Remedy Entertainment is at its best when the developer is unsettling. It’s a peculiar quality that permeates every pixel and line of code of the studio’s work. It’s in the creepy atmosphere of “Max Payne” and the dread players feel walking in the darkness of “Alan Wake.”
But it wasn’t until “Control” that Remedy truly harnessed that weirdness and sinister vibe into a project that married its ambitious storytelling and its excellent game design. That breakthrough title established a tone and shape for “Alan Wake 2.” And finally, after 13 years of waiting, fans finally have a sequel and answer to the last line from the original: “It’s not a lake, it’s an ocean.”
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