Damage Per Second Podcast

Jesse Bartel
Damage Per Second Podcast

A weekly newsletter about Star Wars, Video Game novels, and adjacent topics. jessebartel.substack.com

  1. 4D AGO

    Back to the Remedy-Verse with CONTROL or The Concrete Throwing Simulator

    Hello all! Getting ahead of the Switch 2 Direct dropping tomorrow to give your ears our chit chat on Remedy’s 2019 game, Control. But a Switch 2 presentation is pretty exciting, y’all! I mean, we have to be excited about SOMETHING in these trying times. Control arrived after Remedy broke off from Microsoft following Quantum Break. Chasing that perfect mix of narrative and player freedom and tying directly into their other IP, Alan Wake, Control was snagged by 505 Games for publishing rights. 505 Games, a prolific publisher, gave Remedy room to make the game they wanted without intense expectations of selling an entire new console. The industry learned so much about what not to do with that Xbox One launch! While Quantum Break is a great game and one I have learned to appreciate more with time, it was a controlled player experience and heavy on the narrative. Remedy wanted to allow the player to explore a realm on their time. Taking inspiration from Dark Souls and Metroid/Castlevania, they created a game that rewarded the player for exploration and revisiting previous areas. Also, the game is challenging and if you are not paying attention, it will bully you! Mechanics aside, the story follows Jesse Fayden who has finally tracked down where her brother could be located. It leads her to an unassuming building in New York that is owned by the F.B.C. or Federal Bureau of Control. The FBC is like the boogeymen who go out to stop paranormal events and find “objects of power” which are everyday objects that distort reality. Jesse and her brother Dylan experienced an event as children and he was taken away. Now she can confront those who kidnapped Dylan. Of course, when she gets there, it turns out there has been a breach in the building and “the hiss” has taken over by possessing staff and messing with the fabric of reality. This framework ties directly into Alan Wake and sets up events that we will get to in Alan Wake 2. It’s truly a rewarding experience. I’ll can it on story STUFF because the game is still rather recent and where the game ends up was just a joy that I can’t ruin for others. The miraculous thing about the development of Control is that it was done in 2 years and on a budget for 20 millions euros which is rather modest for a AAA title. Looking at the game you would think it cost more than that but partly that’s due to the enhancements made over the years with updates and ray tracing - I can’t remember the look of the game at launch. It also helps that Remedy has an in-house game engine with Northlight which allows them to have intimate knowledge on how to get the best out of their code. One of the cool things I found is the inspiration for The Oldest House which is a building in NYC on 33 Thomas St. Look how spooky and cool! Big Brutalist arch vibes in the game and there is even a post over on Polygon about this with a video. Here is a quote I pulled below and you can also read the article HERE. A core part of Remedy’s design philosophy is that it should feel like the player has an effect on the world. The Oldest House does that by being made of beautiful, reactive concrete. Concrete is inextricable from Brutalist architecture. You can learn more about that in this great episode of 99% Invisible, which was created with input from the guy who literally wrote the book on concrete. Anyway, concrete dictates how Control responds to player input. When Jesse Faden hovers and then slams into the ground, you get an impact crater. Bullets leave scars and fill the air with dust. I can rip out a gnarly chunk of wall and throw it, or use it as a shield. If I throw furniture it can explode on impact because concrete is really hard. We get returning actors to the Remedy world - the late and great James McCaffrey returns as The Director and Dylan is played by Sean Durrie who played Nick in Quantum Break. The show stealer is Courtney Hope who was also in Quantum Break at Beth and she plays a believably cool and collected Jesse Fayden. She got her inspiration from horror icons such as Vera Famiga from The Conjuring - here is a snippet from an interview she did over at Bloody Disgusting. I love Vera Farmiga (in The Conjuring). She was very strong. She was calm. There’s something about her that I really enjoy. I did think about her quite often because when she is put up to a task or she’s’ put in front of a demon, there’s a calmness about her. It’s almost like you can feel her heart racing through the screen. But, if you were to listen to her speak, she sounds calm. She did a good job of having her heart race and being nervous, because you’re confronted with something that’s fearful or the circumstances are so high that if you fail it could be a catastrophe. That’s something that I really focused on… Women are portrayed in a multitude of ways in horror films, and there’s so many and it was like which one do I want to be? What is this story? Is this a broken woman that’s coming through and finding something through this? Well, yes. But, I also had to remember that Jesse’s from the streets and she’s not necessarily brittle, but overcomes that. I sort of pulled from a lot of different horror movie females and then found my own as Jesse. The biggest thing for me was reliving her own horror. Losing her brother at such a young age. And losing her parents and that reality of that horror before she even hit the Oldest House. It was kind of compounded. Playing through Control and reading the interview with Remedy in regards to their Control spin-off Firebreak, I am now looking forward to the multiplayer shooter. I was worried it would be more of what we are seeing in the market but 1.) Remedy is publishing and developing the game and 2.) they are not making this a live-service game where you need to check in every day for fear of missing out. They are making this game for busy people! Remedy bought back the rights to the Control IP from 505 Games for 17 million euros so they are clearly moving forward with independence post Alan Wake 2 and that makes me happy! Enjoy the podcast and let me know your Control thoughts! Here is a great video of Remedy discussing the game and its influences. Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1h 29m
  2. FEB 27

