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18th March 2024
Exclusive Interview With Tiia Öhman, Photographer on Alan Wake 2

To kickstart the week, we are excited to announce our interview with the brilliant, Tiia Öhman! Possibly known best by many of us as Poets of the Fall's talented resident photographer, she was also worked on Alan Wake 2, providing gorgeous photos for the game's promotional, behind the scenes snippets, in-game posters, and on Old Gods of Asgard merchandise. Her incredible work has been shared so widely, that there's an absolute chance that you would have seen her photographs already. 

We recently had the pleasure of virtually sitting down with Tiia to talk to her about her start in photography, what it was like being on the Alan Wake 2 set, returning to the series (she was also the photographer on the War music video!), and her hopes for 2024. Check out our conversation below!

Can you tell us a little about yourself and how you first got involved in photography?

For as long as I can remember, I have loved drawing and painting, and all things visual. When I was 16 or 17, I took a few film photography lessons at my art school, but didn't have the patience for the dark room business back then. Once I started going on all the Poets of the Fall concerts back in 2004-2005 that I could possibly manage, I also got super excited about digital photography. Things escalated from there a bit: I got to know the band, took more and more photos for them and ended up taking most of their promotional images. Because of that and some other photo gigs, I managed to score, I upgraded my camera gear whenever I could afford it. So it happened very naturally, and unlike most of the career-type things I've tried in life, photography just stuck and became a big part of my personality. 

Tiia sitting at home surrounded by plants as sunlight streams in. (Original: tiiaohman.com)


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As you worked on the War music video back in 2010, how did it feel returning to the Alan Wake series?

Amazing! The War film shoot was one of my favorite music video productions of all times. I mean, the band was there, Ilkka Villi was there and we also had this massive greyhound attending the shoot. When I first heard they were working on some Alan Wake stuff again, I got super excited. 


How did you begin your journey with Remedy on Alan Wake 2?

During the past few years, I've worked with Remedy a few times as an event photographer and gotten to know some of the fun folks at the office. I also have a lot of experience in still photography for TV & movies, so I guess it was just a great match. But even if they hadn't hired me, I think I would've somehow made my way into the shooting of the live-action bits. Inside the band's suitcase or something, haha.

Ilkka Villi as Alan Wake, edging closer to a highway patrol car in War. (Credit: Tiia Öhman)

What goes into preparing for a photoshoot, both mentally but also practically?

Good question, and it depends a lot on what kind of shoot it is. If it's a studio portrait shoot, I need to relax and activate the social side of myself so I can help my subject to also feel relaxed. Surprisingly many are very nervous about stepping in front of the camera.

If it's a film shoot - like the AW thing or a TV production - I have to concentrate on staying out of the film crew's way and to stay alert at all times as I myself have no control over lighting or the actors or crew members etc. So I just have to be ready and try to capture the best moments from whatever dark corner I'm hiding at that moment. In each situation, the gear is a little different, but the preparation is mostly the same: get your batteries charged, your memory cards empty and GO.

Poets of the Fall's Marko Saaresto as Odin Anderson. (Credit: Tiia Öhman)

When entering a photoshoot, what things do you pack?

All the camera gear, obviously. My recent favorites have been the 70-200mm 2.8 and the 28-70 2.0 lenses from Canon. For portrait shoots I need to pack the backdrop, lights, stands, since most of my portrait work lately has been taking place on set where the shows and movies are being shot - it's definitely easier to go the actors than to have five or ten of them come separately to someplace else. I think of it as my own little photo studio on wheels. 

For film productions I usually bring my own water bottle and coffee thermos (the Finnish productions are delightfully eco aware these days!), comfy/quiet shoes, dark clothing (to avoid getting caught by the film camera in the reflections), spare charger for my phone and if it’s an exterior shoot, a lot of clothing options. And ibuprofen since I'm a migraine gal, damnit. 

For weddings, one absolutely needs quiet shoes for the church!

Poets of the Fall and Remedy film crew during Alan Wake 2's live action recordings. (Credit: Tiia Öhman)

Does your approach change when you're photographing live performances compared to arranged photoshoots?

Yes, a bit. The actual photoshoots need a lot of brain work; location, background, creative ideas and all that on top of the actual gear and all the hundred little bits and bobs I need to remember. To live performances I mostly bring my camera, a couple of lenses and myself and get to be creative in the moment. 


What was the atmosphere like on the Alan Wake 2 set?

So much fun! A bunch of creative people and nerds (a word I use 100% with love) getting together is the best setting for a good work day. Of course, it was a very professional and well-organized production so there’s always a lot of pressure for everyone involved to do their best work, but still… the days I was there, the mood was very happy and filled with amazing little moments of “woah” and laughter.  

Olli on the Alan Wake 2 set, with Markus "Captain" Kaarlonen (Odin Anderson) in the background. (Credit: Tiia Öhman).

Do you have a favourite photograph from your work on the game?

It’s very hard to pick one! I feel like I managed to snap a lot of rockin’ ones of our pals Old Gods of Asgard and the always impossible photogenic Ilkka Villi, but getting to capture David Harewood as Mr. Door was definitely a highlight. The charisma!


What's your favourite memory from working on Alan Wake 2?

Ouch, I can’t choose. Can I just pick the dumb Tik Tok video we did with Ilkka? It gained close to half a million views on a platform I don’t really even use, or follow, or like, and that’s just nuts :D 


Is there an aspect of your work on the Alan Wake 2 photoshoots that you're secretly really proud of? Something that is small and silly, but you were so excited to just get right.

I don’t really consider myself an amazing, mind-blowingly talented world-class photographer, but I do take a little pride in my ability to shoot decent quality images in the time and circumstances I’m given. At film shoots, the time is *very* limited (like I get 1-2 minutes for each portrait shoot done on set, max) and the light and the surroundings are usually mostly beyond my control. And I just have to deal with it the best I can.

Plus, ok, I managed to get a fun shot of David in between takes, with his feet up on the table and the soles of his shoes covered in confetti. It was adorbs. 

Sam Lake (Alex Casey) sits with David Harewood (Warlin Door) during a filming break. David's shoes are on the table, gold confetti stuck to the soles. (Photo taken and sent by Tiia Öhman.)

Are there any tips that you would give to someone hoping to start photography?

Get to know your gear and what it’s capable of. Learn to see and read light. Keep taking those photos and discovering things that make them different, but also look at other photographers’ work to learn what you like and which skills to develop in your own work to shoot something similar. Don’t copy or steal, but feel free to let yourself be influenced by your favorites. Social media is full of incredible tricks and ideas for creative photos with almost zero budget, follow accounts like that and you may find a lot of inspiring things to try.


How has your 2024 been so far,  and what are your hopes/plans for the year?

BUSY! Which makes me happy. I’ve worked on film productions, graphic design work, websites and more. In a few weeks, I’m moving into my very first own studio space, and aside from creative photo studio work, I’m looking forward to painting on big canvases — something I really can’t do in my tiny apartment without messing up the walls and the floors and covering my little doggo in paint, haha. 

A promotional image for Old Gods of Asgard, used across marketing, merchandise, and for in-game art. (Credit: Tiia Öhman.)

A huge thank you to Tiia for taking the time to answer our questions! We can't wait to see what wonderful creations you share next. possibly with the help of a tiny doggo. 

You can follow her adventures on Facebook, Instagram, and Twitter. Check out her portfolio at TiiaOhman.com

28th February 2022
Community Interview with Vida Starčević, Remedy's CM
[Celebrating The Sudden Stop's 10th Anniversary]

To celebrate The Sudden Stop turning ten, we recently interviewed Remedy's Community Manager, Vida Starčević, passing along questions we received from fellow fans.

