Mikael Kasurinen
Reporting and statements that mention Mikael Kasurinen.
Latest coverage
Your Mind Is Playing Tricks On You: Why You Hear What You Want To Hear In Control Resonant
Lucas Pierrot, audio lead for Control Resonant, discusses the intricate audio design of 'The Board,' a key entity in the game. The team aimed for a 'ritualized anger' inspired by the Māori Haka, using voice resonances and a partial language to create a sense of perceived intelligence and emotional impact for the player.
Control Resonant Is Everything The First Game Wasn’t, And That’s Why It Works
Control Resonant significantly diverges from its predecessor by shifting the protagonist to Dylan Faden and exploring themes of reversed roles and self-worth. The game's narrative design and surreal environments, inspired by sources like M.C. Escher, create a unique experience that recontextualizes characters like Casper Darling, revealing a darker past.
Control Resonant Interview – Worldbuilding, Melee Combat, Side Content, And More
In an interview about Control Resonant, Remedy Entertainment developers discussed the game's melee combat, drawing inspiration from titles like Ninja Gaiden and Doom Eternal. They also detailed advancements in their in-house engine and world editor, NWED, built upon lessons learned from Alan Wake 2, enabling larger and more dynamic environments. The discussion also touched upon the game's narrative tools, AI, audio systems, and the push for real-time path tracing to achieve naturalistic lighting.
Control Resonant’s Underpass is Peak Remedy Design
The Underpass in Remedy Entertainment's Control: AWE is highlighted as a masterclass in level and narrative design, showcasing the developer's signature 'weirdness'. The environment effectively uses spatial design, shifting timelines, and environmental storytelling to create a disorienting yet compelling experience for players.
As handholding mechanics come under fire elsewhere, Control Resonant devs confirm they made a "conscious decision" not to use yellow paint
Control Resonant director Mikael Kasurinen confirmed the game consciously avoids using yellow paint for player guidance, prioritizing player autonomy. This contrasts with other games that use such markers, which have drawn criticism, including Marvel's Wolverine's 'fart trails'. While Resonant uses yellow organically, the developers believe player-driven decision-making is key to a good game.
Control Resonant director lays out case for avoiding excessive 'yellow paint'
Control Resonant director Mikael Kasurinen discusses the game's deliberate choice to avoid 'yellow paint' as a signposting technique in its level design. He explains that this approach aims to make players feel more agency in exploration, rather than relying on common visual cues that can feel like handholding. The decision is framed within the context of the Control series' horror-inspired themes and the desire for players to actively interpret the game's reality.
CONTROL Resonant Is Ready To Tear Reality Apart
Remedy Entertainment has released Control Resonant for Xbox Series X|S, PlayStation 5, and PC, priced at £49.99 for the Standard Edition and £58.49 for the Deluxe Edition. The sequel shifts focus to Dylan Faden as he navigates a reality-warping Manhattan corrupted by paranatural forces, expanding the universe of the original Control. Creative Director Mikael Kasurinen highlighted the team's ambition to push the series' scale, combat, and storytelling.
Control Resonant | Critical Consensus
Control Resonant, Remedy Entertainment's sequel to Control, shifts to a melee-focused, open-ended world with Dylan Faden as the new protagonist. Critics praise its strong character-driven storytelling and Remedy's evolved action, though some find the combat and boss encounters underdeveloped. The game's open-world Manhattan, influenced by the paranatural, is lauded for its unique design and atmosphere, drawing comparisons to Elden Ring's progression loop.
Get a good look at Control Resonant's otherworldly bosses in a PC Gaming Show exclusive extended interview
Remedy developers discuss Control Resonant, the upcoming ARPG sequel to Control, in an extended interview. Creative director Mikael Kasurinen and art director Elmeri Raitanen highlight inspirations like M.C. Escher and films such as Paprika, while lead level designer Anne-Marie Grönroos details the game's open-world elements and the unique 'Resonant' bosses. Composer Petri Alanko also explains his innovative approach to the game's soundtrack.
Control Resonant’s World Opens Up Early in “A Big Way,” Side Quests Are “Quite Crazy,” Says Remedy
Remedy Entertainment has detailed the world design for Control Resonant, confirming that the game opens up significantly after the first one to two hours, offering players multiple zones to explore and a high degree of freedom in choosing between main and side quests. Senior level designer Arhi Makkonen described the side quests as "quite crazy" and narrative-heavy, comparable to the main story content. The game launches on September 24th for Xbox Series X/S, PlayStation 5, and PC.
