Remedy Entertainment, a Finnish video game developer, is open about its sources of inspiration. The highly acclaimed third-person shooter, Control, bears strong resemblances to the works of the late David Lynch and elements from FromSoftware’s cherished Dark Souls series. Yet, it doesn’t lose its individuality; quite the contrary. Though the inspirations are evident, the studio consistently constructs utterly distinctive universes that are undeniably strange yet captivatingly intriguing. The upcoming cooperative first-person shooter, FBC: Firebreak, follows this trend.
The game “Firebreak” is situated within the enigmatic office environment of the Oldest House, as seen in “Control”. Consequently, the artistic inspirations remain consistent. The seemingly ordinary corridors of the Federal Bureau of Control’s offices and the ominous Hiss reappear in this first-person shooter. Despite the trailers suggesting a more humorous gameplay experience compared to its 2019 counterpart, Game Director Mike Kayatta asserts that it will largely adhere to the established characteristics of the Oldest House.
According to Kayatta, since we’re part of the same creative sphere known as Control, it’s crucial for us to share similar artistic influences to maintain consistency. Although our presentation might vary, our overall tone aligns with that world, and it’s essential for us to remain connected to it rather than distancing ourselves.
To clarify, Firebreak (FBC) won’t lead players into uncharted lands. While some elements like the colossal sticky note monster might catch you off guard, the settings will be comfortably familiar within the realm of Control. Interestingly, there’s one influence Kayatta points out that is inspired by a popular Apple TV series.
In simpler terms, Kayatta mentioned that the series called “Silo” included an episode in its first season where the primary character, who’s a mechanic, needs to repair a generator. This part of the show keeps you on the edge of your seat for about 45 minutes as she performs manual labor. When I saw this, I exclaimed, “We need to convey that concept! What makes it intriguing to use a wrench, potentially life-or-death situations, for 45 minutes?” That episode left a lasting impression on me.
At the studio, cooperative first-person shooter games like this one, titled Control , are rare. However, instead of being inspired by art, the team behind FBC: Firebreak focused more on gameplay influences. Although there are creative heads at the studio, everyone is actively contributing to the project, leading to a diverse mix of ideas and ultimately creating something that is both “distinctive” and “one-of-a-kind.
According to Kayatta, it was the impact on gameplay that we primarily sought, rather than the storyline or tone. This preference arises because we are already utilizing the rich and developed world of Control.
Thomas Puha, our Communications Director, points out that while some individuals may take on the role of directors and set the overall style, everyone on the team contributes uniquely in their own manner. He likens it to a diverse mix of influences from various games, ultimately resulting in a rich blend or ‘melting pot’ at the end.
Kayatta expresses, “What’s important is that when it goes through the blending process, it turns into something distinctively ours. We can incorporate various influences, but our ultimate goal is to create something extraordinary and unique each time for our audience.
The game titled “Firebreak” is set to debut on Xbox Series X/S, PS5, and PC this coming summer season. Upon its launch, gamers with an active Xbox Game Pass or PlayStation Plus Extra subscription can easily access it.
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2025-03-21 01:12