Relocating from Croatia, Vida became Remedy's Community Manager in January 2018, just months before the official announcement of Control at E3. Her work sees her write blog posts, interact with fans on social media, manage the studio's Discord servers, write marketing plans, host livestreams, travel as a studio's representative to international events and much more. If that wasn't enough, her role covers Remedy's entire catalogue, meaning a lot of multi-tasking.

Thank you to everyone who submitted questions, and to Vida for taking the time to answer them! 


Tell us a little about yourself!

Hi! I’m Vida. I’m from Croatia, and I’ve been the Community Manager at Remedy Entertainment for the past four years. I used to work as a gaming journalist back home, and before that I worked for a feminist NGO in a journalist capacity as well, and I did a brief stint in mobile games. But you can find all of that from my LinkedIn profile. As a recovering hipster, I’m interested in music (I listen to a lot of rap, RNB, and early to mid-2000s indie), fashion (both as an expression of individuality, wealth, gender, etc, and as an art form – I like thinking about streetwear just as much as high fashion), and photography. I love horror in any form, which is why it’s so awesome to work on Alan Wake! I spend my spare time playing video games, trying to maintain my Duolingo streak, playing tabletop games with my friends and even being on podcasts for some of them, listening to podcasts (have you heard of Just King Things? It’s great), trying out new cooking and baking recipes, and before the world shut down, travelling.



How did it feel to hear that you were relocating to Finland to work at the studio, and how did you find the process of moving countries?

Applying to Remedy was such a surprising experience – I didn’t think I’d get the job until they gave it to me. I applied “just to try it” – I was thinking, well, I’m definitely going to be rejected because all my community management experience is very basic, but I want to see what the experience of applying to a AAA studio is like, and writing a really robust application for the position will help me down the line when I’m aiming for jobs that are far more in line with the experience I have. It felt surreal when I actually got the job. I couldn’t believe it! I was constantly terrified I’d mess up and they’d send me packing – this one I can definitely attribute to impostor syndrome. I learned so much in that first year, and my team provided wonderful support, and space for me to be creative, make mistakes and get better through that. Moving countries was so devoid of stress it’s barely worth mentioning – Remedy provide a full relocation service for foreign employees, which means that you get complete support with logistics, bureaucracy, and day-to-day stuff from even before you land in Helsinki, to when you’re moved into your permanent residence. It’s great, I received amazing guidance and help.

Control & PlayStation EU teams at EGX 2018. Vida's UK trek after the reveal at E3 2018. [Source]


What is a typical workday for you?


I do community management, but also I help out with more general PR things. To me, community management means making sure that communication flows between the players and the studio – that you know what we’re working on and that you feel included and listened to, but also that the development teams at Remedy are aware what the people we make the games for, our community, think about the games we make. On any given day I’m working on maintaining our social media channels, and I’m also working on things that take a little longer to produce than a tweet. For example, these can be community plans and schedules for the whole cycle of promoting a game, from announcement to launch, or it can be concept documents for videos we want to release for the community. I try to dedicate each day to looking at what people are talking about when it comes to our games, on all social networks, and I try to carve some time out daily to reply to people as the brands, or at least like some posts or tweets. I talk to our development teams to keep track of what’s being worked on, and if there’s anything that I’d need to take note of that would be interesting to our community and audience. For example, if there’s a cool motion capture session, I’ll come down and take photos and videos of that. I spend a lot of time thinking about how we present Remedy and our games to our community and our players, and what we can do to improve that. Practically, this means that I make PowerPoints and write a lot of planning documents (for dev diaries, community strategies, and such), and I also look at how other studios are doing things.


Remedy started working remotely in early 2020. Have you adopted any routines to stay focused and look after yourself while working from home?

Stay focused? Hahaha. No. Look after myself – yes! I have a wonderful support system of friends and loved ones. I’d especially love to give a shoutout to my Destiny clan, Taken That Bread. I’ve been friends and clanmates with these folks for about as long as I’ve been at Remedy, and it’s been an amazingly supportive little community. We’re from all over the world, most of us work in game development, and while being friends with them has always been wonderful, they’ve really saved my sanity more than once during the pandemic. Sometimes all it takes is playing some nice games with some lovely friends to no longer get the morbs. I guess they’ve also helped me stay focused – we have a Discord channel where we all listen to music together while we work, that’s helped keep my mind on track! Remedy has also been supportive about the shift to working from home, and our IT department have been absolute heroes getting everything set up for people to be able to work remotely. We have casual Slack channels where we discuss our remote work life, post pet photos, ask for advice, just regular little day to day socialization things that we aren’t able to do in person at the studio. However, we’ve kept the studio open throughout the pandemic, and keep a clean house and strict rules how to take care of yourself and others when working at the office. I’ve been back in the office since the beginning of the month, and it’s been really nice to sit at my desk with all my knickknacks and to chat to my friends and coworkers in person again.

Vida hosting the remotely-held Alan Wake 10th Anniversary Livestream in 2020. [Source].


Looking back at your career at Remedy what is the thing that you're most proud of? Whether that's a career or personal challenge that you've overcome.

I’m proudest of learning how to communicate better, be it inside the studio (within my team, or with everyone else), or with the community. I’m very glad that I’ve been able to learn how to listen better, and to talk to people in a considerate way. I’m glad that Remedy and my team always give me the space to voice my opinion about our projects and the way we communicate to our players about them. I think it’s hard to gain that confidence, and to a lot of people, myself included, it’s not something that’s innate.

I’m incredibly lucky to have a team that values my input and trusts my opinions. I’m very proud of some of the recent videos I’ve produced, especially our remote working video, which I concepted and realized together with our team and our amazing video editor. And the Alan Wake 2 development diary that we released when Alan Wake 2 was announced, I drove the production of that from Finland while the team were on the ground in Los Angeles. Huge, huge props to them for filming everything and getting all the footage to us in time!

But the thing I’m proudest of is the Remedy community itself. It’s small, but I think the community works hard to be welcoming and inclusive. There’s a lot of talented, lovely people here, and I’m so proud every day to be your community manager. I think one of the highlights has been working with you, Rachel, and The Sudden Stop, to announce Alan Wake Remastered. It was such a pleasure and a really meaningful moment for me, to give back to the community that has given us so much.

The best is yet to come. I’m so excited for what we’ve got planned for Alan Wake 2. I truly can’t wait to tell everyone more about the game – I think it’s going to be wonderful. Everyone’s dedication and love for the Alan Wake universe really shines through in it. I hope our community sees that, too!


How do you juggle focusing on different game projects?

I prioritize. Different projects require a different level of engagement, depending on what we’re promoting and what part of development the project is in. Having a clear project roadmap and a lot of to-do lists and checklists help. What also helps is having plans set by our publishers and the rest of our communications team that I can follow. Knowing what (trailers, release date announcements, sales) happens when and on which project is crucial to deciding in which order to do things, and what to focus on.

Lately, the focus has been on CrossfireX, the launch of the Remedy Store, and American Nightmare's 10th Anniversary. [Source]


What is your favourite Remedy title and what made it so impactful? (Aked by @missvivisx on Twitter & ofabittersoul on Instagram)

It’s Control for sure, because it’s the first game I worked on and it’s the first Remedy game with a female protagonist – a huge reason why I took the job here. I have a lot of love for Quantum Break, because it was the first Remedy game I covered as a gaming journalist and my first cover story for the magazine I wrote for. And of course, Alan Wake, because it’s wacky as all hell and because it was my gateway to Twin Peaks.


With inspirations taken from Twin Peaks, Stephen King and House of Leaves, I'm curious if there are any other major shows, books, or movies that have influenced the team over the years, and if so what their favourites are? (Asked by Josh McGinn)

You’ve nailed all of them! The only one you missed is the Southern Reach trilogy by Jeff Vandermeer – that one influenced Control quite a bit.


