – an action game with its limbs broken and forcibly rearranged into the shape of a spatial puzzler – is at once a bonafide original and an unlikely throwback. Cast your eyes right and you wouldn’t blink if we told you this was a forgotten Grasshopper Manufacture game from the early PS3 era (we won’t be at all surprised if this finds a spot on Suda51’s end-of-year list).

time-read
4 minutos  |
June 2024
Post Script
Edge UK

Post Script

What does Rise Of The Ronin say for PS5 exclusivity?

time-read
3 minutos  |
June 2024
Rise Of The Ronin
Edge UK

Rise Of The Ronin

Falling in battle simply switches control to the next person up, and then quick revive fixes everything

time-read
4 minutos  |
June 2024
Post Script
Edge UK

Post Script

The pawn and the pandemic

time-read
4 minutos  |
June 2024
Dragon's Dogma 2
Edge UK

Dragon's Dogma 2

The road from Vernworth to Bakbattahl is scenic but arduous. Ignore the dawdling mobs of goblins, and duck beneath the chanting harpies that circle on the currents overhead, and even moving at a hurried clip it is impossible for a party of four to complete the journey by nightfall.

time-read
6 minutos  |
June 2024
BLUE MANCHU
Edge UK

BLUE MANCHU

How enforced early retirement eventually led Jonathan Chey back to System Shock

time-read
7 minutos  |
June 2024
THE MAKING 0F.... AMERICAN ARCADIA
Edge UK

THE MAKING 0F.... AMERICAN ARCADIA

How a contrast of perspectives added extra layers to a side-scrolling platform game

time-read
8 minutos  |
June 2024
COMING IN TO LAND
Edge UK

COMING IN TO LAND

The creator of Spelunky, plus a super-group of indie developers, have spent the best part of a decade making 50 games. Has the journey been worth it?

time-read
10+ minutos  |
June 2024
VOID SOLS
Edge UK

VOID SOLS

This abstract indie Soulslike has some bright ideas

time-read
2 minutos  |
June 2024