Remedy: ‘Control’ Budget Was Less Than €30M, We’re in a Good Position with Steady Sales

Alessio Palumbo
control xbox game pass

Remedy CEO Tero Virtala had the chance in a new interview with GamesIndustry to reassure fans of the Finnish company's new IP, Control, that everything is fine from a sales standpoint.

Control was developed in three years with a budget of less than €30 million. We don't quite require the same huge lifetime numbers as many other games with bigger development budgets. Therefore, even though Control didn't have chart-topping sales right from the get go, we are in a good position with steady sales. We always take the long view here.

Nowadays, the majority of sales for many games are generated over a long period of time in digital stores -- and Control continues to sell, which is good. We are bringing more free and paid content to the game. It has the proven high-quality and uniqueness, and the word-of-mouth that keeps growing. There is still a big audience out there that hasn't yet heard of Control. These are all factors that support the longer-term sales.

Strategically, it has been highly important that we have succeeded in establishing a new brand. In our industry, this is very challenging: new games come every now and then, but very few break through and become something special. It is of course still very early days, but Control is showing good signs of establishing itself and having a growing fan base.

The game didn't exactly light the sales charts on fire, even though it was a great action/adventure title in the 'Metroidvania' subgenre. We rated the game 8/10 in our review.

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Control features Remedy's most original setting yet, the studio's most open-ended game environment yet and great action combat that makes you feel like a badass. The game also stands out on PC as one of the finest examples of real-time ray tracing to date. It shouldn't be passed upon by any action/adventure game fans, even if it's not quite a masterpiece.

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About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

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