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Remedy Entertainment
Remedy Entertainment Oyj, trading internationally as Remedy Entertainment Plc, is a Finnish video game developer based in Espoo. Notable games the studio has developed include the first two entries in the Max Payne franchise, Alan Wake, Quantum Break, and Control. Sam Lake, Remedy's creative director, has represented the company on numerous occasions.
Founded in August 1995 by members of demoscene group Future Crew, Remedy Entertainment created their first game, Death Rally, in a team member's basement. Apogee Software served as the game's publisher, and continued to be involved in the production of their next title, Max Payne, which received critical acclaim upon release. The game was followed by a sequel, Max Payne 2: The Fall of Max Payne, released by Rockstar Games. After spending seven years working on the Max Payne franchise, the developer decided to create a new intellectual property called Alan Wake. This title was once suspected to be vaporware because of the length of time it took to produce and release. It gained a cult following when it was released in 2010, by Microsoft Game Studios, though at the time its sales were not enough to justify the production of a sequel. Remedy decided to pursue a new project named Quantum Break, which further expanded the live-action component of Alan Wake. The team had transitioned to become a multi-project studio since 2016, and had three projects in development, including Control and the single-player portions of CrossfireX. Remedy's latest title, Alan Wake 2, was released on 27 October 2023. They are currently developing Control 2 and a remake of their original Max Payne titles.
Remedy Entertainment has specialised in making cinematic single-player action games featuring a strong central character. With their roots in the demo scene Remedy have a strong history in developing their own game engines for their titles, most notably Northlight for Quantum Break. The studio underwent rapid expansion during the 2010s. It became a public company in 2017, and moved into a larger office in Espoo in 2018. Remedy opened their second studio in Stockholm in 2022.
The company was founded by members of different demoscene groups that worked on creating demos for personal computers (PCs) and Commodore International's Amiga PCs. In 1994, inspired by Bloodhouse and Terramarque, Finland's first commercial video game developers, members of the Future Crew demogroup realised that their group would not evolve into a commercial developer by itself, and they would have to set up a new company. They decided to found the company they called Remedy to produce video games and began recruiting other like-minded individuals with a demoscene background. Remedy's founding members were Samuli Syvähuoko, Markus Mäki, Sami Nopanen, John Kavaleff and Sami Vanhatalo. The company was officially established on 18 August 1995. At the time the company was founded, most members were only in their early twenties. They produced their first video game in the basement of Syvähuoko's parents' house in Espoo's Westend district.
The team began developing a racing game, initially known as HiSpeed, based on the first idea the team pitched. Scott Miller, the founder of Apogee Software, provided creative input and suggested the racing game should introduce vehicular combat elements. Renamed Death Rally, Apogee Software released the game in 1996. Needing dialog for the game, Remedy's Petri Järvilehto contacted a long-time friend Sam Lake, who was studying English literature at University of Helsinki at the time, to help; Lake subsequently remained at Remedy and would eventually become the studio's creative director.
In 1997, Remedy also created a benchmarking tool, Final Reality, with the team later spinning off as a new sister company, Futuremark. In a letter dated 9 July 1998, LucasArts, through attorney John Sullivan, approached Remedy and threatened legal action, claiming the Remedy logo was copied from the top part of LucasArts' logo. By that time, Remedy had already been in the process of redesigning their logo, as their logo at the time did not properly reflect Remedy as a company. The old logo was taken off Remedy's website in July, and was replaced by a question mark. The new logo, designed by Kiia Kallio, was unveiled on 29 April 1999.
