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In 2005, Remedy partnered with [[Creator/XboxGameStudios Microsoft]] to publish ''VideoGame/AlanWake'' in 2010, its GaidenGame follow-up ''Alan Wake's American Nightmare'' in 2012, and later ''VideoGame/QuantumBreak'' in 2016, the latter of which was the largest production in the history of the Finnish video game industry at the time. During the development of ''Quantum Break'', the CEO of Remedy, Matias Myllyrinne, departed from the company and was replaced with Tero Virtala, who would help Remedy transition into a multi-project studio and work on multiple projects at once. In 2017, Remedy went public on the Nordic stock exchange and later announced the formation of a new team and that they're working on two projects, the first being a partnership with Smilegate on the single-player component of ''VideoGame/CrossfireX'', and the second being published by 505 Games, which was revealed at [=E3=] 2018 to be ''VideoGame/{{Control}}''. Shortly before ''Control'''s release in August 2019, Remedy acquired the publishing rights to the ''Alan Wake'' IP from Microsoft and partnered with Creator/EpicGames to release a remaster of the first game on all major platforms in 2021, and paved the way for a proper sequel, 2023's ''VideoGame/AlanWakeII'', which would turn out to be one of the most expensive cultural products ever in the history of Finland.

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In 2005, Remedy partnered with [[Creator/XboxGameStudios Microsoft]] to publish ''VideoGame/AlanWake'' in 2010, its GaidenGame follow-up ''Alan Wake's American Nightmare'' in 2012, and later ''VideoGame/QuantumBreak'' in 2016, the latter of which was the largest production in the history of the Finnish video game industry at the time. During the development of ''Quantum Break'', the CEO of Remedy, Matias Myllyrinne, departed from the company and was replaced with Tero Virtala, who would help Remedy transition into a multi-project studio and work on multiple projects at once.studio. In 2017, Remedy went public on the Nordic stock exchange and later announced the formation of a new team and that they're working on two projects, the first being a partnership with Smilegate on the single-player component of ''VideoGame/CrossfireX'', and the second being published by 505 Games, which was revealed at [=E3=] 2018 to be ''VideoGame/{{Control}}''. Shortly before ''Control'''s release in August 2019, Remedy acquired the publishing rights to the ''Alan Wake'' IP from Microsoft and partnered with Creator/EpicGames to release a remaster of the first game on all major platforms in 2021, and paved the way for a proper sequel, 2023's ''VideoGame/AlanWakeII'', which would turn out to be one of the most expensive cultural products ever in the history of Finland.



* AssociatedComposer: Every original Remedy game since ''VideoGame/MaxPayne2'' has featured music from Music/PoetsOfTheFall (or the FakeBand they play, Old Gods of Asgard) and/or a soundtrack composed by Petri Alanko. Writer Sam Lake is childhood friends with Marko Saaresto, the lead vocalist of Poets, and Lake contributes to most vocal music custom-made for the games by writing short poems as inspiration for the lyrics.



** ''VideoGame/MaxPayne1'': Lake famously lent his likeness to the titular character in the first game, due to a lack of funds to hire actual actors for the cast. Although Max's model was recast in later entries in the series with professional actors so that Lake could focus on writing, many fans to this day consider him ''the'' definitive face of Max Payne.

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** ''VideoGame/MaxPayne1'': Lake famously lent his likeness to the titular character in the first game, due to a lack of funds to hire actual actors to model for the cast. Although Max's model was recast in later entries in the series with professional actors so that Lake could focus on writing, many fans to this day consider him ''the'' definitive face of Max Payne.



* IcyBlueEyes: The majority of their main protagonists (''Max Payne'' as played by [[CreatorCameo Sam Lake]], [[Creator/IlkkaVilli Alan Wake]], [[Creator/ShawnAshmore Jack Joyce]] and [[Creator/CourtneyHope Jesse Faden]]) share this trait.
* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch, which was not a common practice for video games back in the late nineties. In later games, this practice even extends to background [=NPCs=] and allows developers to include the likenesses of their family and friends in the games. For major characters, Remedy has sometimes gone so far as to [[https://www.youtube.com/shorts/45f971G5BE8 mold and scan actors' teeth]] into the game, so that even that part of them is accurate to life. This usage of digital doubles has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's CreatorThumbprint. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:

to:

* IcyBlueEyes: The majority of their main protagonists (''Max Payne'' as played by [[CreatorCameo [[DescendedCreator Sam Lake]], [[Creator/IlkkaVilli Alan Wake]], [[Creator/ShawnAshmore Jack Joyce]] and [[Creator/CourtneyHope Jesse Faden]]) share this trait.
trait, and they are all definitely cool in their own ways.
* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch, which was not a common practice for video games back in the late nineties. In later games, this practice even extends to background [=NPCs=] and allows developers to include the likenesses of their family and friends in the games. For major characters, Remedy has sometimes gone so far as to [[https://www.youtube.com/shorts/45f971G5BE8 mold and scan actors' teeth]] into the game, so that even that part of them is accurate to life. This usage of digital doubles has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's CreatorThumbprint. Due to the long production time of their games, this can sometimes cause minor OffModel issues if there's a significant gap in production between the scanning of the actor for their CG model and the filming of any live-action sequences they might be in- for instance, Alan's hair is noticeably longer in his live-action scenes than his in-game model. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:



* ParentalAbandonment: Every Remedy protagonist thus far has come from a broken family, with both parents absent and/or dead prior to the start of the story. According to the comics, Max Payne's father was abusive and then he was orphaned by age fourteen, in addition to him losing his wife and infant daughter at the start of his story. Alan Wake never knew his father and was raised by a single mother who was in and out of mental institutions throughout his childhood. Jack Joyce was orphaned in a car accident and became estranged from his brother, his only surviving family, shortly thereafter. Jesse Faden was orphaned in a paranatural disaster and her brother was taken by the FBC. Saga Anderson never knew her father and her mother estranged herself from her own family, and then passed sometime prior to the start of the game.
* ProductionPosse: Throughout the years and across Remedy's numerous franchises, a group of actors now make regular appearances in most of the Remedy games, to the point that Sam Lake sometimes creates characters with specific actors in mind.

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* ParentalAbandonment: Every Remedy protagonist thus far has come from a broken family, with both parents absent and/or dead prior to the start of the story.story and at least one gone during the character's childhood. According to the comics, Max Payne's father was abusive and then he was orphaned by age fourteen, in addition to him losing his wife and infant daughter at the start of his story. Alan Wake never knew his father and was raised by a single mother who was in and out of mental institutions throughout his childhood. Jack Joyce was orphaned in a car accident and became estranged from his brother, his only surviving family, shortly thereafter. Jesse Faden was orphaned in a paranatural disaster and her brother was taken by the FBC. Saga Anderson never knew her father and her mother estranged herself from her own family, and then passed sometime prior to the start of the game.
* ProductionPosse: Throughout the years and across Remedy's numerous franchises, a group of actors now make regular appearances in most of the Remedy games, to the point that games. Sam Lake sometimes creates has mentioned invoking this trope by deliberately working with the same actors across multiple projects and getting to know them and their particular skill sets over time, and will occasionally write characters with specific actors from his group in mind.
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* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch, which was not a common practice for video games back in the late nineties. In later games, this practice even extends to background [=NPCs=] and allows developers to include the likenesses of their family and friends in the games. This usage of digital doubles has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's CreatorThumbprint. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:

to:

* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch, which was not a common practice for video games back in the late nineties. In later games, this practice even extends to background [=NPCs=] and allows developers to include the likenesses of their family and friends in the games. For major characters, Remedy has sometimes gone so far as to [[https://www.youtube.com/shorts/45f971G5BE8 mold and scan actors' teeth]] into the game, so that even that part of them is accurate to life. This usage of digital doubles has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's CreatorThumbprint. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:



* ProductionPosse: Throughout the years and across Remedy's numerous franchises, a group of actors now make regular appearances in most of the Remedy games, including:
** Before his passing in December 2023, Creator/JamesMcCaffrey was the voice of ''VideoGame/MaxPayne'' as well as his SelfParody Alex Casey and poet Thomas Zane in ''VideoGame/AlanWake''. He also voiced Zachariah Trench in ''VideoGame/{{Control}}''.
** Creator/MatthewPorretta is the voice of ''VideoGame/AlanWake'' in all of Wake's appearances, as well as Mr. Scratch in ''VideoGame/AlanWakesAmericanNightmare'', and Dr. Casper Darling in ''VideoGame/{{Control}}''.
** Creator/IlkkaVilli is the MotionCapture and likeness for Alan Wake in all of his appearances as well as Alan's doppelganger Mr. Scratch in ''VideoGame/AlanWakesAmericanNightmare'', and he also portrays Thomas Zane in both face and voice in ''VideoGame/{{Control}}'' and ''VideoGame/AlanWakeII''.
** Music/PoetsOfTheFall, who regularly make music for Remedy games, have played both FakeBand Old Gods of Asgard, and/or as [[AsHimself themselves]] in ''VideoGame/MaxPayne2'', the ''Alan Wake'' games, and ''VideoGame/{{Control}}''. Vocalist Marko Saaresto, a childhood friend of Sam Lake's, also modeled for Vladimir Lem in ''VideoGame/MaxPayne1'' and for the Shrink in ''Address Unknown'' in ''VideoGame/MaxPayne2''.