    QUANTUM BREAK - Time Has Been Kind to this Ambitious Title

    Hello all, In 2016, Microsoft published QUANTUM BREAK which was the next project from developer Remedy. After the ho-hum financial success of ALAN WAKE, MS told Remedy that they didn’t want an ALAN WAKE sequel (which is what Remedy had started work on) but a brand new IP to launch with the Xbox One. Oh, the Xbox One. Keeping the time altering mechanics planned for the next ALAN WAKE, the team also meshed combat elements seen in MAX PAYNE 1 & 2. The gunplay and mobility of the character reflected that more of Max than Alan but also brought in time-powers while providing a strong narrative. You might have blocked it from your memory now but Microsoft was adamant about TV melding with Xbox and forcing everyone with an ALWAYS ONLINE console. With this mindset, Remedy created live action episodes featuring the actors from the game IRL (all of whom are amazing - Shawn Ashmore, Lance Reddick, Dominic Monaghan…) that would play between Acts. The episodes would stream live form a server…these days you have to download the episode pack because thankfully Microsoft thought to preserve them. They are truly awesome to watch - reminds me of the JJ Abrams era of TV. When I first played this game, I fell off it because it just felt like “a lot.” I still think it is - it’s like a Kojima-lite game where narrative is equal (or more) to the gameplay. You spend a good amount of time reading and watching which is just not for everyone. I feel bad for giving on up it about halfway because boy, oh, boy did I love playing QUANTUM BREAK in 2025. Yes, it’s bloated and the performance is kinda whack at times but zipping around the combat areas and f*****g with the enemies is hella fun. I also think the story, which feels baffling for 4 Acts, rounds out in a satisfying way in the end. I was so pleased with the ending, I immediately started a new game so I could make the different choices at the “junctions.” The Junctions are parts in the game where the antagonist (Paul Serene played by Little Finger from GOT) has to choose binary choices that affect dialogue and if certain side characters live or die. While the overall story is not changed, it is awesome how certain areas feel different when you have Nick the Taxi Driver instead of Amy - the protester. Also, can we appreciate that there about 100 people who made this game? Even for 2016, that seems like a small crew for such a big budget title. I was under the impression the game did not sell well seeing is how Microsoft never talks about QUANTUM BREAK but sales were quite good for it (better than ALAN WAKE’s initial sales) and the IP is still active. The game leaves off for a sequel but I could also see a remaster in the future. I had a chance to read MOST of the book, QUANTUM BREAK ZERO STATE and it’s…interesting. It was written by one of the Remedy-guys and offers different scenarios to what we see in the game. One particular moment involves Jack going back to his childhood home to find Will’s research equipment. There is also scenes with Hatch in the Monarch building. It’s a cool book but I didn’t feel compelled to write anything about it. As for a connection to ALAN WAKE - well, it’s obvious they exist in the same universe. There are copies of Alan’s books about, you see Alan get interviewed on TV, and episodes of NIGHT SPRINGS play as well. But that’s about all we get. Still! Anyway, enjoy this trip to 2016 with Mitch 💀 and myself and let me know what you think/thought about QB. Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1h 9m
  3. JAN 22

