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Remedy Gives Its Time-Bending Mission Permission to Ignore the Clock

Remedy has discussed the design of Control Resonant's mission Recursions and Iterations, in which protagonist Dylan Faden encounters researchers trapped in and investigating a tangle of timelines. The mission involves something like time travel, with events that may intersect, overlap or run in parallel. The developers describe a loose approach in which, as one put it, anything kind of goes. That flexibility is part of the creative appeal: a story about unstable time can let players encounter familiar people and places under unfamiliar conditions. It also gives the studio an unusually convenient answer when someone asks exactly which sequence happened first. The researchers are investigating the puzzle from inside it, while players must navigate it without the ordinary comfort of a dependable clock. A mission like this makes time itself part of the environment rather than just a device for getting to the next objective. The joke is that an elaborate system of overlapping events can make a single hallway feel like several separate appointments. Remedy's premise turns a conventional design problem into a feature: uncertainty about where and when a player is becomes the point of the trip. The map may still be helpful, but a calendar would probably ask for a transfer.

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