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* ProductionPosse: Throughout the years and across Remedy's numerous franchises, a group of actors now make regular appearances in most of the Remedy games, including:
to the point that Sam Lake sometimes creates characters with specific actors in mind.
** Before his passing in December 2023, Creator/JamesMcCaffrey was the voice of ''VideoGame/MaxPayne'' as well as his SelfParody Alex Casey and poet Thomas Zane in ''VideoGame/AlanWake''. He also voiced portrayed Zachariah Trench in ''VideoGame/{{Control}}''.
''VideoGame/{{Control}}'' in both body and voice.
** Creator/MatthewPorretta is the voice of ''VideoGame/AlanWake'' in all of Wake's appearances, as well as Mr. Scratch in ''VideoGame/AlanWakesAmericanNightmare'', ''VideoGame/AlanWakesAmericanNightmare''. In ''VideoGame/{{Control}}'', he both portrays and voices Dr. Casper Darling in ''VideoGame/{{Control}}''.
Darling.
** Creator/IlkkaVilli is the MotionCapture and likeness for Alan Wake in all of his appearances as well as Alan's doppelganger Mr. Scratch in ''VideoGame/AlanWakesAmericanNightmare'', and he also portrays Thomas Zane in both face body and voice in ''VideoGame/{{Control}}'' and ''VideoGame/AlanWakeII''.
** Music/PoetsOfTheFall, who regularly make music for Remedy games, have played both FakeBand Old Gods of Asgard, and/or as [[AsHimself themselves]] in ''VideoGame/MaxPayne2'', the ''Alan Wake'' games, and ''VideoGame/{{Control}}''. Vocalist Marko Saaresto, a childhood friend of Sam Lake's, also modeled for Vladimir Lem in ''VideoGame/MaxPayne1'' and for the Shrink in ''Address Unknown'' in ''VideoGame/MaxPayne2''.''VideoGame/MaxPayne2'', and guitarist Olli Tukiainen modeled for Vinnie Gognitti in the first game.

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Remedy Entertainment is a VideoGame developing company based in Espoo, UsefulNotes/{{Finland}}. Remedy was founded in 1995 by demoscene members from groups such as Future Crew, and it is one of Finland's oldest operating video game studios. The studio is known for its cinematic, heavily story-driven games, fast-paced action gameplay, pushing the boundaries of computer graphics, mind-bending narratives with film, TV, and literary influences, and MediumBlending, particularly {{Live Action Cutscene}}s.

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Remedy Entertainment is a VideoGame developing company studio based in Espoo, UsefulNotes/{{Finland}}. Remedy was founded Founded in 1995 by demoscene members from groups such as Future Crew, and it is one of Finland's oldest operating video game studios. The studio Remedy is known for its cinematic, heavily story-driven games, fast-paced action gameplay, pushing the boundaries of computer graphics, mind-bending narratives with film, TV, and literary influences, and MediumBlending, particularly {{Live Action Cutscene}}s.



In 2005, Remedy partnered with [[Creator/XboxGameStudios Microsoft]] to publish ''VideoGame/AlanWake'' in 2010, its GaidenGame follow-up ''Alan Wake's American Nightmare'' in 2012, and later ''VideoGame/QuantumBreak'', the latter of which was the largest production in the history of the Finnish video game industry at the time. During the development of ''Quantum Break'', the CEO of Remedy, Matias Myllyrinne, departed from the company and was replaced with Tero Virtala, who would help Remedy transition into a multi-project studio and work on multiple projects at once. In 2017, Remedy went public and later announced the formation of a new team and that they're working on two projects, the first being a partnership with Smilegate on the single-player component of ''VideoGame/CrossfireX'', and the second being published by 505 Games, which was revealed at [=E3=] 2018 to be ''VideoGame/{{Control}}''. Shortly before ''Control'''s release in August 2019, Remedy acquired the publishing rights to the ''Alan Wake'' IP from Microsoft and partnered with Creator/EpicGames to release a remaster of the first game on all major platforms, and paving the way for a proper sequel, ''VideoGame/AlanWakeII'', which would turn out to be one of the most expensive cultural products ever in the history of Finland.

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In 2005, Remedy partnered with [[Creator/XboxGameStudios Microsoft]] to publish ''VideoGame/AlanWake'' in 2010, its GaidenGame follow-up ''Alan Wake's American Nightmare'' in 2012, and later ''VideoGame/QuantumBreak'', ''VideoGame/QuantumBreak'' in 2016, the latter of which was the largest production in the history of the Finnish video game industry at the time. During the development of ''Quantum Break'', the CEO of Remedy, Matias Myllyrinne, departed from the company and was replaced with Tero Virtala, who would help Remedy transition into a multi-project studio and work on multiple projects at once. In 2017, Remedy went public on the Nordic stock exchange and later announced the formation of a new team and that they're working on two projects, the first being a partnership with Smilegate on the single-player component of ''VideoGame/CrossfireX'', and the second being published by 505 Games, which was revealed at [=E3=] 2018 to be ''VideoGame/{{Control}}''. Shortly before ''Control'''s release in August 2019, Remedy acquired the publishing rights to the ''Alan Wake'' IP from Microsoft and partnered with Creator/EpicGames to release a remaster of the first game on all major platforms, platforms in 2021, and paving paved the way for a proper sequel, 2023's ''VideoGame/AlanWakeII'', which would turn out to be one of the most expensive cultural products ever in the history of Finland.









