Anyone who played Alan Wake 2 likely remembers the We Sing chapter. Despite appearing in a psychological horror game, the musical sequence never felt out of place; if anything, it became one of the game’s defining moments.
Remedy understands just how powerful those moments can be, and it seems the studio is looking to build on that philosophy in Control Resonant, where bespoke music is once again playing a major role in the experience.
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Music Is ‘Hugely Important’ To Control Resonant
After speaking with Control Resonant Art Director Elmeri Raitanen, it’s clear that bespoke music has become a core pillar of Remedy’s storytelling approach.
According to Raitanen, part of that philosophy was born out of frustration with licensed music, which he described as ‘madness.’ In the past, Remedy encountered situations where songs could only be licensed for a limited period of time, creating the possibility that a game could eventually be pulled from sale if those agreements couldn’t be renewed.
To avoid that issue, Remedy shifted towards creating original music specifically for its games. The studio collaborates with music collectives in Finland, providing artists with materials such as concept art, videos, scripts, and poems before allowing them to craft tracks tailored to the game’s themes and narrative.
That process famously resulted in Alan Wake 2’s Herald of Darkness, but Remedy hopes bespoke music will leave a similarly lasting impression in Control Resonant.
Explaining the difference between licensed and original music, Raitanen noted that existing songs often come with their own history and associations. Bespoke tracks, meanwhile, are tied directly to the player’s experience within the game itself.
[Licensed tracks] might have completely different baggage coming with that song, so now we know that nobody could have had any prior experiences with this song.
Years later, if they hear this song, they will know that it’s from this [moment in the game].
From what I played during a recent preview event, that goal already appears to be paying off.
During one mission, Dylan becomes trapped inside a reality-warping sinkhole and must follow a haunting song in order to escape. It’s a memorable sequence that blends music, gameplay, and storytelling in a way few studios attempt, and it suggests Remedy is once again looking to push the boundaries of how different creative mediums can work together to create unforgettable moments.
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For more gaming news, read about why Sony is keeping single-player games as PlayStation exclusives, and be sure to subscribe to the Insider Gaming Newsletter.
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