    Alan Wake but 15 Years Later (AKA Enemies Spawn Behind You Simulator)

    Hello all! Mitch and I are taking a dive into the Remedy-verse for the first part of the year. Our first target is Alan Wake, the 2010 survival horror shine-flashlight-at-everything simulator that captured the imagination for fans of Twin Peaks and Stephen King. While sales were initially slow for Alan Wake, word-of-mouth propelled this into a modest financial success for not only Remedy but also the publisher Microsoft. After the release of Max Payne 2 in 2003, Remedy needed to collect themselves after the crunch of putting out 2 of the greatest and violent action games in the early 00s. Remedy Writer/Producer/Everything Man Sam Lake, after going to school for screenwriting, set out to lean into those meta-narrative threads that started to show up in their work. Moving away from glorified violence, Remedy began development of an open world survival horror game where the player would have to scavenge during the day and defend at night. An early look of the game was shown off to publishers and Microsoft purchased it. Unfortunately (or maybe fortunately) due to pressure to release a game, Remedy had to scale back the scope of what would become Alan Wake. Choosing to focus on the writer who has to write himself a new ending, the game reflected the development of the game. The struggles Alan faces are similar to those Sam Lake and team must’ve felt as they moved away from straight forward action to a love letter to Twin Peaks. Alan Wake showcases the beginnings of Remedy’s focus for the next several games. That is ambitious narrative design and unique combat. Max Payne had bullet time (the slow down cinematic shoot while diving mechanic) and by the time Remedy gets to Quantum Break, they play with that formula to a crazy degree. Remedy, as we will see, learns from their failures with each game and sets out to correct the trajectory but also f**k with it just a litte more. All of this examination excites me for Alan Wake 2 which is the only game of theirs I haven’t played yet. Playing their works back to back will help me appreciate their formula and also help me figure out what Remedy wants to say about storytelling. Playing the remaster of Alan Wake all these years later made me realize how much of a stamp Remedy has on their storytelling - it also made me realize how much they improved. Alan Wake is a certified classic filled with spooky and vibe-y moments that make me feel nostalgic. Their initial case to make an open world game is apparent in several parts of the game too - especially when you have to run around these open areas (or drive) and explore random buildings looking for manuscript pages. The game falters in its repetitive combat and cheap off-camera attacks. After playing Control, it’s clear Remedy was able to find that balance but we will get there! I hope you enjoy the podcast! Here are some clips of Sam Lake being Sam Lake. Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1h 43m
  4. JAN 8

    Talkin' GEARS TACTICS - The Coalition Was On to Something

    Hello all, We are back after an unplanned December break with our first podcast of 2025. This week Mitch and I talk about the most recent Gears title to be developed. In 2020, The Coalition and Splash Damage shipped a refreshing take on the Gears’ formula with a tactics game. It’s a genre that ended up as a natural fit for the vibe of Gears and one I hope they pursue. Gears Tactics is a great concept and so-so execution. The “so-so” part shows itself in the pacing in the back half of the game where the player is inundated with long and pointless side missions. It bogs down the experience. With that said, it’s a great tactics game pulling a few trick from X-COM (the overwatch mechanic). The story is paint by numbers but we get to see Gabe Diaz (Kait Diaz’s father) and Reyna when they are young. We also get to see Chairman Prescott try to be a war criminal for the 80th time as well. As I mentioned in my ULTIMATE Gears Ranking Post - I feel the same way about Gears Tactics as I did Halo Wars. Where I am loving what they are bringing to the table and I think it’s a natural fit for the series. Halo Wars would evolve to Halo Wars 2 which fixed my issues and delivered a better story. I hope that will end up being the case here if they make another Gears Tactics but time will tell. In the podcast I mention the Polygon article that had photos of the development team working on the game in board game form. The grid system that would be abandoned in the final product can be seen as well as stat cards for enemies. I would totally place a Gears Board Game! Here are photos of that: As always, I hope you enjoy the show! Later this month we start our Remedy-verse deep dive starting with Alan Wake (Remastered Edition). Time to get spooky in the winter, y’all! Here’s Mitch 💀 hating on The Witcher 3 (I do not support this hate but I stand by my man.) Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1h 39m
  5. 11/24/2024

