Remedy's Unique Approach to Co-op Gaming with FBC: Firebreak

Remedy's FBC: Firebreak represents a bold new direction for the developer, marking its first foray into multiplayer gaming and first-person shooter genres. This shift in direction poses a challenge, as the studio must balance the needs of longtime fans accustomed to lore-heavy, third-person games and newcomers to the co-op scene. Following a hands-on preview, GamesIndustry.biz spoke with Firebreak's game director, Mike Kayatta, to explore Remedy's approach to developing its inaugural co-op FPS title and how the studio navigates the complexities of appealing to diverse player bases. Firebreak is set within the universe of 2019's Control, where players are introduced to a secretive government agency known as the Federal Bureau of Control (FBC). The game takes place six years after the events of Control, with the FBC's headquarters, the Oldest House, still under lockdown. To avoid overwhelming new players with excessive lore, Remedy prioritized creating a narrative bubble that allows for a self-contained experience. Kayatta emphasizes that while Firebreak is a spin-off, it is firmly rooted in Remedy's connected universe, ensuring connections to other titles while protecting players who may not want to switch genres or play previous games to fully enjoy Firebreak. Internally, Remedy leveraged its two decades of experience in developing narrative-driven, single-player games to inform its approach to Firebreak. Although the game differs significantly from previous titles like Alan Wake and Control, the studio's focus on immersive worlds and impactful narrative spaces remains consistent. Kayatta notes that the development process involved significant adaptation and learning, with the team conducting numerous playtests to refine game mechanics and matchmaking. Unlike previous Remedy games, Firebreak offers players more agency and control, with suggestions and hints guiding them through challenges rather than explicit narrative cues. The game's FPS aspect is centered around "crisis kits," which are tailored to specific skills and can be combined with "Altered Augments" to create unique effects. Remedy aimed to make Firebreak accessible to newcomers while providing depth for experienced players, achieving this through a progression system that focuses on unlocking options rather than raw power. The studio also implemented a perk system, allowing players to achieve unique gameplay effects through leveling up or using in-game currency. Cosmetic items, including armor sets and weapon skins, can be purchased with in-game currency, with some items available for real-money purchases. Kayatta explains that Remedy's approach to monetization is centered around player preferences, avoiding pay-to-win systems and instead offering cosmetic items behind a paywall. The studio has outlined a post-release support roadmap, with five jobs available at launch, two additional jobs planned for this year, and more content to follow in 2026. All post-launch content will be free, with the studio prioritizing player needs and feedback. As for the future of co-op games at Remedy, Firebreak sets a precedent for potential titles within the studio's other franchises. However, Kayatta remains focused on supporting Firebreak and gathering player feedback before exploring new projects.