![]() ![]() "We were just making it up as we went," says Sam Lake (Creative Director at Remedy) in the interview with Complex, stating that the team had a very fast work pace as there were no long debates over decisions. In the games industry today, it's not uncommon for development studios to spend a year or two exploring potential ideas for their next title, but for Death Rally it's conception was almost instantaneous. While prototypes existed before Remedy's formation, the real work on their debut title began after. The original Remedy logo as seen in the Death Rally opening. The combined interest led to a third group being formed, Remedy. Remedy began to take form when members of Future Crew (focusing primarily on PC) contacted The Aggression (focusing primarily on Atari ST), with a proposal to start a games studio. Yet, it was from this desire to push expectations which kindled the interest to move onto games, creating a communication between groups. ![]() Despite the shared goal, there was a sense of competition with multiple factions working on multiple systems, eager to prove their strengths. Remedy has its origins in the Demoscene, an international subculture where groups strive to push computers to their technical and artistic boundaries. This is how Remedy and Death Rally began. The success of the top-down racer which proved to the team that they had a successful company to move onto bigger things. While the studio is best known for Max Payne, Alan Wake and Quantum Break, their beginning focused on a much smaller scale project, taking just a few months to do with a handful of developers. Formed in Espoo (Finland), in summer 1995, the team celebrated their first game launch, Death Rally, in autumn 1996.
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