    Episode 20: Gears of Fall Part Deux - Revisiting Gears 5

    Hello all! Gears of Fall continues for Mitch 💀 and myself with GEARS 5! The first first entry where the “OF WAR” was dropped from the title. Why? Creative-heads said that fans shortened the title when talking about it so…they just took it out. Silly reason because people shortened things all the time when writing and speaking so like… Gears 5 arrived in 2019 and The Coalition had lots to make up for with how Gears of War 4 ended and specifically, the introduction of JD Phoenix. Once again, as I have stated, how Anya and Marcus created this child considering how badass both of them are, is beyond me. The other fight Gears 5 had is that this was going to be a big Gamepass release for Xbox so there was pressure to make this game approachable for a wide audience and would be, in theory, many folks’ first Gears-game. In many ways, I think The Coalition makes up for 4 by developing a better game with Gears 5 (hold on, though). They realized the JD problem and lack of “epic moments.” and they tried to course correct…for about half the game. When you get to Act 2 which is easily the strongest section of the game, the gameplay opens up and the “good” parts of the story take center stage. Once you acquire the skiff, you can explore around an arctic tundra doing side missions that reward you for your curiosity. Meanwhile, the story behind Kait’s origins is revealed and the overall Gears-lore is expanded on. But then… Act 3, while also fun to run around the desert area, drops the bigger story to focus on the Hammer of Dawn relaunch (once again). Paduk makes an appearance and it’s great to get those old Cog vs. UIR hatreds bubbling in the background but it’s forgotten to wrap up the game’s runtime. Once Act 4 get around, the game drops anything interesting - JD, who was vilified earlier in the game, is just back on the team cracking jokes. Kait’s story morphs into a a retelling of Queen Myrrah from the first trilogy, and there is a silly boss fight. I think the thing that bums me out about Gears 5 is all the potential I see and the great moments that are pushed aside in order to make the game simpler. When I first played Gears 5 back when it was released, I enjoyed it and I think that’s in part due to how lame Gears of War 4 is. After spending time reading the books and carefully revisiting the original games, the shine and shimmer is lost. The cracks are more noticeable. Enjoy this episode! There is a great interview with Rod Fergusson you can read HERE about Gears 5. Rod has since left The Coalition and now is with Blizzard - which is still part of the Microsoft family. Next month, Mitch 💀 and I will be playing Gears Tactics which is bascially a first time play for me. I’m excited because I’ve heard great things! Have a great Turkey Week and thank you for listening/reading! Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1h 52m
  6. 10/25/2024

    Episode 19: SPOOOKY Time w/Blair Witch (2019) VIDJO JAME

    Hello all, This week Mitch and I take on Bloober Team’s Blair Witch game that, upon internet searching, caused GRIEF for horror fans. Mitch and I don’t see it because we both enjoyed our time with Ellis and Bullet as they lose their minds in Burkittsville, MD. Recently, Bloober put out the remake for Silent Hill 2 (which Mitch adores btw) and one could see how they were inching their way towards a Silent Hill-esque project. I love the Bloober story. They are a small Eastern European game studio that put out horror games that had a little jank but clearly there was love for the horror genre behind it. And now? Well, they got that big paycheck and they are working on a brand new game that was revealed in the Xbox Showcase this month. It is titled Chronos: The New Dawn Tackling the Blair Witch IP is not an easy task because what IS Blair Witch as a property? It’s really about getting lost in the woods where time shifts and a bit of lore built in. As Mitch states in the podcast, there really isn’t a reason (story-wise) a sequel needed to be made but due to the $$$$$$ it brought it, it’s a well that IP owners go back to. Lionsgate is currently holding Blair Witch for ransom. I read a great interview with Barbara Kick who works at Bloober and they were asked about tackling the infamous series It’s an amazing opportunity for us to work with that and we are very excited because we are fans of the movies. It changed horror forever. I will say that one of the challenges is that people remember it as such a cool thing, such a great phenomenon but they don’t really remember anything else. They have so many things that are just going on in their heads because it was their youth, it was the biggest thing back then but would they react the same way today? Would the people now react the same as the people who they were back then? There is a lot of nostalgia. Nostalgia can be both good and bad because you don’t really know what people expect anymore. Trends have changed. There are countless different movies. What do people expect now and how can we incorporate that into today’s trends? This is very tough and requires a lot of thinking about what players may want to get and how can you give it to them. We are pretty confident players will like [Blair Witch] but it’s always this, are we doing enough?  You can read the rest of the interview HERE. Thank you for listening and I hope you enjoy, subscribe and LIKE! Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1h 37m
  7. 10/04/2024