What has been Remedy's reaction to the virtual photography community? (Asked by @shinobi_space)

Our Executive Producer on Control, Juha Vainio, is a huge, huge fan and advocate of the virtual photography community and all your work. We’re constantly amazed at the different ways you find to be creative, and all the different lenses (pun unintended) you see our game through. It helps us appreciate it in a new light!


Is there any chance we are getting more Crossfire operations? (Jareson Vardisec, Facebook)

We enjoyed giving our take on the Crossfire universe and being able to further explore the characters created by Smilegate Entertainment, and as the publisher, the decision to give you more Operations would be on them.


8th February 2022
Win A Limited Edition Control Camping Mug
Submit Your Control Artwork, Cosplay, or Articles!

Calling all Control fans! To celebrate our tenth anniversary, Remedy has generously offered three incredible money-can't-buy prizes. We're going to be giving away three Control camping mugs, which were made as part of a limited run. For this competition, we are splitting it up into three categories; cosplay, articles, and artwork. You can enter as many categories as you want, but can only win a maximum of one. 


The Prize

To celebrate the tenth anniversary of the website, Remedy has given us three Control camping mugs to give away.

The three mugs have been split across three categories. The winning entry of each category will win (1) one mug, with some little goodies thrown in.

The competition will end on Friday, March 4th at 23:59PM UTC. (The prize will be sent out from the studio.)


How To Enter:

We're sticking with the theme of the prize, and focusing on all things Control. There are three categories that you can enter:
  • Fan Artwork
  • Cosplay
  • Articles
Create artwork based on Control, step into the shoes of your favourite character, or write about something that stood out for you in the game. The categories are open ended, allowing you to find your own style and do something that you enjoy.

The winner for each will be selected and revealed on March 7th. 

Submissions can be sent via Twitter, Facebook, or email; alanwake.thesuddenstop(at)gmail.com




Competition Rules:
  1.  Remedy Entertainment has generously offered to sponsor this competition, donating the prize and covering the shipping to the winners.
  2. You can enter as many times as you would like across any of the categories. 
  3. This is open worldwide, but restrictions may apply to countries with limits on internet competitions.
  4. Entry to the giveaway is free.
  5. No cash prize alternative will be available.
  6. The winner may have to cover Custom costs within their country.
  7. A new winner may be picked if the first does not respond to the email after two weeks of the original email being sent. Although this is only a last resort after three weeks with reminders and alternative methods of communication e.g. through social media posts.
  8. The competition will begin on 8th February 2022 at 18:00 UTC and will end on 4th March 2022 at 23:59 UTC. 
  9. There will be 3 (three) winners who will receive 1 (one) Control camping mug each.
  10. Entries collected through Facebook follow the rules stated on 23rd August 2013, HERE.
  11. Entries collected through Twitter follow the rules stated in their Guidelines, HERE.


6th February 2022
Community Interview! Submit Your Questions for Remedy's Community Manager, Vida Starčević

As part of our ten-year celebration, we're excited to be talking to Vida Starčević (Community Manager at Remedy), about her job, what it is like living in Helsinki, and her memories of working on Control!

As the discussion is a community interview, we would love to pass along any questions you may have to her. Naturally, games that are still in development are still surrounded in secrecy, but topics like Control, Alan Wake Remastered, CrossfireX and the reveal of Alan Wake 2 are fair game. 

We're going to be selecting the best ones and emailing her a list on February 16th, so you have until the day before to get your questions in. Send us your questions via Facebook, Instagram, or Twitter! Alternatively, you can also email us at alanwake.thesuddenstop(at)gmail(dot)com.

4th February 2022
Giveaway! Win a Signed Edition of Carnival of Rust on Vinyl

Today is our tenth anniversary! As a thank you for all your support and love this past decade, we have a weekend full of exciting news and goodies. To get things started, we are giving away a signed copy of Poets of the Fall's Carnival of Rust on vinyl. 

Carnival of Rust is the band's second studio album, which celebrated a relaunch on vinyl on August 2021, with a limited signed run.


The Prize

To celebrate the tenth anniversary of the website, we have a copy of Carnival of Rust on vinyl, signed by Marko Saaresto, Olli Tukiainen, and Markus "Captain" Kaarlonen. 

For this giveaway, there will be one (1) winner who will be selected at random from valid entries.
The competition will end on Friday, February 24th at 11:59PM UTC. (The prize will be sent in late March, but I will keep you up to date on all progress!) 



How To Enter:

For the giveaway, we want to hear your favourite Poets of the Fall song. (Old Gods of Asgard songs are also allowed!) 

Submissions can be sent in to:

- FACEBOOK. Respond to THIS Facebook post or us a private message.
- TWITTER. Reply to THIS Twitter post or send us a private message.
- INSTAGRAM. Reply to THIS post or send us a private message.




Competition Rules:
  1. The prize was bought by The Sudden Stop as part of a community giveaway.
  2. This giveaway is not sponsored or endorsed by Remedy Entertainment, Microsoft, or Blogger. It is also not sponsored or endorsed by the social media platforms used in the giveaway including Facebook, Twitter, or Instagram.
  3. Maximum of one entry per person.
  4. This is open worldwide, but restrictions may apply to countries with limits on internet competitions.
  5. Entry to the giveaway is free.
  6. No cash prize alternative will be available.
  7. A new winner may be picked if the first does not respond to the email after two weeks of the original email being sent. Although this is only a last resort after three weeks with reminders and alternative methods of communication e.g. through social media posts.
  8. The competition will begin on 4th February 2022 at 10:00 UTC and will end on 24th February 2022 at 23:59 UTC. It will ship in late March to the winner!
  9. There will be 1 (one) winner who will receive a Poets of the Fall Carnival of Rust Signed Vinyl LP
  10. Entries collected through Facebook follow the rules stated on 23rd August 2013, HERE.
  11. Entries collected through Twitter follow the rules stated in their Guidelines, HERE.

18th August 2020
Extended Interview with Matthew Porretta
[Dyna-Mite and *Check Notes* ...Darling's Underwear?]

To celebrate the tenth anniversary of Alan Wake, we sat down with Matthew Porretta to talk about what it was like stepping into the recording booth for the first time and getting into the character of Alan Wake. That interview was recorded back in January, but as the project had been in motion for a while, the questions and topic were already nailed down a few years in advance for specifically an Alan Wake-focused interview. Below is not an in-depth conversation going into Matt's role as Dr Casper Darling (although I would love that opportunity as his answers in this part alone are amazing) but rather a couple of questions that we were dying to know, added onto the end of the Alan Wake interview. 

This part of the interview takes place just before the final question about what he would like to see in a potential Alan Wake sequel. If you haven't read our Alan Wake interview yet, you can catch up, HERE!

[Warning: If you haven't finished Control yet, we talk about the final few levels and about Casper Darling's story arc in particular.]

Rachel: About Control... and I have to ask this. So, for a really long time, Sam wanted to include a musical element in Alan Wake, and while it didn't happen, it was included with Dyna-Mite in Control. 

Matthew: Yeah!

How did you learn about that scene, and what was it like filming it? Because it was just so delightfully bizarre!

Oh, my God, Rachel. I found out that I was singing at [New York] Comic-Con.

Oh! Well, that's- *Laughs*

*Laughs* So literally when we were on the stage talking about the game, "and Matthew will be singing". 

*Laughs* Oof. 

I'm like, gulp, I am? Great. [Sam] had said something before we went on stage, but it was so funny. He's like "and so, you know, we want you to sing", [and] I'm like, "....okay, okay. Yeah, sure. Cool. Cool, cool, cool." 

I hadn't sung in like, twenty years. I had not sung professionally. I just kind of stopped singing, and so that was a bit daunting, but yeah, it turned out okay. It was very fun! I mean, that was the scariest part of that for me, once I [had agreed I] was like, "oh my god". I had to REALLY commit to that one. I couldn't half that. I had to really go for it because it was like... dude, you have to go for this because if you don't go for it, it's gonna suck. *Laughs* You know? So it was just do-or-die on that one, but I loved it. It was really fun!



