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Remedy Isn’t Worried About Releasing Control Resonant Near GTA 6 Most game developers would avoid launching near GTA 6, but Remedy Entertainment sees things differently. Remedy CEO Jean-Charles Gaudechon explained why the studio isn’t concerned about releasing Control Resonant around Rockstar’s Grand Theft Auto VI. Instead of viewing GTA 6 as a threat, Remedy believes it will benefit the entire gaming industry. Gaudechon said 2026 is expected to “raise the tide” for everyone, as GTA 6 will attract millions of players Remedy is confident its game will stand out. As Gaudechon put it, players can “expect a voice that will cut through the noise.” Remedy’s stance is that the studio’s loyal fanbase will help the game find its audience.
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In 1945 Soviet school children gave the US Ambassador to Moscow a gift. a large hand-carved wooden replica of the Great Seal of the United States. a gesture of friendship between wartime allies. The Ambassador hung it in his study at the embassy. It stayed there for seven years. Inside it was a listening device. No battery, power source or any active electronics. nothing that any counterintelligence sweep of the era could detect. because there was nothing to detect. It was called The Thing. Here's how it worked. The KGB would park outside the embassy or sit in a nearby building with a directional radio transmitter. They would aim a microwave beam at the Great Seal. The beam would activate a tiny resonant cavity inside the carving. The cavity would pick up voices in the room and modulate the reflected signal back to the receiver. A skilled operator would decode that reflection into clear audio. The principle that was invented, a passive cavity resonator that activates when hit by an external radio signal and reflects data back, is the basis of modern RFID technology. The chip in your work badge. the tag on your clothes. The contactless payment on your phone. All descended from a listening device built by a prisoner in a Soviet labor camp.
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Remedy Entertainment’s new CEO, Jean-Charles Gaudechon, recently said that both Alan Wake and Control deserved to sell more copies than they did. In an interview with The Game Business, Gaudechon said: “It’s a pity, I think Alan Wake should have sold more. Control should have sold more.” Gaudechon joined Remedy earlier this year after working on major EA franchises like Battlefield and FIFA. He believes both games are high-quality titles with much more room to grow. Remedy’s main goal is to expand the Alan Wake and Control franchises before focusing on new projects. A key part of that strategy is the studio’s 2024 partnership with Annapurna Interactive. The partnership funds the next Control game, currently known as “Control Resonant,” while Annapurna gains rights to create movies, TV shows, and other adaptations based on Alan Wake and Control. Gaudechon explained that the deal aims to help the games reach a bigger audience through different media: “Our deal with Annapurna goes into making our games, our franchises shine further and reach an audience that doesn’t exist today… Cross-media is going to help us do that.” He also said Remedy feels it has only explored part of the creative potential of these franchises so far and wants to grow them
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Remedy Entertainment’s creative director Mikael Kasurinen has confirmed that the studio always planned for Control to become an RPG franchise. The idea originated during the Quantum Break era. They used the original 2019 game Control as a testing ground introducing dialogue choices, ability upgrades, side quests, and exploration mechanics typical of RPGs. Marketed as an action-adventure title, it laid the foundation for a full RPG series. The upcoming sequel, Control: Resonant, lwill expand on this vision. It is being developed as a proper action-RPG with talent trees, character builds, and deeper progression systems, while preserving the horror and paranormal atmosphere of the Oldest House.
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