Psychological Horror Game FEED IT Launches on Steam Next Month
FEED IT, a psychological horror game from Games On A Chair, launches on Steam in August as the studio's debut…
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During Nordic Game Spring 2024, Finnish composer, musician, and producer Petri Alanko, BAFTA-nominated for Control, Quantum Break, and Alan Wake, spoke about his musical journey, creative process, and the making of the award-winning Alan Wake 2 soundtrack for Remedy Entertainment. The talk was hosted by concert producer and writer Orvar Säfström.
Alanko began by reflecting on the nature of storytelling in games. He emphasized that while players approach stories with hopes and expectations, leaving certain aspects unexplained is often more powerful. In horror, characters are often trapped between being victims and monsters, and the genre tears them apart. “This is not the story I hoped for. This is not the ending I wanted. This story will eat us alive. This story is a monster, and monsters have many faces,” he noted, highlighting the essence of the narrative.
Alanko admitted his initial skepticism regarding the success of Alan Wake. The first game was overshadowed by Red Dead Redemption, which limited its initial impact. Over the years, however, a dedicated “cult” fanbase emerged. Fans even requested special musical versions for personal events, for example, “Welcome to Bride Falls” for weddings. A pivotal moment came when Alanko attended Gamescom 2017, where he realized the genuine enthusiasm and deep questions from fans, confirming the game’s lasting impact.
Reviving an old game was a daunting challenge. Alanko knew they couldn’t simply recreate the first game. Alan Wake had spent 13 years in the Dark Place, so traditional orchestration wasn’t an option. Fortunately, the introduction of a second protagonist provided a fresh perspective. This character mirrored Alan Wake 1 but with a twist, blending the Dark Place and the real world in a way that felt organic and new.
Alanko’s creative process is a blend of experimentation and composition. He begins by recording raw material using various instruments or sounds, editing them until inspiration strikes. For Alan Wake, the process was roughly 40% sound design, 10% digging through old backups, and 50% composing. This raw material becomes the foundation for his digital work, and while each project varies, Alan Wake holds a special place for him.
He used various unique techniques and equipment for Alan Wake 2, including the apprehension engine and Mega Marvin. These instruments produced distinctive sounds, creating an immersive and tense atmosphere. He even recorded unconventional noises, such as a burning piano, to engage players’ minds in unexpected ways.
Balancing the dual protagonists and their worlds was achieved through experimentation. Alanko integrated the Dark Place using impulse responses, replacing natural ambience with recorded broken cymbals and other sounds to create controllable resonances. This approach, together with complex playback rates and automation, added depth to the music.
“The reaction has been incredibly positive. I’m humbled and grateful for the public love and enjoyment of the game, the music, and the characters. It’s incredibly rewarding to see our work appreciated,” Alanko concluded.
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