* ActorInspiredElement: Remedy likes to involve its lead actors early in the process specifically so that they can brainstorm and contribute to the development of their character's personality, appearance, and motivations. In some cases, the script is specifically left incomplete in places to allow it to be filled in with actor contributions.



* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch, which was not a common practice for video games back in the late nineties. In later games, this practice even extends to nameless [=NPCs=] and allows developers to include the likenesses of their family and friends in the games. This has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's CreatorThumbprint. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:

to:

* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch, which was not a common practice for video games back in the late nineties. In later games, this practice even extends to nameless background [=NPCs=] and allows developers to include the likenesses of their family and friends in the games. This usage of digital doubles has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's CreatorThumbprint. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:



* LocalReference: The studio loves sneaking in references to their home country of Finland, with the reoccurring town of Watery being made up of Finnish immigrants, to oddball Finnish janitor Ahti, who either shares his name with the Finnish pagan god of water or ''is'' the Finnish water god, making a cameo no matter how implausible. ''Alan Wake II'' contains the most references yet as the player is finally able to visit Watery, which features a sauna, lots of Finnish-language signage, the Kalevala Knights motorcycle club, the Koskela brothers with their KitschyLocalCommercial about "the Finnish way" to drink Ahma Beer, and a little Finnish flair in the Coffee World amusement park (also run by the Koskelas), which sells toy puukkos (a traditional Finnish knife). Many save points in ''[=AW2=]'' also have a plate of Karelian pies, open-faced savory pies with a rye crust, alongside the coffee thermos used to save the game, which is also a reference as Finland consumes the most coffee per capita in the world.

to:

* LocalReference: The studio loves sneaking in references to their home country of Finland, with the reoccurring town of Watery being made up of Finnish immigrants, to oddball Finnish janitor Ahti, who either shares his name with the Finnish pagan god of water or ''is'' the Finnish water god, making a cameo no matter how implausible. ''Alan Wake II'' contains the most references yet as the player is finally able to visit Watery, which features a sauna, lots of Finnish-language signage, the Kalevala [[Literature/TheKalevala Kalevala]] Knights motorcycle club, the Koskela brothers with their KitschyLocalCommercial about "the Finnish way" to drink Ahma Beer, and a little Finnish flair in the Coffee World amusement park (also run by the Koskelas), which sells toy puukkos (a traditional Finnish knife). Many save points in ''[=AW2=]'' also have a plate of Karelian pies, open-faced savory pies with a rye crust, alongside the coffee thermos used to save the game, which is also a reference as Finland consumes the most coffee per capita in the world.
Is there an issue? Send a MessageReason:
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* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch, which was not a common practice for video games back in the late nineties. In later games, this practice even extends to nameless [=NPCs=] This has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's CreatorThumbprint. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:

to:

* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch, which was not a common practice for video games back in the late nineties. In later games, this practice even extends to nameless [=NPCs=] and allows developers to include the likenesses of their family and friends in the games. This has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's CreatorThumbprint. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:
Is there an issue? Send a MessageReason:
None


In 2005, Remedy partnered with Microsoft to publish ''VideoGame/AlanWake'' in 2010, its GaidenGame follow-up ''Alan Wake's American Nightmare'' in 2012, and later ''VideoGame/QuantumBreak'', the latter of which was the largest production in the history of the Finnish video game industry at the time. During the development of ''Quantum Break'', the CEO of Remedy, Matias Myllyrinne, departed from the company and was replaced with Tero Virtala, who would help Remedy transition into a multi-project studio and work on multiple projects at once. In 2017, Remedy went public and later announced the formation of a new team and that they're working on two projects, the first being a partnership with Smilegate on the single-player component of ''VideoGame/CrossfireX'', and the second being published by 505 Games, which was revealed at [=E3=] 2018 to be ''VideoGame/{{Control}}''. Shortly before ''Control'''s release in August 2019, Remedy acquired the publishing rights to the ''Alan Wake'' IP from Microsoft, allowing them to release a remaster of the first game on all major platforms and paving the way for a proper sequel, ''VideoGame/AlanWakeII'', which would turn out to be one of the most expensive cultural products ever in the history of Finland.

