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Finnish composer Petri Alanko spoke about the musical journey of Alan Wake 2

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BAFTA-nominated Finnish composer, music and producer Petri Alanko (Control, Quantum Break, Alan Wake) discussed his musical journey, creative process and scoring Remedy Entertainment’s award-winning title, Alan Wake 2. The host of this conversation was concert producer and writer Orvar Säfström.

Alanko began the talk by reflecting on the nature of storytelling in games. He emphasized that while players approach stories with hopes and expectations, sometimes it’s more powerful to leave certain aspects unexplained. In horror, characters are often trapped between being victims and monsters, with the genre itself tearing 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 wear many faces,” he remarked, pointing out the essence of the narrative.

Alanko admitted his initial skepticism about the success of Alan Wake. The first game was overshadowed by Red Dead Redemption, making its impact seem limited at first. However, over the years, a dedicated cult following emerged. Fans even requested special versions of the music for personal events, like “Welcome to Bride Falls” for weddings. A pivotal moment for Alanko was attending Gamescom in 2017, where he realized the fans’ genuine enthusiasm and hard-hitting questions, confirming the game’s lasting impact.

The challenge of reviving an older game was daunting. Alanko knew they couldn’t simply recreate the first one. Alan Wake had spent 13 years in a dark place, so traditional orchestration was not 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 with various instruments or sounds, editing them until he finds inspiration. For Alan Wake, the process was roughly 40% sound design, 10% reviewing old backups, and 50% composing. This raw material serves as the foundation for his digital work, and each project can vary, but Alan Wake held a special place for him.

He used various special techniques and equipment for Alan Wake 2, including the apprehension engine and the Mega Marvin. These instruments produced unique sounds, creating an immersive and tense atmosphere. He even recorded unconventional sounds, such as a burning piano, to engage the players’ brains in unexpected ways.

Balancing the music for the dual protagonists and their worlds was achieved through experimentation. Alanko integrated the dark place using impulse responses, replacing natural ambiances with recorded broken cymbals and other sounds, creating manageable resonances. This approach, along with complex playback rates and automation, added depth to the music.

“The reaction has been overwhelmingly positive. I’m humbled and grateful for the public love and enjoyment of the game, music, and characters. It feels incredibly rewarding to see our work appreciated”, concluded Alanko.

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