    Episode 18: Gears of Fall Part Deux - Revisiting Gears of War 4

    Hello all, We are back to talk Gears of War! A whole year has gone by since the first Gears of Fall adventure. This season there are fewer games and books to talk about (and maybe not as memorable) but we are re-examining the series and where it’s at now. We start off the season discussing Gears of War 4 (after our usual hour long ramble on random shittttt). Gears of War 4 arrived in 2016 (RIP HARAMBE) and was met with high praise from review outlets. Fans didn’t feel as strongly due to the story decisions and new characters. While I don’t feel as intensely about the negatives of the game, it’s certainly a downgrade from the original trilogy (we will forget Judgement). The game was developed by The Coalition - a dev team thrown together with a few folks in the Microsoft offices who were looking to work in-house. Rod Fergusson, producer on original games, took the role of Director for Gears 4. Microsoft had to buy the Gears IP from Epic Games in order to make it a console exclusive and therefore put all the money behind this title. From a production standpoint, I think that shows. It’s still a good looking game that runs smoothly and objectively plays well. But the story… JD can’t hold anything to his father, Marcus. He’s the worst - a weenie. Dell who is also introduced is as annoying and relies on the one line sarcastic quips that happen EVERY SCENE. It’s boring. Kait is the only character with a story to tell and they shove her off to the side (until Gears of War 5). When Marcus arrives on the screen, everyone looks so lame. The same can be said when Baird and Cole show up too - like those are GOOD CHARACTERS who were DEVELOPED. Gears of War 4 is not a bad game - just an OK one but certainly fans would want more when they had nothing but the best (except Judgement but shhhhh). Hope you enjoy Mitch 💀 and I looking at this series again. Book talks coming and we will also be covering Gears 5 and Gears Tactics! If you want to look at all the Gears-stuff covered thus far, you can view HERE. Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1h 38m
  8. 09/13/2024

    Podcast Episode 17: Castlevania Lords of Shadow 2 but 10 Years Later (AKA WTF GUYS)

    Hello all! Mitch and I are back to talk more Castlevania this week with Lords of Shadow 2. A few months ago we discussed the first Lords of Shadow which I feel is a mixed bag but overall enjoyable for what it is. What held my interest is the anime-ending of fighting Satan one on one and then seeing Gabriel/Dracula in a modern city. That cliffhanger ending opened great possibilities! Sadly, that ending was not delivered on. Taking criticism from the first game, Mercury Steam tried to differentiate itself from the “God of War Clone” comparison and added stealth segments that grind the game’s pacing to a halt. The fact that Dracula is capable of taking down massive bosses but can’t take out thicc guards is beyond me. Sneaking around as a rat? I’m the Prince of Darkness! Even with those horrible moments aside, the 2nd game fails to deliver after the first amazing hour of gameplay. It puts its best foot forward with the intro sequence and then we take control of Dracula in the modern city. I had visions of Blood Omen 2 where we would be able to run around the city and feast on innocent folks. But no, we are thrown into bland corridors and parking garages. I was ok with the game until the end when I was getting frustrated with the pacing. It took its toll on me. With that said, there are great set pieces such as the Puppet Master boss sequence. It makes zero sense why we are fighting him but it was memorable so that’s something! Even though Lords of Shadow 2 did OK with sales, Konami shut it all down. Dave Cox, the producer, was let go and he went on to work at 505 Games. Mercury Steam, the developer, was contracted by Nintendo and ended up making Metroid Dread. Good endings for everyone! You can read a post-mortem-esque interview HERE which is rather transparent about the development of Lords of Shadow 2. I also recommend checking out this video about the game as well. Don’t forget to catch Mitch over on Divided by Werewolves. Until next time - enjoy dem games! Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1h 51m

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    A weekly newsletter about Star Wars, Video Game novels, and adjacent topics. jessebartel.substack.com

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