“We wanted to bring the game to new (and old) audiences,” communications director Thomas Puha tells The Verge, noting that the company acquired the game’s publishing rights from Microsoft in 2019. I’ve been playing the PlayStation 5 version of Alan Wake Remastered, and it’s a subtle but improved release. The game runs at a much higher resolution than the Xbox 360 original, of course, and at 60 frames per second. There are a lot of graphical tweaks, from reworked character models to sharper textures, and the studios even had a team solely dedicated to working on the foliage and forest environments, which feel much richer in this version. The graphics still aren’t what you’d expect from a brand-new PS5 title, and the overall level design remains identical, so you can tell you’re playing a game from a couple of generations back. “We wanted to do a remaster, not a remake,” says Puha. “You change one thing and that has a ripple effect over the whole project.” “We were pretty much aligned from the start that there wouldn’t be changes to the experience outside of the visual improvements.” Remedy did feel tempted to go back and fix certain elements of the gameplay that might not have aged so well, like the occasional pacing issues with waves of enemies, or the way Alan can only sprint for five seconds before running out of breath, but ultimately decided to preserve the way the game plays. “Those are part of the original experience,” Puha says. “That’s how it was then so that’s how it is going to be now. You change one thing and that has a ripple effect over the whole project. Soon the game is fundamentally different after a few ‘small’ tweaks.” If Alan could always sprint, then the combat changes drastically, we’d have to redesign the encounters to accommodate the change in speed and it’s a slippery slope.
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