to:

In 2005, Remedy partnered with Microsoft [[Creator/XboxGameStudios Microsoft]] to publish ''VideoGame/AlanWake'' in 2010, its GaidenGame follow-up ''Alan Wake's American Nightmare'' in 2012, and later ''VideoGame/QuantumBreak'', the latter of which was the largest production in the history of the Finnish video game industry at the time. During the development of ''Quantum Break'', the CEO of Remedy, Matias Myllyrinne, departed from the company and was replaced with Tero Virtala, who would help Remedy transition into a multi-project studio and work on multiple projects at once. In 2017, Remedy went public and later announced the formation of a new team and that they're working on two projects, the first being a partnership with Smilegate on the single-player component of ''VideoGame/CrossfireX'', and the second being published by 505 Games, which was revealed at [=E3=] 2018 to be ''VideoGame/{{Control}}''. Shortly before ''Control'''s release in August 2019, Remedy acquired the publishing rights to the ''Alan Wake'' IP from Microsoft, allowing them Microsoft and partnered with Creator/EpicGames to release a remaster of the first game on all major platforms platforms, and paving the way for a proper sequel, ''VideoGame/AlanWakeII'', which would turn out to be one of the most expensive cultural products ever in the history of Finland.



* ''Max Payne 1 + 2 Remake'' (TBA) [[note]]In collaboration with [[Creator/TakeTwoInteractive Rockstar Games]][[/note]]: A full remake of the first two ''Max Payne'' games that is planned to combine both games' storylines into a single continuous experience.
* ''Project Condor'' (TBA): A multiplayer GaidenGame set in the world of Control.

to:

* ''Max Payne 1 + 2 Remake'' (TBA) [[note]]In collaboration with [[Creator/TakeTwoInteractive Rockstar Games]][[/note]]: A full remake of the first two ''Max Payne'' games in ''Alan Wake II'''s Northlight engine that is planned to combine both games' storylines into a single continuous experience.
* ''Project Condor'' (TBA): A multiplayer GaidenGame set in the world of Control.Oldest House from ''Control''.



* ''Kestrel'' (also known as Vanguard): A live-service co-op game and new IP that was to be co-published with Tencent.

to:

* ''Kestrel'' (also (formerly known as Vanguard): A live-service co-op game and new IP that was to be co-published a co-production with Tencent.Creator/TencentGames.
Is there an issue? Send a MessageReason:
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Remedy is close friends with fellow Finnish game developer Creator/{{Housemarque}} and the two studios regularly compliment and praise each other's work on social media.

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Remedy is close friends with fellow Finnish game developer Creator/{{Housemarque}} Creator/{{Housemarque}}, which was founded within months of Remedy, and the two studios regularly compliment and praise each other's work on social media.

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Filled out the description and deleted some details; hope it isn't too long.


Remedy Entertainment is a VideoGame developing company based in Espoo, UsefulNotes/{{Finland}}. Remedy was founded in 1995 by demoscene members from groups such as Future Crew. The year after Remedy released its first game ''Death Rally'', a top-down perspective racing shooter published by Apogee (later Creator/ThreeDRealms) and distributed by GT Interactive Software. In 2001, Remedy released its second game ''Max Payne''. The game is best known for its film noir influences and popularizing bullet time in video games. Remedy sold all the rights to ''Max Payne'' in 2002 to Creator/TakeTwoInteractive for US$10 million and 969,932 shares of stock. The following year, a sequel to the franchise developed by Remedy and Rockstar Games was released. This would be Remedy's last ''Max Payne'' game, as Rockstar continued developing the franchise on its own.

Remedy would later work on ''Quantum Break'', which was announced during the Xbox One event on 21 May 2013. The game was released on April 5, 2016. During the development of ''Quantum Break'', the CEO of Remedy, Matias Myllyrinne, and Oskari Häkkinen, the head of franchise development, departed from the company. Remedy later announced the formation of a new team and that they're working on two projects. The first being a partnership with Smilegate on the single-player component of ''VideoGame/CrossfireX''. The second being published by 505 Games, which revealed at [=E3=] 2018 to be ''Control''.

to:

Remedy Entertainment is a VideoGame developing company based in Espoo, UsefulNotes/{{Finland}}. Remedy was founded in 1995 by demoscene members from groups such as Future Crew. Crew, and it is one of Finland's oldest operating video game studios. The year after studio is known for its cinematic, heavily story-driven games, fast-paced action gameplay, pushing the boundaries of computer graphics, mind-bending narratives with film, TV, and literary influences, and MediumBlending, particularly {{Live Action Cutscene}}s.

