Notable games the studio has developed include the first two entries in the Max Payne franchise, Alan Wake, Quantum Break and Control.
Apogee Software served as the game's publisher, and continued to be involved in the production of their next title, Max Payne, which received critical acclaim upon release.
After spending seven years working on the Max Payne franchise, the developer decided to create a new intellectual property called Alan Wake.
It gained a cult following when it was released in 2010, by Microsoft Game Studios, though at the time its sales were not enough to justify the production of a sequel.
Remedy decided to pursue a new project named Quantum Break, which further expanded the live-action component of Alan Wake.
The team had transitioned to become a multi-project studio since 2016, and had three projects in development, including Control and the single-player portions of CrossfireX.
Remedy Entertainment has specialised in making cinematic single-player action games featuring a strong central character.
With their roots in the demo scene Remedy have a strong history in developing their own game engines for their titles, most notably Northlight for Quantum Break.
[7] They decided to found the company they called Remedy to produce video games and began recruiting other like-minded individuals with a demoscene background.
Scott Miller, the founder of Apogee Software, provided creative input and suggested the racing game should introduce vehicular combat elements.
[17] Miller decided to fund the shooter's development, on the condition the game had a strong central character like Duke Nukem, 3D graphics, and a better name.
[18] He wanted bullet time and slow motion, a hallmark of Hong Kong action films,[6] to be the core mechanic for their game.
[6] The team wanted to use real-life photos for the game's texture, though this was initially met with heavy resistance by the artists.
However, due to limited resources, the team found that developing an open world was not feasible and decided to refocus the game as a linear experience.
[6] The company was inspired by Stephen King's novels, Twin Peaks, ghost towns in the American Northwest, and tornado patterns, and they invited a landscape architect to serve as the game's consultant.
[29] The game sold more than 3.2 million copies, but Remedy explained in 2013 that it was not financially successful enough for them to raise the funds needed to continue developing a sequel.
Some of its elements were reintegrated into Alan Wake's American Nightmare,[31] a 2012 standalone Xbox Live Arcade game which had a much shorter development cycle.
[31] Microsoft was not interested in pursuing a sequel to Alan Wake, but they were keen on working with Remedy again on an original intellectual property.
[31] The company had experimented with transmedia storytelling in Alan Wake,[31] and Microsoft hoped Remedy would further expand the live-action component in their next project, Quantum Break.
[51][52] The company announced they were working on the single-player component of Smilegate's free-to-play first-person shooter Crossfire 2 (later renamed as CrossfireX).
[58] Control sold over two million units by March 2021 and won several gaming awards, and has since had ports to the Nintendo Switch (via cloud streaming).
[63] Remedy fully acquired the publishing rights to Alan Wake in July 2019 from Microsoft, including a one-time €2.5 million royalty payment from the series' performance.
[64] In March 2020, Remedy and Epic Games announced that they had established a two-game publishing deal with plans for release in the next few years, both within the same franchise.
[69][70] In May 2021, it was announced that Tencent acquired a minority stake of 3.8% in the company from sales of shares from Accendo Capital, which still otherwise held 14% ownership in Remedy.
According to Lake, they had considered narrative elements to be key to their prior games of Max Payne and Alan Wake, but felt it was necessary to develop their own technology to better support this facet.
[87] Building on the tech created for Alan Wake 2, Remedy fleshed out various features that support the studio's narrative goals such as highly detailed and realistic human faces and bodies that can be animated through motion capture and a physically based renderer that supports global illumination, ray tracing and particle lighting.
[6] Before 2018, Remedy was using a four-story office in Espoo which offered various facilities including a café, a sauna, a bar and a gym.
[92] It also had a "development warehouse", which housed many items once used by the studio such as photos and graphic novels (for Max Payne) and clothes (for Alan Wake), as well as old computers, design documents, demo video tapes, and early scripts.
[98] He added that themes like "World War II, dragons, hardcore sci-fi, or women with tight leather outfits" are something the studio would avoid.
[98] The studio typically used their own in-house technology, including the Northlight Engine, to power their game,[86] and invested a lot in motion capture.