Oh yeah, that's one of my favourite bits in the game.

It is so weird, right? It comes out of nowhere. It's like, there I am this nerdy guy and then I'm having a nervous breakdown in my underwear. Oh, by the way, I got to choose my underwear. I went with boxers. *Laughs* Like, "what do you think of these?" I'm like, "nooooo, no." 

*Laughs* Nice of them! 

Yeah, so I'm doing all these [recordings], the last thing you see me it's like, "...okay, is he going into the ether? Where is this guy going...to the astral plane? He's gone." And then suddenly, I'm dancing around to this 70s glam rock tune. Yeah, it was great! It was fun. You're like playing it- and I think [it's] very difficult to get to that point anyway? There's a certain part... I remember my son, who's a pretty savvy gamer was having trouble getting to a certain point. And then once he got to that, he just sat back and laughed because it was such a relief. You're like, oh my god. 

Oh yes. Yeah, I know exactly what part he got stuck on. I got stuck on the exact same moment.

[Quick Clarification: As this was recorded in January, Remedy has recently announced the Assist Upgrade for Control which will allow for player tailoring so that health regeneration and hit points can be personalised depending on your preference. They are also going to be including more checkpoints and soft saves on August 27th. Our discussion here was based on the release version of the game. The part we were talking about was the series of intense fights in the room with Hedron. During the fight, there's a series of towering platforms that will materialise to set the stage for the next fight. For me, it was possibly the hardest part of the game.]

It's the... I think it's like there's that big tower? Was that it? 

Yep. Yeeeep.

I watched him and he was like "oh god...", you know? He's like, "these are supposed to be hard, but not impossible". "Okay, all right." *Laughs* "Alright, I get it." 

Oof. Yeah, I... I was very brave myself during those moments and... I didn't have to keep going back and hide in the corner to try and get my health back at all. Yep. Very brave. *cough* Yeeeep. 

Yeah, my kids are my translators for games because I'm not a gamer. I do know quite a bit about them now, only because I been voicing and making them, but also because I've had kids. Alan Wake, Control, Red Dead Redemption, Grand Theft Auto, Call of Duty, I mean, they play- oh, and Fortnite, everything! So now, I'm more savvy, but they really are my translators. If I ever go, "okay, what's going on" they'll say, "oh, this is..." *Laughs* You know, they accuse me of being old and then they've been explaining it.



A huge thank you to Matt for the interview and for taking the time out especially on a Sunday to talk about his work on the games!

14th May 2020
A Conversation With Matthew Porretta
The Voice of Alan Wake and Mr Scratch!

Today marks Alan Wake's 10th anniversary and I'm really excited and incredibly nervous to talk about our own contributions to the community celebrations.

Ever since starting the site, one of my personal hopes was to be able to interview the voice of Alan Wake and Mr Scratch, Matthew Porretta. I loved his work in the game and often wondered what it was like recording in a booth, far from the unusualness of Bright Falls and with a demanding script which saw him personify different areas of Wake's mid. Every few months since launching this site, I would occasionally look for a way to reach out, but it wasn't until early 2017 when I brought up that interest in passing when talking to a friend who said "oh, I can send him an email and ask if he's free." (...wait, what?) 

31st March 2020
Retrospective: Agents of Storm
Remedy's First Step In Becoming A Multi-Project Studio

Released in 2014, Agents of Storm was a reverse tower-defence strategy game designed for mobile devices. It challenged the player to build a fleet and to rise up against a growing international paramilitary threat known as the Chimera Corporation, led by the ruthless Selena Meredith. At the start of the game, the organisation had recently set up base on a series of paradise islands in the far east, where they have been busy harvesting a rare mineral known as "Blue Jade" for unknown by nefarious reasons. The title is also one of the most mysterious titles in Remedy's catalogue, with details of the game having been announced at VGX in 2013, then launching in 2014, and community updates fading out in 2015. The game is no longer available for download, and those who have downloaded the game before it was removed from the App Store can no longer play it.

Promotional Image for Agents of Storm / Source: Official Facebook Page

When my friend upgraded their iPhone to a later model, they gave their old one. It was the first Apple product that I had owned and with Agents of Storm launching a few months prior, I immediately downloaded the game. I never got to finish it, the sudden closure of the servers just over two years after the game launched took the active players by surprise, but I enjoyed it and was fascinated by just how different it was to the studio's previous work.

When most people think of Remedy's titles they tend to think of story-driven adventures with a film-noir vibe or a certain darkness. They're often set off the beaten path; in disused buildings, forests, abandoned swimming pools or kaleidoscopic rooms; they make a point to be different. But you also go into the experience not quite expecting a happy ending and following a not-quite-hero as they stagger towards their goal. With Agents of Storm, the team cuts through those expectations you may have about the studio, delivering something quite unexpected. Instead, for the developers' first mobile IP, the game washes you ashore on the fine, white sandy beaches of an island with blue skies and seas for miles around.



Shift In Industry

Between the launch of Alan Wake and Quantum Break, Remedy had divided itself into two teams; one group would continue to work on AAA titles, with a second smaller team focused on delivering mobile experiences. Expanding into a multi-project studio had been the intention for a while; Remedy were still dedicated to delivering larger gaming experiences, but with its lengthy development times, they looked to creating in-house mobile games to keep the company financially secure.

The change in direction at the studio was also in part kindled by a greater change in the Finnish games industry.

Cover image of Neogames' The Game Industry of Finland booklet from 2013 / Source: Neogames

Originally founded in 2003, Rovio is now one of the biggest names in the gaming industry but started off with much humbler beginnings, creating mobile titles for the N-Gage and Java ME, frequently as work-for-hire or as contractors. After six years, they developed over fifty mobile titles, but in December 2009 they released a new mobile game which would completely change the company, Angry Birds. In the game, players are given a set of birds, a slingshot, and the straight-forward target of defeating a tiny army of green pigs. Eleven years after it's debut, Angry Birds remains an internationally beloved brand, with eighteen games under its name, two tie-in CGI movies, a wealth of merchandise, and theme parks in Finland, UK, US, Spain, China, and Malaysia. Over the years, they've teamed up with musicians such as Slash, and other major franchises such as Star Wars to add an interesting new twist to an enduring formula. And it seems to have worked; to date, the Angry Birds games have been downloaded over four billion times!

Five months after Angry Birds launched, Supercell opened its doors. Between 2011 and 2012, the team published four titles; Gunshine.net (Zombies Online), Pets Vs Orcs, Battle Buddies, and Hay Day but it was Clash of Clans that secured Supercell's position in the industry. Supercell is one of Finland's biggest studios and gaming success stories and, since 2012, has expanded internationally, setting up additional offices in Tokyo, Shanghai, San Francisco, and Seoul.

Those weren't the only two success stories in the country either, with developers like Seriously (2013), PlayRaven (2013), Next Games (2013), and so many more starting up around the same time, Finland was becoming what felt to be the centralised hub of mobile gaming.

With major successes so close to home, it was no surprise that Remedy wanted to see if they can expand into mobile gaming. 



Building The Mobile Team

While Remedy refers to 2016 as being the start of their journey in becoming a multi-project studio, it actually began a lot earlier and with a familiar friend.

Screenshot from the DOS edition of Death Rally. Taken by B.L Stryker, posted on MobyGames.

