“People look at the numbers and say, oh that’s bad.”

“I’m like, you should look at the image quality of this game.”

There’s obviously much more to videogame performance than the ratio between frame-rate and resolution.

An FBI agent looks out over the heavily forested Cauldron Lake in Alan Wake 2

“Our engine has a bunch of prefs, and really it’s about tweaking those prefs.

What are these things, you ask?

Permit me, a seasoned videogames journalist, to explain.

“The dark place where Wake is most of the time is relatively easy,” Puha noted.

“We have huge amounts of trees.

We have huge amounts of foliage.

“The decision when you start making a game isn’t about the frame rate,” he said.

Notwithstanding his discourse-fatigue, Puha is looking forward to reading reactions to Alan Wake 2’s troubled world.

“But hey, here I am talking about it as well.”

you might read more about Mr Wake and his doings in Ed’s recentAlan Wake 2 preview.

He was pretty enthusiastic.