In 1996,
Remedy released its first game ''Death Rally'', game, ''VideoGame/DeathRally'', a top-down perspective racing shooter published by Apogee (later Creator/ThreeDRealms) and distributed by GT Interactive Software. In 2001, Remedy released its second game ''Max Payne''. The game is best game, ''VideoGame/MaxPayne1'', which became known for its film noir influences and for popularizing bullet time in video games. games, and at the time was Finland's highest grossing video game. Remedy sold all the rights to ''Max Payne'' in 2002 to Creator/TakeTwoInteractive for US$10 million and 969,932 shares of stock. The stock in exchange for developing the sequel, ''VideoGame/MaxPayne2'', which was released the following year, a sequel to the franchise developed by Remedy and Rockstar Games was released. year. This would be Remedy's last new ''Max Payne'' game, as Rockstar continued developing the franchise on its own.

own. ''Max Payne'' was also the first Finnish game IP to receive a Hollywood film adaptation.

In 2005,
Remedy would partnered with Microsoft to publish ''VideoGame/AlanWake'' in 2010, its GaidenGame follow-up ''Alan Wake's American Nightmare'' in 2012, and later work on ''Quantum Break'', ''VideoGame/QuantumBreak'', the latter of which was announced during the Xbox One event on 21 May 2013. The largest production in the history of the Finnish video game was released on April 5, 2016. industry at the time. During the development of ''Quantum Break'', the CEO of Remedy, Matias Myllyrinne, and Oskari Häkkinen, the head of franchise development, departed from the company. company and was replaced with Tero Virtala, who would help Remedy transition into a multi-project studio and work on multiple projects at once. In 2017, Remedy went public and later announced the formation of a new team and that they're working on two projects. The projects, the first being a partnership with Smilegate on the single-player component of ''VideoGame/CrossfireX''. The ''VideoGame/CrossfireX'', and the second being published by 505 Games, which was revealed at [=E3=] 2018 to be ''Control''.
''VideoGame/{{Control}}''. Shortly before ''Control'''s release in August 2019, Remedy acquired the publishing rights to the ''Alan Wake'' IP from Microsoft, allowing them to release a remaster of the first game on all major platforms and paving the way for a proper sequel, ''VideoGame/AlanWakeII'', which would turn out to be one of the most expensive cultural products ever in the history of Finland.

Remedy is close friends with fellow Finnish game developer Creator/{{Housemarque}} and the two studios regularly compliment and praise each other's work on social media.



* ''Max Payne 1 + 2 Remake'' (TBA) [[note]]In collaboration with [[Creator/TakeTwoInteractive Rockstar Games]][[/note]]
* ''Project Condor'' (TBA)
* ''Control 2'' (TBA)

to:

* ''Max Payne 1 + 2 Remake'' (TBA) [[note]]In collaboration with [[Creator/TakeTwoInteractive Rockstar Games]][[/note]]
Games]][[/note]]: A full remake of the first two ''Max Payne'' games that is planned to combine both games' storylines into a single continuous experience.
* ''Project Condor'' (TBA)
(TBA): A multiplayer GaidenGame set in the world of Control.
* ''Control 2'' (TBA)
(TBA): A direct sequel to 2019's ''Control''.



* ''Kestrel'': A live-service co-op game that was to be co-published with Tencent.

to:

* ''Kestrel'': ''Kestrel'' (also known as Vanguard): A live-service co-op game and new IP that was to be co-published with Tencent.



* CreatorThumbprint: All of their original full-length games (beside ''Death Rally'') have been third-person shooters with {{Mind Screw}}y plots based around a semi-localized breakdown of reality where the protagonist wears a dark jacket (usually leather), comes from a broken family, and has some kind of powers which involves time. ''Control'' generally follows ''most'' of that, barring the time powers.
** Also, MediumBlending, [[LiveActionCutscene Live-Action Cutscenes]] and segments, with ''Alan Wake'' relegating them to in-game TV screens; ''American Nightmare'', ''Control'', and ''Alan Wake II'' adding full live-action cutscenes, and ''Quantum Break'' having a ''full-length companion drama series''.

to:

* CreatorThumbprint: All of their original full-length games (beside ''Death Rally'') have been third-person shooters with {{Mind Screw}}y plots based around a semi-localized breakdown of reality where the protagonist wears a dark jacket (usually leather), comes from a broken family, and has some kind of powers which involves time. ''Control'' generally follows ''most'' of that, barring the time powers.
** Also,
powers. Remedy is also well-known for its use MediumBlending, [[LiveActionCutscene Live-Action Cutscenes]] and segments, with ''Alan Wake'' relegating them to in-game TV screens; ''American Nightmare'', ''Control'', ''Control'' and ''Alan Wake II'' adding full live-action cutscenes, and ''Quantum Break'' having a ''full-length companion drama series''.series''. Perhaps owing to their demoscene heritage, a subculture all about squeezing as much graphical performance out of computers as possible, pretty much all of their games have pushed the boundaries of computer graphics and require beefy computer hardware to run properly at the time of their release.