While still years away from forming the mobile team, the start of the transition can be traced back to before the launch of Alan Wake. In 2009, Jari Komppa got in contact with Remedy with the proposal of making Death Rally 1996 open-source, but while the initial idea was rejected by the studio, a freeware version of the game was later agreed upon. While Jari had to sign an NDA to work on the project, the strictness of it slightly relaxed in early October when news that Remedy had filed a new Death Rally trademark was picked up by media outlets, prompting Oskari "Ozz" Häkkinen (then-Head of Franchise) to release a statement on behalf of the studio. "There are quite a few fans of Death Rally out there and over the years Remedy has been hit by various requests time and again to do something around it," Oskari said. "With Death Rally we're looking at getting something neat out to the community by having a version that is playable on modern PCs out there. This is more of a sweet small thing for people, rather than a full-scale commercial project at this point. We've really enjoyed playing some of the classic games that we have grown up with, and having the opportunity to revisit Death Rally and to share those memories with the fans and community would simply just be cool."

The launch of the freeware version would come only a few days later on October 20th, allowing a brand new group of fans to get behind the wheel in the title that established the studio. The feedback was overwhelmingly positive in the community and media, a possible catalyst for what came next.

A few months later, Remedy made their first steps into mobile games with the same title; teaming up with international talent to help develop their concept, as they began to form their own internal mobile department. While the mobile industry could be a profitable, with 30,000 new apps being submitted to Apple each week, as reported in 2012 by BGR, doing something exceptional to get notice was tough. To bring reimagine the classic, Remedy teamed up with Mountain Sheep and Cornfox & Brothers who helped build their vision. Similar to its successor, Alan Wake's American Nightmare, Death Rally was built in just eight months. It launched for iOS and Android on March 31st 2011.

Concept artwork for Death Rally on mobile / Source: Death Rally Developer Blog

Speaking to IndustryGamers.com, Aki Järvilehto talked about returning to the developer's first IP and how the studio had planned to bring the game to a more modern audience. "We started to toy around with different concepts and the iOS platform as a starting point immediately felt right." The term "toy" feels appropriate, as it felt like a passion project to play, a feeling which was reinforced with its rich cast of cameos including Barry Wheeler (Alan Wake), John Gore (Minigore), Mighty Eagle (Angry Birds) and Duke Nukem (Duke Nukem). With a slick new interface, a stronger narrative focus, mobile-friendly controls, and new graphics, Death Rally was a success for the studios, so much so that the game had since been downloaded over 16 million times, reached No.1 in 84 countries, and generated enough profit to easily recoup its eight-month development cost in just three days. Things were looking promising for the new multi-project studio format!

With Death Rally's success, Remedy began to form a full, internal mobile team. "After the success of the iOS and Android versions of Death Rally, we have been excited about the opportunities on mobile games, and wanted to jump in," Markus Mäki (then-Project Lead) later revealed in an interview with iMore. "It's a great opportunity to learn and develop as a game studio, but also a fun space to make games in, one where we can more and more apply our high-end console and PC development experience. Agents of Storm is Remedy's first internally developed mobile game, and we wanted to step outside of our comfort zone." 



Development of Agents of Storm

Stepping outside of their comfort zone was exactly what the studio did; Agents of Storm was very different to anything that Remedy has developed before. But a tower-defence strategy game taking place on a series of paradise islands set in the Far East? That was a bold step! In this latest adventure, players are given the goal of expanding and developing a task force, which operates where governments can't, known as Storm; Special Tactical Organization of Remote Missions. Linking those missions was a story written by Alan Wake writer, Mikko Rautalahti, which introduced the various agents at the heart of the operation; Oliver Quan (Asian Affairs Expert), Cassius Jones (Mission Pilot and Mechanic), Li Pei (Mission Scientist and Engineer), and Evan Phoenix (Field Agent). Dialogue would primarily be reserved for between missions, either to cool down the action or to build it up. During these times advice would also be shared between characters about how the player can approach the next challenge/mission, allowing them insight into how best to tailor their fleet to the situation.

Promotional Image for Agents of Storm / Source: Official Facebook Page

Details on the game's development process are still vague, but an interview with then-CEO, Matias Myllyrinne, added some clarity to the team's experiences. While Death Rally took eight months to build, Agents of Storm was a different matter, speaking to VentureBeat, Myllyrinne revealed “this game has been in the making for a while, almost two years to date actually. Honestly, trying to balance our culture of quality and attention to detail with a ‘minimum viable product’ mobile culture has had its challenges. It’s been a learning process but I think we have found our way now." The main difference between Agents of Storm and Death Rally was in the setup; Remedy was now building the game independently, with a newly formed team that was still in the process of growing.

After a year in development, the team announced the game in December 2013, on the VGX stage. 

VGX 2013 was a reimagined take on Spike's Video Game Awards, the latest version of which would see developers sit down with the presenters to talk about their latest projects. The mobile game accompanied a special pre-recorded teaser for Quantum Break and followed by the studio's introduction to Agents of Storm. Taking to the stage was Oskari Häkkinen (then-Head of Franchise Development) who introduced the genre and Johannes Paloheimo (then-Head of Digital Partnerships) who spoke a little bit about the challenges that players can expect to find. Johannes explains, "for the medium, it's a big project. We really wanted to push the envelope [on] what you can do on these devices." Early footage of an in-process built was also shown on the live stream during the interview, giving viewers a taste of the gameplay. While a fixed launch date wasn't announced on the show, they did reveal a release window of "early 2014", just a few weeks after the reveal.

The schedule didn't quite go as smoothly as previously expected. The game didn't reach its initial release window of "early 2014" and, for several months after its reveal, things were quiet on the marketing side of things. Behind closed doors though, the game was getting ready to soft launch, with New Zealand in their sights as their test audience. At this point, Remedy hadn't signed with a partner; having previously self-published Death Rally on mobile, it was possible that it was originally intended to be another addition to their publishing portfolio. With little information to go on though, that's all speculation.

Promotional Image for Agents of Storm / Source: Official Facebook Page

According to archived marketplaces, the game was soft-launched in a number of limited areas on January 14th, including New Zealand. The process would be vital for the team, allowing them to address player feedback ahead of its international launch. “It’s awesomely powerful to get real-world information about how often people play your game and how long and how often they come back," Myllyrinne describes in his interview with VentureBeat. "For us, a large part of the learning has been areas that Remedy is not known for, like backend servers, analytics and such. We have been building all that for Agents of Storm but also for the future. I hope gamers will see the love of the craft that shines through in Agents of Storm... We’ve been constantly pushing what we can do on mobile in terms of content. It feels like a golden age is upon us. The new devices are powerful and allow for much richer graphics and gameplay than one could only have imagined, Agents of Storm opens the door and takes a step or two in that direction.”



The Publishing Deal & Launch

Around the same time that the game was getting ready to launch, Germany-based developer and publisher, Flaregames, was seeking out new partnerships to build up its publishing portfolio. As part of this goal, they had already signed agreements with US developers; Subatomic Studios, Superweapon and Fuzzycube. In late 2013, Myllyrinne met up with Flaregames' CEO and founder, Klaas Kersting in a pub in London to discuss about Remedy's latest venture. 

Celebration cake at the Remedy offices / Source: Remedy's Twitter page

"This was the fastest deal ever." Kersting reveals later in a press release, "Matias and I met over a beer in a London pub, talked shop and agreed the terms right there. We both love and understand games - that makes for a great common ground. " In a later interview with VentureBeat, he further explained the draw of working with the Finnish studio; it's free-to-play (F2P) nature of the upcoming game, "we know our way around mobile games, but we cannot add value to everything. If you have an adventure game, to be sold for $2.99 in the store, for instance, we cannot help you much. But if you have an RPG or strategy game operating under the free-to-play model, we can leverage all our marketing experience, all our design expertise, everything that Flaregames has learned in the last years. Agents of Storm is a beautiful, cleverly designed “action strategy“ much like Royal Revolt, it fits our portfolio very well.” Part of the deal also included some additional support in the final stage of Agents of Storm's development.

