With R.E.M.I.X. V2 releasing soon, we sat down with Designer, Sam Webley and Junior Designer, Jake O’Neill to talk all about R.E.M.I.X!
Hey guys! So let’s start this off simple… What is R.E.M.I.X?
Sam: R.E.M.I.X. is a mode in which you will experience simulations of each level using the R.E.M.I.X. hospital simulation software developed by Bungle Technologies which will unlock when you have completed all levels in a region.
Each R.E.M.I.X. version of a level is re-imagined in more challenging, shorter, and punchier ways that retain the original level theme and identity. This version of the level can also incorporate elements and illnesses seen in other parts of the level’s region in order to create a more diverse experience than the original level. All in all, R.E.M.I.X. levels are for when you want a quick but complete Two Point Hospital experience that will see you go through the motions of full level but with fun and interesting twists.
Awesome! How did the general idea of R.E.M.I.X. come about?
Sam: At first the idea was just to make the levels harder or maybe a New Game+ type of thing, but eventually we collectively decided that re-imagining the levels as 1-2 hour shorter experiences would be more desirable to players. We also wanted more artistic license on our world and to make use of all the new features we had developed for the DLCs so that a wider audience can get a taste of them. It’s also a lot of fun to make these levels as there aren’t any real restrictions on what we can do in them and can get away with more bizarre scenarios and more experimental gameplay.
Talking of experimental gameplay, what’s R.E.M.I.X #2 bringing to the party?
Sam: In the first R.E.M.I.X. pack, we were restricted by the fact we could only use rooms and illnesses seen in the first 3 levels; that meant no Marketing, no Research, limited training qualifications, and a general lack in other diagnosis rooms. The main game really branches out in the levels we’ve selected for R.E.M.I.X V2, so we have many more tools to play around with this time around. Additionally, the first 3 levels are designed to ease the player into the game, while the levels covered in this new R.E.M.I.X. pack are much more themed and challenging, so we can really push these ideas much further.
Jake: With R.E.M.I.X. V2 we’re mixing up three more levels: Mitton University, Tumble and Flemington.
In Mitton, you’ll be faced with certain challenges which will unlock plots across the level, to earn the star, you’ll need to unlock all of the plots. The idea of this one was to draw focus to research and training and give the player two pathways with which to travel down in order to unlock the final plot to complete the level.
Tumble’s a good one, too! You’ll have a time limit to prepare your hospital for a massive, one-wave horde of patients. It was kind of inspired by zombie games to be honest, the idea that players are given a certain amount of time to prepare their “defences” before they are hit by the wave.
Finally, in Flemington you’ll be challenged to cure specific illnesses and encouraged to use marketing as a tool to help you. The main idea behind this was to highlight the power of marketing as an effective gameplay tool.
Have you always wanted to remix these levels in particular?
Sam: Mitton is one of my favourite levels in the main game. Fracture wards are really unique, and I also think marketing is a great feature that can open up some fun ways to play. I think these 3 levels are all really nicely themed and open up some great features of the game. These levels were some of the most enjoyed both at the studio and within the community, so I think they make great R.E.M.I.X. candidates.
What did you learn from how people have played these levels already? Do you get much feedback from players on how they play the original levels?
Sam: We get a lot of feedback from the community on all aspects of the game, and it’s really important for us to use this when we create new content for players to enjoy. People often tell us they’d like to revisit their favourite levels, and that drives us to make better content and remix these levels in new and imaginative ways.
With the original R.E.M.I.X. I think people really enjoyed a very different pace of level. The main levels are all diverse and have different pacing to them, but these R.E.M.I.X. levels are very quick to play and can be completed when you don’t have much time to spare. I’m glad that people enjoyed this format and that we didn’t opt to go for the same 3-star structure of the main game but more difficult as we were previously thinking.
Let’s get hypothetical for a second… If you had to remix a level from someone else’s game, what would it be?
Sam: I would like to say something like Super Mario Bros. but previous experience with Super Mario Maker makes me realise I wouldn’t do a good job!
Lastly, what can we expect from Remix in the future?
Sam: As we develop R.E.M.I.X. levels for later in the game, we have more illnesses and more rooms to play with. You can definitely expect more challenging and interesting level designs for sure! But I can’t go into too much detail of course… you’ll have to wait and see.
A huge thanks to Sam and Jake for taking some time out of their busy schedules to chat about R.E.M.I.X! We hope you’ve all enjoyed the read, and we can’t wait for you to experience R.E.M.I.X. V2 for yourselves.
R.E.M.I.X. V2 is coming to Steam in a Free Update alongside more exciting things on 14th May 2020!