According to developer Remedy Entertainment, Microsoft has no interest in giving the green-light to a Quantum Break or Alan Wake sequel. Microsoft own the IP of Quantum Break and have publishing rights to Alan Wake, so both franchises would require their support to ever see the light of day.
The news of Microsoft’s unwillingness to support these franchises comes from Gamesindustry.biz who interviewed developer Remedy.
“Considering our history… Alan Wake was really interesting but it was a collaboration with Microsoft. Due to certain reasons, it never got a sequel. Quantum Break, also, we put a lot of effort into creating the world, the characters, the stories, but still it was Microsoft IP. They decided not to take it further.”
It’s a shame that we are unlikely to ever get a sequel for either game, unless Microsoft were to have a sudden change of heart. Remedy certainly aren’t pleased with the situation either, describing their desires to expand on the worlds, stories and characters they had created. As a big Alan Wake fan myself, I’m right there with them in their disappointment for Microsoft’s decisions. A decision undeniably based around the poor sales figures for each title. Remedy had this to say:
“We can create excellent games, but the type of games we do with an immersive world and characters, memorable stories – those are typically building blocks in any entertainment business for franchises that could live for a long time. And now for the second time being in a position where we had done all that groundwork and then there was not a possibility to continue those stories… we didn’t want to face that again.”
Remedy’s next game Control isn’t going to suffer the same fate because it’s an IP owned entirely by Remedy. The plan for their new game is to bring it to as wide of an audience as possible, no longer restricted by Microsoft platforms. Hopefully this means that Control will also see a level of success that Alan Wake and Quantum Break never could.
“Now when we have in our hands an IP that we own then definitely we want to bring it to as wide an audience as possible, so it made sense. [Multi-platform] was a natural next step for us.”