After two years in the making, Agents of Storm launched on October 23rd exclusively on iOS in Western Europe and the Americas, and would be available in English, French, Spanish, German and Italian. With the launch of the title, the studio held a celebration at the offices with champagne and Agents of Storm branded cake for the developers involved in bringing the project to life.

Coinciding with the launch, Flaresgames published a blog post with a contribution from, Remedy's then-Lead Programmer, Olli Tervo, who spoke about his experience while working in the team, “we set out to create one of the best 3D games available for mobile in terms of visual quality and technical achievement, and of course it had to feature some of Remedy’s signature special effects and cinematic cameras. It’s been ambitious and not without challenges, but we are really excited to finally get it out there into the hands of gamers."

Celebration champagne at the Remedy offices / Source: Remedy's Twitter page

While the community were only just getting their hands on the title, both studios had plans for players moving forward, with Flaregames revealing that Android and Windows Phone versions were underway. Additionally, in his own interview with iMore, Saku Lehtinen further revealed: "we have a strong live team on the game that's busy at work creating new content."

New updates for the game would continue to roll out for another year at least, but the Android and Windows Phone editions would never be launched.



Wrapping Up Agents of Storm

For a year after Agents of Storm launched, the official Facebook page became the centralised hub for all community engagement. For fans of the game, they would be able to see new character profiles and compete in global challenges for additional diamonds. While the social media channel was receiving weekly updates, behind the scenes things were already changing. 

In early November 2014, the studios posted their final update to the Facebook page; "Agent, we have received new information on our enemy!" accompanied by a character profile of the Chimera Corporation. Unknown at the time, the message would end up being the studio's final published post about their mobile title. Behind the scenes, the focus was shifting to a new IP.

In late 2014, Remedy's Media Unit tweeted a teaser for their next mobile title; a cosplay photo taken at MCM London Expo which showed a fantasy element, with the promise of hearing more soon. Soon after, on November 11th, Remedy filed a new trademark for a game called Legends of Shadow America, eighteen months after Microsoft had separately trademarked Quantum Break. 

Trademark registration for Legends of Shadow America / Source: EUIPO

Legends of Shadow America was never officially announced beyond the trademark being listed on the EUIPO (European Union Intellectual Property Office), and after November 2014, news about Remedy's mobile department died down. 

The shift happened around 2015. By the time that Quantum Break launched the following year, the mobile team was disbanded and the studio's focus had shifted to new larger adventures. Some developers moved back to creating AAA projects with the studio, whereas others were hired by other mobile studios such as Next Games, Supercell, Seriously, and later Redhill Games. By 2015, work had just begun on early concepts for Control, and Smilegate was getting set to announce their new partnership with the developer. Remedy had closed down mobile development, but the multi-project setup was an aspect they were eager to explore. 

Unfortunately, details about Remedy moving away from mobile and disbanding the team are fairly sparse. In fact, the only interview that we've managed to find which addresses Remedy's shift from mobile took place in August 2016, a week after Tero Virtala was announced as the studio's CEO. In his interview with GamesIndustry.biz he revealed "we learned it wasn't in the main Remedy DNA--at least at that time--to make those types of mobile games. So at the moment, we don't have a focus in mobile. And most of all, we're focusing on where we're strong, and that's definitely in the core games, basically. We know the PC and console side. For the moment, that's the area where our people are passionate about and the most experienced."  Talking about the constantly changing environment of the industry he goes on to add, "but of course, we always follow where the different markets go. It seems like the market's changing so fast and there are new platforms coming, so no one can say how the market will be in two or three years' time and what opportunities that might give us."

Screenshot from Agents of Storm / Source: The Sudden Stop

On November 2017, exactly three years to the date of the last social media post, Flaregames announced that they would be shutting down the Agents of Storm servers effective immediately, and existing players would no longer be able to play or log onto the game. Any existing pre-paid in-game currency could be redeemed on other titles by the publisher. For Agents of Storm players looking to claim the currency elsewhere, they would need to set up a ticket with the publisher's customer service within two months of the servers closing. 

Three years after the closure of the servers, the mobile unit is not an aspect of Remedy's history that they often talk about, but it played an important part of what the studio is today!

Since the Agents of Storm servers closed, the company has gone on to develop and release Control, in partnership with 505Games, and co-developed CrossFire X, in partnership with Smilgate. They are currently now working two titles in the same franchise, funded and published by Epic Games. Moving away from mobile in 2015, they took a different Junction Point, and formed several AAA development teams under the Remedy name.

Interestingly, in press releases and interviews over the past couple of years, spokespeople for the company have talked about 2016 as being the turning point in becoming a multi-project developer, citing Quantum Break as a major turning point, and that's for a different retrospective. But in truth, it happened years earlier, just with different teams and a different focus. 

23rd December 2019
A Conversation with Kathy Tong
Author of Not-Quite-Supermodel

When Remedy fans hear Kathy Tong's name, they'll likely think about her work as the badass Mona Sax in Max Payne II: The Fall of Max Payne first, but recently the talented model and actress became a newly published author.

Kathy's first book, Not-Quite-Supermodel is available now at Amazon, Barnes and Noble, iBooks, Apple Green Books, and Chapters.

Not-Quite-Supermodel is a charming book following the life of Alex Emmerson who unexpectedly gets spotted by a modelling scout while working behind the counter in Canada, a moment which propels her into a brand new life in New York. It's a character-driven and, in many ways, a coming of age book, with Alex discovering herself and facing her worries and insecurities with stubborn determination as she finds her place in the city that never sleeps and in a unique industry. I really enjoyed the book, and I look forward to writing more about it in the next Bookclub article.
Not-Quite-Supermodel's cover artwork, designed by Stephanie Jimenez. 

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In the meantime though, I'm excited to share an interview that we had last month. A few weeks ago, I had the pleasure of speaking to Kathy on the phone, about her new book and her experiences in becoming a published author. You can read the full transcript below:


The Sudden Stop (Rachel): My first question has to be; how does it feel being a newly published author?

Kathy Tong: Oh gosh. you know there’s a part of me, that feels really accomplished because you’ve worked so hard on something for five years, and there’s a part of you, honestly, that’s terrifying because people are going to read it now. And some people, of course, are going to say 'oh it’s the best thing ever' and some people are going to say 'it sucks'.

R: It’s gotten some very positive reviews so far!

K: Well, so far but inevitably someone is really going to hate it and they’re going to have no problem telling you, and that’s okay! But I think there’s a part of everyone, certainly me, with criticism, even if it’s fair, you want to crawl under a blanket and hide there, y'know?

R: Oh yeah, I completely understand that! *laughs* So, why and how did you decide to write this book now? 

K: Well, back in 2009 a friend of mine was going to start, maybe even further back, a blog. She’s really creative and artistic and a much more visual person than me. And it was before POPSUGAR and the internet blew up with all these sites; shopping sites and whatever’s going on with social media now. So I had written a couple of stories for that, and it sort of fell apart.

She needed to get a full-time job, and I just kept writing and thought you know what? If so many people say so many negative things about the fashion industry, and again they’re legitimate complaints and there are a lot of negative aspects of it, but there are some really funny, joyous moments in it. It is like being in a circus. And you do meet some great people and not everyone has a bad experience. So I just wanted to put some light and some fun into the story that hopefully everyone can relate to, right?

R: Oh yeah!

K: That none of us are perfect. And, yeah, that’s kind of how it went and then it sort of became a challenge like, wow, I really want to do this.

R: You touched on this a little bit in your previous answer, but why did you want to focus on the modelling industry as the centre topic?

K: Well, I hope it’s way more than about modelling, but people often say 'write about what you know'. So there are some people that create- I’m hardly one of those people who created a wonderful world like The Hunger Games or Lord of the Rings, I just tried to write true to what I know. About experiences that I could write honestly about, and paint a story that is believable. I didn’t want to vilify the modelling industry, I just wanted to show that there are people everywhere; we all kind of the same. It just happens to be set against that backdrop and that is kind of the life that I’ve lived for twenty-some-odd-years.