Control Resonant Cast Members Will Host a Panel at San Diego Comic-Con on July 25th
Remedy Entertainment announced that cast members from Control Resonant will host a panel at San Diego Comic-Con on July 25th. The panel will feature actors discussing their characters and experiences on the upcoming title, which is slated for release on September 24th for PC, PlayStation 5, and Xbox Series X/S. Control Resonant is described as Remedy's most ambitious game yet, featuring expansive zones, branching missions, and inspirations from DOOM (2016) and Sekiro: Shadows Die Twice.
Control Resonant is Longer Than the Original, Inspired by DOOM (2016) and Sekiro: Shadows Die Twice
Remedy Entertainment's upcoming game, Control Resonant, is confirmed to be longer than the original Control and draws inspiration from DOOM (2016) and Sekiro: Shadows Die Twice for its gameplay. Director Mikael Kasurinen stated that the game will launch on September 24th for Xbox Series X/S, PlayStation 5, and PC, and does not require players to have played Control's AWE DLC.
Control Resonant Director Says “Many” of Its Toughest Bosses Are Optional, Teases Huge Surprise
Remedy Entertainment director Mikael Kasurinen revealed that many of the bosses in the upcoming Control Resonant are optional and can be fought in any order, contributing to a Mega Man-style progression. The game, set to release on September 24th, will focus on gaining personal control rather than rescuing characters or the city, with a significant surprise planned for the midpoint. Despite competition, Remedy has no plans to delay the release date.
Control: Resonant Creative Director on the Sequel Shifting to an Action RPG | IGN Live 2026
Creative Director Mikael Kasurinen provided insights into Control Resonant at IGN Live, detailing the sequel's shift towards an Action RPG genre. The presentation showcased gameplay elements and explained the design approach for the follow-up to the 2019 title, Control.
Control Resonant has what it takes to stand out in an exceptionally crowded September release window
Control Resonant, a sequel to Remedy Entertainment's 2019 action-adventure game Control, is set to launch on September 24, 2026, for PC, PlayStation 5, and Xbox Series X. The game shifts focus to melee combat and RPG elements, with players controlling Dylan Faden as they navigate a world disrupted by paranormal threats. The preview highlights the game's intricate level design, fluid movement, and customizable combat abilities, aiming to offer a distinct experience from its predecessor.
Remedy says Control Resonant's shapeshifting weapon was conceptualized for the first game when it considered enabling Jesse's gun to turn into a sword — 'We really needed to make sure that this is something that works and is fun on a very visceral level'
Remedy Entertainment discusses the development of Control Resonant's melee-focused combat, emphasizing the need for a visceral and fun experience. The idea for a shapeshifting melee weapon originated during the development of the original Control, with the concept being refined for Dylan's character in the new game.
Control Resonant is how video games should be done
Control Resonant, developed by Remedy Entertainment, blends familiar RPG elements like skill trees and resource gathering with unique gameplay mechanics such as wall-running combat and surreal environmental design. The game stars Dylan Faden, Jesse's brother, as an antihero navigating a distorted New York, and aims to push the boundaries of typical triple-A game design with creative risks.
CONTROL Resonant from Remedy Entertainment arrives in September
Remedy Entertainment announced that CONTROL Resonant will be released on September 24th. The game features a new protagonist, Dylan Faden, investigating paranormal forces in a distorted Manhattan. Remedy is self-publishing the title, which will be available for PC and will support GeForce NOW.
How to direct unconventional games like Control Resonant
Remedy Entertainment's creative director Mikael Kasurinen discusses the development process for Control Resonant, emphasizing the challenges of creating a new gameplay genre within an original setting. The studio focused on establishing core concepts early and propagating the vision throughout the team to foster investment and accelerate decision-making for the ambitious sequel.
Cronos: Lazarus Will Be Revealed on June 6th-7th
Bloober Team's survival horror title Cronos: Lazarus is set to be officially revealed during IGN's upcoming showcase on June 6th-7th. This follows earlier reports and speculation about the game's existence, which is believed to be a sequel or spin-off to last year's critically acclaimed Cronos: The New Dawn.