In a long interview released at Polygon, Remedy’s Sam Lake has unveiled he has submitted to many publishers, and Microsoft is among those, a prototype version of Alan Wake 2. It was 2010. Microsoft refused that prototype because it was “looking for something different”, according to Lake, but those conversations brought eventually to Quantum Break. Therefore, Remedy has explained about Microsoft that they have been really “supportive” in this process.
“They have been really supportive about Alan Wake and [now head of Xbox] Phil Spencer has been awesomely supportive when it comes to Remedy and Alan Wake along the way. We showed it to
Microsoft and I guess at the time Microsoft was looking for something slightly different for their portfolio. Quite quickly our discussion about Alan Wake 2 turned into something else and that something else turned into Quantum Break, which was great and very exciting.”
About if still there’s any chance for Alan Wake 2 to be made, “I wouldn’t start guessing. But definitely we’ll have those discussions,” said the creative director at Remedy. What if they make it without Microsoft? “It’s hard to guess. I would love to do that … it feels that time has only refined the ideas of what the sequel would be, which is great. It’s almost, in some ways and on some level, that all of this extra time to think it about it has made it tastier and more exciting. Only time will tell.”
Anyway, he added in another piece of the interview that “we are discussing the possibility of an Alan Wake sequel with multiple partners, but nothing has been decided.
Would it be episodic?
“Thinking about it, episodic and in some ways the concept of game as a service, is doing really, really well out there. Episodic is just very much part of how we pace our experiences, as it was with Alan Wake, as it is with Quantum Break now. In some ways that would make sense; not saying that some other approach wouldn’t work just as well. But I’m sure that would be part of the discussion, at least.”
Lake, then, showed up the prototype to Polygon.
“It’s clear that escaping from the dark place can’t be too easy and there should be a price to pay,” he said. “So going into the sequel, there needs to be further journey and story arc for him to escape. There were a lot of rougher gameplay prototypes. We had different gameplay tests and elements and some assets. The setting, even some of the enemies, ended up in American Nightmare, which was a fun, small project with very limited resources,” Lake said. “You can glimpse certain aspects of American Nightmare in the prototype.
You can see it right below, and don’t forget to comment about it and the early concept arts in the comments section.