Following the release of Death Rally, Remedy began pitching their next project to Miller. One was a space flight simulation game like Descent: FreeSpace, one was a racing game, while another was an isometric shooter named Dark Justice. Miller decided to fund the shooter's development, on the condition the game had a strong central character like Duke Nukem, 3D graphics, and a better name. He felt Dark Justice was too "dark" and "adult". The team proposed different possibilities, ranging from "Dick Justice" to "Max Heat", a name the company trademarked for $20,000, before settling on the name "Max Payne". The game's lead designer was Petri Järvilehto. He wanted bullet time and slow motion, a hallmark of Hong Kong action films, to be the core mechanic for their game. They decided to position it as a resource for players to use. With an expertise in computing because of their demoscene background, the team crafted their own game engine for the game. Sam Lake was appointed as the game's writer. He introduced elements commonly found in crime fiction and film noir into the game. The team wanted to use real-life photos for the game's texture, though this was initially met with heavy resistance by the artists. In 1999, the designers travelled from Finland to New York to research the city and get ideas for environments. Accompanied by two former New York Police Department bodyguards, they took thousands of photographs for mapping. The company spent most of its time in 2000 further refining the game's graphics. Having delayed its release twice, Max Payne received critical acclaim when it was released in July 2001. It was noted for its heavy focus on story and atmosphere as an action game, which was traditionally more gameplay oriented. The game was a commercial success, selling more than seven million copies.
Apogee outsourced the development of Max Payne's console versions to Rockstar Games, whose parent company Take-Two Interactive spent $10 million to purchase the intellectual property rights to the franchise; Rockstar still holds the rights to Max Payne as of 2021. As part of the acquisition agreement, Remedy would return to develop a sequel for the game. Take-Two gave Remedy plenty of creative freedom. The development cycle for the sequel game was much shorter than the original. The team made use of most of the existing gameplay mechanics and expanded them. Lake returned to write the game's script. He went to the Theatre Academy of Finland to study screenwriting to be able to write a more "ambitious" story. Lake's script had more than 600 pages, five times that of the original. Max Payne 2: The Fall of Max Payne received critical acclaim when it was released in October 2003, 27 months after Max Payne's release. However, it sold poorly. Take-Two cited the game's "continued disappointing sales" as one of the reasons for the company's forecast of a drop in sales revenue for 2004. Remedy was no longer involved with the franchise after Max Payne 2, but Rockstar consulted them when Max Payne 3 reached its final stage of production.
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Remedy Entertainment
Remedy Entertainment Oyj, trading internationally as Remedy Entertainment Plc, is a Finnish video game developer based in Espoo. Notable games the studio has developed include the first two entries in the Max Payne franchise, Alan Wake, Quantum Break, and Control. Sam Lake, Remedy's creative director, has represented the company on numerous occasions.
Founded in August 1995 by members of demoscene group Future Crew, Remedy Entertainment created their first game, Death Rally, in a team member's basement. Apogee Software served as the game's publisher, and continued to be involved in the production of their next title, Max Payne, which received critical acclaim upon release. The game was followed by a sequel, Max Payne 2: The Fall of Max Payne, released by Rockstar Games. After spending seven years working on the Max Payne franchise, the developer decided to create a new intellectual property called Alan Wake. This title was once suspected to be vaporware because of the length of time it took to produce and release. It gained a cult following when it was released in 2010, by Microsoft Game Studios, though at the time its sales were not enough to justify the production of a sequel. Remedy decided to pursue a new project named Quantum Break, which further expanded the live-action component of Alan Wake. The team had transitioned to become a multi-project studio since 2016, and had three projects in development, including Control and the single-player portions of CrossfireX. Remedy's latest title, Alan Wake 2, was released on 27 October 2023. They are currently developing Control 2 and a remake of their original Max Payne titles.
Remedy Entertainment has specialised in making cinematic single-player action games featuring a strong central character. With their roots in the demo scene Remedy have a strong history in developing their own game engines for their titles, most notably Northlight for Quantum Break. The studio underwent rapid expansion during the 2010s. It became a public company in 2017, and moved into a larger office in Espoo in 2018. Remedy opened their second studio in Stockholm in 2022.