Kathy Tong's author photoshoot by Lisa Houlgrave.

R: Both you and your character, Alex, share a history in a way.

K: Yes. 

R: You were both discovered by a modelling scout while working behind the counter. Was modelling always the goal for you or did you have, at the time, another career goal in mind?

K: Ah God. Yeah, y’know, I was- *laughs*. Here’s a true story, so my boyfriend at the time in my little hometown his ex-girlfriend had been a model. I don’t know about you, but I was super insecure about that and thought 'I’d never be good enough to be his girlfriend if I’m not a model'. I never thought about [modelling] in my life and then somebody came in and asked if they could take my picture and that was how it all took off, but no, I wanted to be a teacher. I wanted to teach kids. Or if I had any talent, I would have loved to have been on Broadway but I cannot sing or dance. So *laughs* that made it tricky.

R: So, I don’t want to go too in-depth with the plot with my questions. […] All of the characters are very interesting, and even the ones where you feel like they’re doing very okay for themselves there’s a rawness, there’s a very human quality to them and to the writing that I really love.

But going back to the start of the book you mentioned about some of the similarities between you and the main character I was wondering how autobiographical those scenes were; her being discovered by a modelling scout, then having those conversations with family and friends, and then making that journey to New York?


K: It’s funny, someone asked me to do a Q&A, [and] they asked me about how much is true and isn’t true, and I would say 'yes', 'no', or 'no comment'. So I will say that the reality of going to New York wasn’t exciting to me at all. I was terrified. A lot of people have that dream of going and I was terrified; I had never left home before, and the truth is that the first place I went to was Europe. I was in Europe for three years before I went to New York.



R: Oh! Really?

K: Yeah! Paris, I was there for three days. They weigh you, every day back in the 90s, you’d have to get on a scale and they’d weigh you in. That was too much pressure for me *laughs* so I left Paris.

I worked quite a bit in Germany, and I was a little bit older when I went to New York. It was probably in '94 when I went to New York? I was maybe twenty-two? But yeah, it was terrifying and most of the girls my age had been doing it a little bit longer and they didn’t seem as nearly as insecure, although they might have been. You know, we all put up a front, but yeah, I was terrified. And modelling is not easy, it’s not easy.

The actual act of modelling, unless you were a natural or a dancer *laughs* it’s hard! It is! And I was never a natural. I was afraid to ask about how do I do it because I didn’t want anyone to know that I didn’t know what I was doing. My friends at home were saying 'this is the stupidest thing in the world, why are you going there' *laughs* 'this is just not right for you'.

And my friends at home, just to touch on that, even as I got older, there was a point where… I don’t know if this happens to everyone, but I would come home from New York and I would have some giant sunglasses on thinking that I was- I wouldn’t say 'all that' but all fashioned out from New York.

My friends really are Canadian and they do wear Birkenstocks and they are pretty casual folks that love nature, and I’d come home and they would all be hanging out on the patio and, y’know, smoking a joint or something and I would come in with *laughs* this hair and these sunglasses. A friend of mine said 'you know, Kat, you looked like an idiot. Why are you sitting there in those giant sunglasses?' And he was right! He was right, it was a little bit poser-ish. I am really lucky to have family and the friends I have because there was no room to - I don’t know - to embrace that kind of lifestyle, there was no room for it.


R: I’m curious, did you have any culture shock because New York sounds very different to where you were living before?

K: Yeah, fuck yeah. Maybe it’s inappropriate to swear?

R: *Laughs* Nah, it’s fine!

K: Yes, you know, I often spend time in London. I really love London. My problem in London is the weather, right? Are you in London, Rachel?

R: I’m currently in Helsinki, slightly colder, slightly damper, but I’m going to be back in London before the holidays, yeah.

K: Oh my God. Helsinki? Jesus! That is far away. What are you doing? Wait, I’m not supposed to ask the questions am I?

R: *Laughs* It’s fine!

K: Helsinki? I’ve never been there!

R: Really? Huh!


K: Nope! I have not!

R: I made a decision beforehand not to mention Max Payne, and to focus on the book, which I still want to do, but I am kind of surprised that you haven’t been to Helsinki for that. I think you’d really love it here. It’s got like that seaside town vibe but also that city vibe.

K: Mmm, nice.

R: It’s also very safe. Which… I can appreciate. *laughs*

K: Which isn’t a bad thing! Yeah, no kidding. No kidding. Yeah, no, it's definitely on the bucket list. It's definitely on the bucket list. But to go back to your question just because I could sit and ask you a million questions, right? It's always fun to talk to other people about their adventures. *laughs*

But I love London and you know, I have a British passport so I could work there legally. And, my whole family's English so there was- listen, moving to a city from a small town is always a little bit shocking. But New York? There are just no words. Also, it was New York in the 90s, it was a different experience than now. I hate that 'gentrified' word but it’s a little more. Anyway, just the subway, you can’t know unless you’re from the city; my brother-in-law, we took him to England this year, and he’d never been on the subway.

R: Huh!



K: Yeah, just all of these things you took for granted if you’re a city-kid. For someone from a small town like us, we’re just 'what the fuck is going on?'. Everything is going so fast and you have no idea where. And London is hard to navigate because you have a lot of little streets. New York was easier. But there’s a magic in New York, I miss it so much. I’m on the west coast now but as a younger person… it was an unbelievable culture shock. Just 'what in the hell is going on?' *laughs*

R: Yeah! So, how long did it take you to feel settled into New York?

K: Personally again, different than the story, and of course there was no Instagram back then, but I moved to New York full time when I was thirty. In my twenties, I sort of bounced around; staying back in Canada, at home because it was all very nerve-racking and pressure-filled. And when I went back when I was thirty, I fell into a group pretty fast. But I was older at that point, and yeah, I just fell in love with it. I was there for fourteen years, and it was my whole life but New York’s a tough city to get old in. I’m forty-eight now, right? Once you’re past forty-two, if you don’t have kids and a place to go during the winter; it’s a tough city to get old in. It’s cold and it is fast, and also I fell in love with a guy and we ended up living out here in California.

R: It sounds a lot warmer. So there’s that!

K: *Laughs* It is! It is a lot warmer. 

R: So how did it feel stepping back into the shoes of a model who is just starting out in the industry?

K: You mean writing like I was Alex?

R: Yes!

K: You know, the hardest thing for me about that, was not capturing the feeling - because I think it’s very similar for a lot of girls, except some girls are fearless and they just can’t wait or they can’t wait to get out of a situation that they’re in. But with the social media aspect of it, I had to research and research and study and study what was going on with that. Because when I modelled and most of the people I know, you didn’t have that. This is a phenomenon that really started model-wise in 2014 where you could become Instagram-famous. And so having to post and having to have a social media presence, that was the hardest thing to write about because I didn’t really have one myself.

In a way, it was super fun because you [can] look back on it and you go 'I really did that!', and it’s nice to have some personal victories which I won’t give it away. But it was fun, definitely a fun experience! It’s a lot of work though, honestly, Rachel. And lonely work, because you’re alone. When you write, you’re alone, you’re not in a writers’ room, but that was the only thing about it; it was a very lonely experience.


R: When I was reading, I did notice, because Alex’s world is so focused on places like Instagram, when I was reading it I was thinking about what it would have been like to be writing about that. It must have been something that transformed the modelling industry so much! Suddenly there’s that internet focus and you have to focus on self-promotion.

K: Well, what was really a challenge about that was, because fashion, and social media; everything’s moving so fast. The book is set in 2014, and when I was working with my editor she asked 'why don’t we set it in now?' and I said because to go in and change it, since the book has been written, now they have - I don’t know if you’re familiar with modelling at all - but Coco Rocha? A super famous model, all of these people have started modelling schools or modelling camps that teach girls how to move and teach girls about the industry.

