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The Trials of Trials

Eurogamer hunts down RedLynx in Finland.

Downloadable content is next, and for RedLynx it's a way of giving something back. Virtala tells us to expect a "big package" this side of Christmas that is about "serving the community" and "definitely not about trying to make more sales". Eurogamer will run a proper exposé on the DLC as the date nears, but for now rest assured RedLynx is looking at expanding the whole game and not just adding more levels.

"We'll release the DLC and [gamers] will certainly feel like they've been served well," reckons Virtala. "It's really big. We're still working on it. Then when that is out - and we feel it's an excellent package - we will definitely plan well what we are doing next and nail down the core things we are focusing on." As for the near future, Virtala says he's wants to serve the audience responsible for creating the success and make sure they're happy before looking elsewhere.

However, he admits that "Trials has the type of core that would work on a number of different platforms", and that within the Trials brand are "a number of expansion opportunities" (like taking the game outside of a warehouse). A PS3 version, though, is unlikely for "the foreseeable future", as is Trials on Wii, although he does find Nintendo's platform "interesting". It's much more likely that RedLynx, a self-confessed multiplatform developer, will create something new and tailored to those audiences. "One day we will [make more Trials]," says Virtala, "but we don't have the exact plans or ideas for that yet."

Virtala shows his best Trials poster pose.

One area RedLynx is already exploring is the iPhone App Store. The studio has already made and released two games there: DrawRace (over 100,000 sales) and Monster Truck Nitro (over 200,000 sales). Virtala shows us the iPhone room of the studio where one lonely worker busily beavers away. There are others, we're assured. "iPhone has changed the mindset," he says. "Everyone has been expecting the mobile market to boom for 10 years. It didn't. But now iPhone has opened the eyes to what it could be. Consider that there are maybe three billion or four billion mobile phones out there, and there are maybe 20 million or 30 million iPhones - there is a far bigger market out there waiting."

There is one other room within the RedLynx building that I'm not allowed in, because the team in there is making something new. I punch Virtala and make a run for it, but I'm wrestled to the ground by a herd of reindeer [this wasn't funny earlier either - Ed]. "We've been developing close to 100 games and many of them are smaller but definitely, we believe, there are other diamonds in there," Virtala says once he's recovered. "We have a number of well-tested game ideas we can take further in the next few years. Most have gathered close to 10 million unique players, the free versions, so we know that the core works."

But with success comes renown, and with renown comes scrutiny. "For the next games, everyone's expecting a lot from us," says Virtala, "but now we've had such success we can also really focus on the next game we're doing. We don't have one month or two or three to come out with the game - it's now made sure that nothing can prevent us from planning well, implementing well, focusing well on whatever game we're coming out with next.

"The expectations are high, but I think we're able to turn that into a really positive thing."

There's a full gallery of my trip to RedLynx elsewhere on Eurogamer. Apologies for the horrendous photography.

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