** ''VideoGame/MaxPayne1'': Lake famously lent his likeness to the titular character in the first game, due to a lack of funds to hire actual actors for the cast. Although Max's model was recast in later entries in the series so that Lake could focus on writing, many fans to this day consider him ''the'' definitive face of Max Payne.

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** ''VideoGame/MaxPayne1'': Lake famously lent his likeness to the titular character in the first game, due to a lack of funds to hire actual actors for the cast. Although Max's model was recast in later entries in the series with professional actors so that Lake could focus on writing, many fans to this day consider him ''the'' definitive face of Max Payne.



*** Lake performs the most acting he's ever done yet as FBI Agent Alex Casey, whom he performed motion capture for and lent his likeness to, and also as "Aleksi Kesä" in the 20-minute Finnish-language "Yötön Yö" short film, where he acts in live-action, and in Finnish with his own voice.

to:

*** Lake performs the most acting he's ever done yet as FBI Agent Alex Casey, whom he performed motion capture for and lent his likeness to, and also as "Aleksi Kesä" in the 20-minute Finnish-language "Yötön Yö" short film, where he acts in live-action, and in Finnish with his own voice. His acting even got him a BAFTA nomination.



* HeAlsoDid: Futuremark, the creators of the long-running 3DMark series of PC benchmarking tools, was spun off of Remedy all the way back in 1997, and the first release of 3DMark utilized an early version of the engine that Remedy would go on to use for the first ''Max Payne'' game.

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* HeAlsoDid: Futuremark, the creators of the long-running 3DMark series of PC benchmarking tools, was spun off of Remedy all the way back in 1997, and the first release of 3DMark utilized an early version of the graphics engine that Remedy would go on to use for the first ''Max Payne'' game.



* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch, which was not a common practice for video games back in the late nineties. This has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's CreatorThumbprint. In newer games, live-action footage is used as a stylistic choice to give a deliberate feeling of uncanniness, especially where supernatural forces are involved. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:

to:

* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch, which was not a common practice for video games back in the late nineties. In later games, this practice even extends to nameless [=NPCs=] This has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's CreatorThumbprint. In newer games, live-action footage is used as a stylistic choice to give a deliberate feeling of uncanniness, especially where supernatural forces are involved.CreatorThumbprint. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:



* ParentalAbandonment: Every Remedy protagonist thus far has come from a broken family, with both parents absent and/or dead prior to the start of the story. Max Payne's father was abusive and then he was orphaned by age fourteen, in addition to him losing his wife and infant daughter at the start of his story. Alan Wake was raised by a single mother who was in and out of mental institutions throughout his childhood. Jack Joyce was orphaned in a car accident and became estranged from his brother, his only surviving family, shortly thereafter. Jesse Faden was orphaned in a paranatural disaster and her brother was taken by the FBC. Saga Anderson never knew her father and her mother became estranged from her family, and then passed sometime prior to the start of the game.

to:

* ParentalAbandonment: Every Remedy protagonist thus far has come from a broken family, with both parents absent and/or dead prior to the start of the story. According to the comics, Max Payne's father was abusive and then he was orphaned by age fourteen, in addition to him losing his wife and infant daughter at the start of his story. Alan Wake never knew his father and was raised by a single mother who was in and out of mental institutions throughout his childhood. Jack Joyce was orphaned in a car accident and became estranged from his brother, his only surviving family, shortly thereafter. Jesse Faden was orphaned in a paranatural disaster and her brother was taken by the FBC. Saga Anderson never knew her father and her mother became estranged herself from her own family, and then passed sometime prior to the start of the game.



%%** ''(Untitled multiplayer experience)'' -- ''Vanguard'' and ''Kestrel''
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** ''VideoGame/AlanWakeII'' -- "Project Big Fish"

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** ''VideoGame/AlanWakeII'' -- "Project ''Project Big Fish"Fish''
Is there an issue? Send a MessageReason:
According to this Playstation Blog article written by Sam Lake: https://blog.playstation.com/2021/12/09/alan-wake-2-announced-for-ps5/

Added DiffLines:

** ''VideoGame/AlanWakeII'' -- "Project Big Fish"
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* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch. This has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's CreatorThumbprint. In newer games, live-action footage is used as a stylistic choice to give a deliberate feeling of uncanniness, especially where supernatural forces are involved. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:

to:

* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch.scratch, which was not a common practice for video games back in the late nineties. This has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's CreatorThumbprint. In newer games, live-action footage is used as a stylistic choice to give a deliberate feeling of uncanniness, especially where supernatural forces are involved. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:
Is there an issue? Send a MessageReason:
None


