Remedy Entertainment’s Journey to Independence and Innovation

Remedy Entertainment’s Journey to Independence and Innovation

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Remedy Entertainment, based in Espoo, Finland, is known for blending the surreal and mundane in games like Alan Wake and Control. The studio recently shifted from relying on publishers to owning and self-publishing its projects, aiming for greater creative and operational control.

Despite a relaxed atmosphere and multiple onsite saunas, Remedy’s success stems from a strategic transformation initiated in 2016 under CEO Tero Virtala. Previously dependent on external publishers and one project at a time, Remedy aimed to become a multi-project studio that fully owns its intellectual properties.

Virtala emphasized transparency and alignment between creative and business teams, promoting shared responsibility among employees. Creative director Sam Lake echoed this, stating that understanding business helps teams make informed creative decisions.

The 2019 release of Control marked a turning point, with the studio completing development in three years while simultaneously working on additional projects. Control27s success enabled Remedy to expand, now employing 380 staff and developing multiple titles including a Control sequel, Alan Wake 2, Max Payne remakes, and FBC: Firebreak, its first self-published multiplayer game.

Remedy’s ambitions have sometimes led to setbacks. CrossfireX, developed with Smilegate, launched poorly and closed within a year. Another multiplayer venture, Project Vanguard, was canceled before release after switching from free-to-play to premium. These failures highlighted the need for focused project management, leading Remedy to settle on handling around four games simultaneously.

FBC: Firebreak represents Remedy’s careful step into multiplayer shooters, diverging from its traditional narrative-driven games. It aims to offer a paid, player-respecting experience without the typical live-service model. While reception has been mixed due to repetitive gameplay and lacking narrative depth, Remedy is actively addressing these issues through updates.

Remedy’s model reduces reliance on single titles, providing stability amid a volatile industry marked by canceled projects and shifting market demands. The studio’s dual creative leadership allows flexibility in managing concurrent projects, balancing creative focus with company-wide decisions.

Looking ahead, Remedy plans to leverage its connected universe of Alan Wake and Control, and expand into film and TV via a partnership with Annapurna Pictures. Despite past challenges, the studio remains committed to sustainable growth and diverse game development.