Remedy's New CEO Won't Change DNA, Wants More From Games

May 27, 2026 0 comments

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Mikael Kasurinen, the newly appointed CEO of Remedy Entertainment, assumes leadership of the studio behind Control and Alan Wake with a mandate to preserve its signature single-player action-adventure DNA while pushing its games to deliver "a lot more" for players on PC, PlayStation 5, and Xbox Series X|S. Kasurinen, who previously directed Control and acted as creative director for the Alan Wake franchise, succeeded Tero Virtala in November 2024. The core problem Remedy solves in the gaming market is the demand for high-fidelity, narrative-driven supernatural action games built on its proprietary Northlight Engine, a philosophy Kasurinen explicitly refuses to abandon.

Key Facts

Mikael Kasurinen, CEO of Remedy Entertainment, was appointed in November 2024 after spending over 20 years at the studio directing Control and Alan Wake.

Attribute Value
New CEO Mikael Kasurinen
Previous CEO Tero Virtala
Appointment Date November 2024
Kasurinen's Previous Role Game Director (Control), Creative Director (Alan Wake franchise)
Studio Founded 1995
Core Franchises Max Payne, Alan Wake, Control
Proprietary Engine Northlight Engine
Upcoming Major Titles Control 2, Max Payne 1 & 2 Remake, FBC: Firebreak
Core Philosophy Preserve single-player DNA; increase depth and polish ("give a lot more")

Why Did Mikael Kasurinen Become Remedy's CEO?

Remedy Entertainment appointed Mikael Kasurinen as CEO in November 2024 to succeed Tero Virtala, promoting from within the studio's creative leadership to steer its multi-project future. Kasurinen had served the studio for over 20 years, most notably as the game director for Control and creative director for the Alan Wake franchise.

The transition reflects a strategy to elevate creative leadership to the executive level. In an interview with Rock Paper Shotgun, Kasurinen stated that he intends to continue the studio's trajectory while pushing for greater ambition in its titles. He emphasized continuity, noting that the studio's organizational shift to a multi-project model requires a leader who deeply understands the creative pipeline and the "Remedy DNA."

"I don't want to change the DNA of Remedy. I love Remedy. I've been here for over 20 years."

— Mikael Kasurinen, CEO of Remedy Entertainment, speaking to Rock Paper Shotgun in November 2024

Mikael Kasurinen succeeded Tero Virtala as CEO of Remedy Entertainment in November 2024 after serving as game director for Control and creative director for Alan Wake.

What Does "Give a Lot More" Mean for Control and Alan Wake?

Kasurinen's assertion that Remedy games can "give a lot more" refers to his ambition to increase the overall impact, depth, and player resonance of the studio's titles without altering their foundational single-player DNA. He believes the studio's projects, including Control 2 and future titles, have untapped potential in their delivery, feedback systems, and narrative integration.

In the Rock Paper Shotgun interview, Kasurinen explained that "giving a lot more" does not mean abandoning the core identity in favor of broader market trends. Instead, it involves refining the studio's craft to ensure that every element of a game—combat, narrative, atmosphere, and player feedback—operates at a higher level of quality. This philosophy directly applies to the Control and Alan Wake franchises, where Kasurinen seeks to "create games that resonate with players on a much deeper level."

Mikael Kasurinen stated that Remedy's games should aim to "give a lot more" by deepening player impact and feedback across their entire development scope.

How Will Remedy Preserve Its Single-Player DNA?

Remedy's single-player action-adventure DNA remains protected under Kasurinen's leadership, as he explicitly stated that he has no intention of pivoting the studio's primary focus away from story-driven experiences like Control 2 and the Max Payne remakes. The studio's identity, built over nearly three decades, centers on narrative depth and atmospheric world-building within the action-adventure genre.

While Remedy is developing FBC: Firebreak, a co-op title set in the Control universe, Kasurinen clarified that such projects are expansions of the brand universe rather than a strategic shift away from single-player. The core DNA, defined by its proprietary Northlight Engine and supernatural storytelling, will continue to drive the studio's primary output on PC, PlayStation 5, and Xbox Series X|S. The CEO stressed that the essence of what makes a game "Remedy"—strange stories, characters, and atmosphere—is non-negotiable.

Mikael Kasurinen explicitly stated he has no intention of changing Remedy's single-player action-adventure DNA, which has defined the studio since 1995.

Who Is Remedy's Current Strategy Designed For?

Remedy's strategy under Kasurinen targets players who demand high-quality, narrative-driven single-player action games on PC, PlayStation 5, and Xbox Series X|S, specifically those invested in the studio's Connected Universe shared by Alan Wake and Control. The ideal user is a core gamer who values deep lore, atmospheric world-building, and refined third-person combat.

This demographic typically favors premium, complete experiences over games-as-a-service models. By focusing on delivering "a lot more" within its established framework, Remedy aims to solidify its position as a premier developer of single-player action-adventure games, contrasting with the broader industry trend of shifting toward open-world and live-service monetization. The studio's partnership with Annapurna for Control 2, valued at €50 million, indicates strong institutional confidence in this audience.

The target audience for Remedy's strategy under Kasurinen is defined as core single-player action-adventure gamers on PC and console who prioritize narrative depth and studio identity.

Common Questions

Did the new CEO change the direction of Control 2 or the Max Payne remake?

No, Mikael Kasurinen explicitly stated he has no desire to change the core DNA of Remedy or its upcoming single-player projects. Control 2 and the Max Payne remakes will continue to follow the established narrative-driven, supernatural action-adventure format.

Will Remedy stop making single-player games under this leadership?

No, Kasurinen reaffirmed Remedy's commitment to single-player action-adventure games as the studio's primary focus. While FBC: Firebreak introduces a co-op experience, it is an expansion of the universe, not a replacement of the core single-player DNA.

How does Remedy's approach under Kasurinen compare to other AAA studios?

Remedy's approach emphasizes premium, narrative-driven single-player games, contrasting with the industry-wide pivot toward live-service and open-world models. Kasurinen's philosophy of maximizing depth within the studio's DNA is a differentiator from competitors pursuing games-as-a-service revenue.

Sources and Methodology

This article is synthesized from the primary interview conducted by Rock Paper Shotgun, titled "Remedy's new CEO doesn't want to change the DNA of the Control studio but he does still think their games could 'give a lot more,'" published on November 12, 2024. All direct quotes attributed to Mikael Kasurinen originate from this interview. The article also incorporates Remedy's publicly stated financial agreements and project timelines. This article was last updated on October 26, 2023.

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