So, my book is not even relevant to 2019. I mean the story and the people and the feelings, all that is true! But it could not exist, some of the things that happened with her, because now there are things that could help that she could have sought out like the model camp or the model coaches, and there’s a lot more available to girls where they can go and learn that stuff. Even the outfits, the fashion! I could not go through it again and find out who was wearing what in 2019 because *laughs* I really don’t care.  So that was a challenge!

R: Huh! I didn’t even consider that to be an issue while writing. Both social media and the modelling industry just changes so much in such a short amount of time that… yeah, that’s a really interesting answer! I hadn’t considered that! 

I have a question about… well, a lot of writers face imposter syndrome, that even though you can do the job really well, you don’t always feel it. And I was wondering if that was something that you had faced while writing the book?

K: Yeah, that’s a great question. Yes! That’s why at one point, I just quit writing it. I had shown people the original draft, mostly my inner-circle people who I could trust to say this is awful or not, and everyone said: 'no, keep going'. Even my sister, my best friend, she was a daily pep-talk; 'just don’t quit, it’s really good, it’s really good!'

Yeah! Listen, even if it’s not really good, the point is finish it. You’re committed to it, y’know? But yeah, often I’d just think; 'what am I doing? I should be teaching kids, this is awful', and 'what makes you think that you can write a book?' You really just go through all of that and really beat yourself up.

There were times certainly, really, either you drink, which I’m not encouraging or you just sit-, it happens right?!

R: Yeah.



K: You just sit around and cry. You just think 'what am I doing?'

So yes, I felt like that as a model, often. I certainly felt like that as an actress. Then I had that with this book also. But I think the older you get, at some point, some people are eighty, and they just get to the point where they just don’t care about anything. *laughs*

R: Oh yeah!


K: And I think, pushing fifty now, I don’t think I could have put this out in my early forties. I don’t think I could have handled any scrutiny, and now I kind of can.

I did get one review that someone did post and she said she hated it, everyone. And this reviewer is entitled to that. She hated everyone. She hated the main character. And I just thought, 'oh my God'. But like I said, I think that would have been crippling for me eight years ago. I don’t think I could have gone on. I might have pulled it off the shelf. But now, I can laugh about it. People are allowed to feel what they feel about it.

R: I had a question about the setup that you had to write the book, whether you had any routines that helped you get into that writing mode? For instance, did you wake up and you plan to do a chapter, or you sit at the computer and you had to have a cup of tea; something that kickstarted it and made that writing happen?

K: Yeah, that’s a great question too. It’s hard. I think- I honestly don’t know exactly what you do, but I feel like it’s something artistic. So, in that way, it’s not like a job or becoming a doctor where you have a set schedule. 

For me, I’m most productive in the morning. After 6pm, that’s not when I’m doing my best work. So I would say, in the beginning, there’s the challenge of committing to writing every day which, sometimes was really hard. I would just sit down and say 'this is it, it’s 9:30, you went for a walk, you’ve had your coffee, and now you’re not moving until 12:30.' Even if you write dribble, at least keep writing. And that was sort of the goal, at least six days a week, for at least three hours. And then sometimes you could write for ten, and then some days three hours was like The Shining; nothing was happening.

So, yeah. Great questions, you really prepared.

R: *Laughs* I hope so! Looking back on the entire project, what has been the most rewarding part of writing?

K: Well, the book was finished for me a long time ago. My side of it was finished, I would say, in April. Done. And then it has to go to an editor. There weren’t that many edits to make, I had been working on it so long. Then it has to go to a copy-editor which is not just spelling but grammar, and somebody who goes over that.

So for me, what has been going on, really, since June, has been marketing; working with the publicist, and I’ve been unbelievably lucky to work with the illustrator [Stephanie Jimenez]; she’s doing all of the illustrations for social media and she did the book cover. Other than writing blurbs and stuff for social media, it’s been a while since I sat down and wrote every day. And this has been the least enjoyable part of it, the marketing.

R: Really?!



K: Yeah, I hate it. God bless these people who are social media- that’s a full-time job for people! That’s what they do. I just find it exhausting and the self-promotion is just ehhh, y’know? Trying to find fun ways of saying 'hey, buy my book?', 'hey, I’m so awesome, but I’m not saying that.' Y’know, it really kind of a sticky thing, it does make me a little bit uncomfortable.

Luckily, I have found this amazing woman to work with me and her illustrations are outstanding and so, I didn’t really want to use myself to promote the book; that’s really what people wanted me to do. For once, I’d rather- clearly it’s linked to my life but you can see that in my bio, you can see that with the novel, I didn’t want to be the face of it going out there. I just wanted the book to be about the book. I’m happy to talk to people, I’m happy to take to bookclubs and things like that, that’s why I started an Instagram feed exclusively for the book so that people could follow that and not be the thing that interests them. Do you know what I mean?

R: Yes!

K: Let the book be interesting by itself.

R: One aspect which I was interested in was how did you find the process of finding and acquiring a publisher for the book?

K: Ah, great question again. A solid one. The thing about getting a publisher and getting an agent, for a project like this is that they want a commitment from you that you’re going to write four more books by 2022, let’s say. And I didn’t want to have that kind of pressure on me, A. And B, this is just an honest thing, there has been a bit of interest from people in television, streaming networks, in this work, and that had started even three years ago, before people had seen a rough draft. So, if you have a mainstream publishing house pick up your work, they get a big chunk of that money. If you put your heart and your soul into something, it could turn into a hot TV or film, at this point, if you keep yourself contained, you own the rights to everything.

So, what I did was that I started my own publishing- I wouldn’t say publishing house because it’s a hybrid publishing, [but] I have my own label to publish under, and then you just outsource it to Amazon and another company like IngramSpark who, like an aggregator, can plug your book to Barnes and Noble. They plug that to everyone for you. You incur all the costs upfront and so you are entitled to all of the royalties and whatever else comes with it.

That was another huge thing that, just a massive undertaking, 'what in the hell am I going to do if I don’t want to go to a traditional publishing house?' Really you need an agent and I don’t- I did not want to commit to that. I might happily write four more books, but I don’t want the pressure of someone saying, I want a hundred pages by tomorrow.

R: Yeah. I have a few friends who are- they’ve got their books ready, or they’re almost there, and they’re looking for agents and publishers. It’s an intimidating part of the process. So, I’m interested in what you said about that.

I know that we’re running out of time, I’ve just got one more question, if that’s okay. So after completing the book, and it’s now out there, what is one piece of advice you could travel back in time to the start of the project?

K: If I could travel back to the start… Y’know what? I think I would give the same advice to anyone; there is that sense of fear, and normally I would say 'oh, it’s a bunch of nonsense, it’s not true, it doesn’t hold you back' but it really does. It’s not the fear of failure, it’s the fear of 'I can’t do it', and so I would write myself a letter and say, 'you absolutely can do this.' And I think it’s freeing, you really believe it in your heart.

Now if I went to write another book, I know I can do it. But there was a sense of a daily thing, 'I can’t do it' and that was defeatist to wake up and do that. So, it would just be to say 'you can absolutely do it' and just make the room to you for it to not be perfect and to try and enjoy it. Try to enjoy the process a little more instead of just stressed out, because there was a lot of stress. Just try to enjoy the process and not the end result would be my short answer. *laughs* That I just answered in a very long way. 

R: It’s a good answer!



A huge thank you to Kathy Tong for taking the time to do an interview and to her agent Erica Ohayon for arranging the phone conversation and sending a review copy of the book. It was so lovely talking to the both of you! 

Kathy's first book, Not-Quite-Supermodel is available now in paperback and ebook formats at Amazon, Barnes and Noble, iBooks, Apple Green Books, and Chapters.

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