** Any time there's an opportunity to show a name, Remedy likes to mix in the names of their staff. For example, Senior Community Manager Vida Starčević appears on a memorial plaque in the Investigations Sector in the AWE DLC in ''VideoGame/{{Control}}'', and reportedly, some of the names that appear on the plaque in Suomi Hall in ''VideoGame/AlanWakeII'' are "Finnicized" versions of Remedy staff names.

to:

** Any time there's an opportunity to show a name, Remedy likes to mix in the names of their staff. For example, Senior Community Manager Vida Starčević appears on a memorial plaque in the Investigations Sector in the AWE DLC in ''VideoGame/{{Control}}'', and reportedly, some of the names that appear on the plaque in Suomi Hall in ''VideoGame/AlanWakeII'' are "Finnicized" "Nordicized" versions of Remedy staff names.



* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch. This has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's SignatureStyle. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:

to:

* InkSuitActor: As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of characters in its games directly off of actual people's likenesses rather than designing them from scratch. This has the secondary effect of making it possible for them to utilize MediumBlending in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's SignatureStyle.CreatorThumbprint. In newer games, live-action footage is used as a stylistic choice to give a deliberate feeling of uncanniness, especially where supernatural forces are involved. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:

Added: 521

Changed: 1041

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* InkSuitActor: Ever since ''VideoGame/AlanWake'', the majority of Remedy characters have been directly modeled after their actors, most likely to make MediumBlending easier.
* LearntEnglishFromWatchingTelevision: In an interview, Creator/MatthewPorretta, impressed with the quality of the script for [[VideoGame/AlanWake this game]] made by a bunch of Finns for whom English is not their first language, asked the writers at Remedy how they got the dialogue to sound so natural and not stilted. They replied simply that they learned from American film and TV, which is shown in Finland with subtitles at most, and is almost never dubbed into their language outside of children's media.

to:

* InkSuitActor: Ever since ''VideoGame/AlanWake'', As far back as the first ''VideoGame/MaxPayne1'' game, Remedy has modeled the majority of Remedy characters have been in its games directly modeled after their actors, most likely off of actual people's likenesses rather than designing them from scratch. This has the secondary effect of making it possible for them to make utilize MediumBlending easier.
in the form of live-action footage and photographs, which started out as a cost-saving measure before gradually becoming part of Remedy's SignatureStyle. To quote Creator/ShawnAshmore on [[https://twitter.com/ShawnRAshmore/status/1776378029935390887 Twitter]]:
-->"I will never forget loading [[VideoGame/QuantumBreak the game]] and seeing the opening scene and the university campus for the first time. Being apart of films and television is surreal but controlling a character that looks exactly like you hits different!"
* LearntEnglishFromWatchingTelevision: In According to an interview, Creator/MatthewPorretta, impressed with the quality of the script for [[VideoGame/AlanWake this game]] made by a bunch of Finns for whom English is not their first language, asked the writers at Remedy how they got the dialogue to sound so natural and not stilted. They replied simply that they learned from American film and TV, which is shown in Finland with subtitles at most, and is almost never dubbed into their language outside of children's media.
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None


*** Live-action cinematics director Anssi Määttä has a few vocal cameos as Tapio Annala, a quirky Watery resident who really likes the Koskelas' swan-shaped float at Deerfest.

to:

*** Live-action cinematics director Anssi Määttä has a few vocal cameos as Tapio Annala, a quirky Watery resident who really likes the Koskelas' swan-shaped float at Deerfest.is heard as a caller in a few radio broadcasts and as a customer testimonial in a Koskela brothers' advertisement.
Is there an issue? Send a MessageReason:
None


* ParentalAbandonment: Every Remedy protagonist thus far has either come from or has a broken family. Max Payne's father was abusive and then he was orphaned by age fourteen, in addition to him losing his wife and infant daughter at the start of his story. Alan Wake was raised by a single mother who was in and out of mental institutions throughout his childhood. Jack Joyce is an orphan estranged from his brother, his only surviving family. Jesse Faden was orphaned and her twin brother was kidnapped shortly after. Saga Anderson never knew her father and her mother became estranged from her family.

to:

* ParentalAbandonment: Every Remedy protagonist thus far has either come from or has a broken family.family, with both parents absent and/or dead prior to the start of the story. Max Payne's father was abusive and then he was orphaned by age fourteen, in addition to him losing his wife and infant daughter at the start of his story. Alan Wake was raised by a single mother who was in and out of mental institutions throughout his childhood. Jack Joyce is an orphan was orphaned in a car accident and became estranged from his brother, his only surviving family. family, shortly thereafter. Jesse Faden was orphaned in a paranatural disaster and her twin brother was kidnapped shortly after. taken by the FBC. Saga Anderson never knew her father and her mother became estranged from her family.family, and then passed sometime prior to the start of the game.

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