The company was founded by members of different demoscene groups that worked on creating demos for personal computers (PCs) and Commodore International's Amiga PCs. In 1994, inspired by Bloodhouse and Terramarque, Finland's first commercial video game developers, members of the Future Crew demogroup realised that their group would not evolve into a commercial developer by itself, and they would have to set up a new company. They decided to found the company they called Remedy to produce video games and began recruiting other like-minded individuals with a demoscene background. Remedy's founding members were Samuli Syvähuoko, Markus Mäki, Sami Nopanen, John Kavaleff and Sami Vanhatalo. The company was officially established on 18 August 1995. At the time the company was founded, most members were only in their early twenties. They produced their first video game in the basement of Syvähuoko's parents' house in Espoo's Westend district.
The team began developing a racing game, initially known as HiSpeed, based on the first idea the team pitched. Scott Miller, the founder of Apogee Software, provided creative input and suggested the racing game should introduce vehicular combat elements. Renamed Death Rally, Apogee Software released the game in 1996. Needing dialog for the game, Remedy's Petri Järvilehto contacted a long-time friend Sam Lake, who was studying English literature at University of Helsinki at the time, to help; Lake subsequently remained at Remedy and would eventually become the studio's creative director.
In 1997, Remedy also created a benchmarking tool, Final Reality, with the team later spinning off as a new sister company, Futuremark. In a letter dated 9 July 1998, LucasArts, through attorney John Sullivan, approached Remedy and threatened legal action, claiming the Remedy logo was copied from the top part of LucasArts' logo. By that time, Remedy had already been in the process of redesigning their logo, as their logo at the time did not properly reflect Remedy as a company. The old logo was taken off Remedy's website in July, and was replaced by a question mark. The new logo, designed by Kiia Kallio, was unveiled on 29 April 1999.
Following the release of Death Rally, Remedy began pitching their next project to Miller. One was a space flight simulation game like Descent: FreeSpace, one was a racing game, while another was an isometric shooter named Dark Justice. Miller decided to fund the shooter's development, on the condition the game had a strong central character like Duke Nukem, 3D graphics, and a better name. He felt Dark Justice was too "dark" and "adult". The team proposed different possibilities, ranging from "Dick Justice" to "Max Heat", a name the company trademarked for $20,000, before settling on the name "Max Payne". The game's lead designer was Petri Järvilehto. He wanted bullet time and slow motion, a hallmark of Hong Kong action films, to be the core mechanic for their game. They decided to position it as a resource for players to use. With an expertise in computing because of their demoscene background, the team crafted their own game engine for the game. Sam Lake was appointed as the game's writer. He introduced elements commonly found in crime fiction and film noir into the game. The team wanted to use real-life photos for the game's texture, though this was initially met with heavy resistance by the artists. In 1999, the designers travelled from Finland to New York to research the city and get ideas for environments. Accompanied by two former New York Police Department bodyguards, they took thousands of photographs for mapping. The company spent most of its time in 2000 further refining the game's graphics. Having delayed its release twice, Max Payne received critical acclaim when it was released in July 2001. It was noted for its heavy focus on story and atmosphere as an action game, which was traditionally more gameplay oriented. The game was a commercial success, selling more than seven million copies.
Apogee outsourced the development of Max Payne's console versions to Rockstar Games, whose parent company Take-Two Interactive spent $10 million to purchase the intellectual property rights to the franchise; Rockstar still holds the rights to Max Payne as of 2021. As part of the acquisition agreement, Remedy would return to develop a sequel for the game. Take-Two gave Remedy plenty of creative freedom. The development cycle for the sequel game was much shorter than the original. The team made use of most of the existing gameplay mechanics and expanded them. Lake returned to write the game's script. He went to the Theatre Academy of Finland to study screenwriting to be able to write a more "ambitious" story. Lake's script had more than 600 pages, five times that of the original. Max Payne 2: The Fall of Max Payne received critical acclaim when it was released in October 2003, 27 months after Max Payne's release. However, it sold poorly. Take-Two cited the game's "continued disappointing sales" as one of the reasons for the company's forecast of a drop in sales revenue for 2004. Remedy was no longer involved with the franchise after Max Payne 2, but Rockstar consulted them when Max Payne 3 reached its final stage of production.