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00:00It's been six years now since we've been locked in with the Hiss.
00:11I don't care about your day job. If you can hold a gun and use a tool, Firebreak needs you.
00:22I'll be frank with you, this ain't an easy shift.
00:25But at least you won't be alone. Your fellow Firebreakers will have you back.
00:30Fight together. Fixing together. Hell, even showering together.
00:36If you can stand your ground and stick together, it'll be more than enough to survive.
00:50Corrupted item loose on sight.
00:53On my way.
01:00So, that's the job. Sounds simple enough. Good. I've got a liability waiver here with your name on us.
01:24That trailer was absolutely epic. Delivered on all fronts, but it did take me back to my student days.
01:34It might have been the poster notes, the traffic lights, and the slight feeling of regret in the shower.
01:40What have we signed up to?
01:42Mike. Mike Ayata is the game director of FBC Firebreak from Remedy Games.
01:48Thank you so much for joining us.
01:49Yeah, absolutely.
01:49But yeah, what have we signed up to here?
01:51Yeah, lots, lots. So that was our big launch trailer. We're coming out in just over a week now, so we're really excited to share a lot more of the game stuff that we haven't shown.
01:59A little bit of all of the five jobs in the game, which are kind of different crises that you have to deal with. But yeah, so we're getting close now.
02:06I remember when Control came out in 2019, and we're revisiting that world in FBC. Why was now the right time to revisit?
02:16Yeah, so right now it was just a great time for us to kind of go back to the oldest house. We never wanted it to kind of feel like we were retreading on Control.
02:23And that was like definitely something we thought about a lot. And one of the reasons why we shifted into a first person perspective, so you could kind of go back into the oldest house and see it from fresh eyes in a different way.
02:32I mean, you did have a lot of fun in Control. And also, we're in first person this time, so.
02:37Yeah, so of course very different. And I think as anyone can tell from that trailer, we're extremely, like, tonally to the side of Control.
02:46And this was a really big challenge for us because, of course, Control was very moody and atmospheric and very, like, horror-tinged.
02:52But, of course, it did always have that little edge of absurdity. And speaking to that, this is kind of like why we leaned into that more absurd angle.
03:00Because, you know, Control was very carefully built for a single-player experience.
03:04Since we are sort of a kind of joke around with your mates and just kind of have fun things, we didn't want to totally, like, betray that franchise.
03:12But we did want to take those kind of recipe components and just flip them around.
03:15So we keep that kind of edge of, like, horror and tension and stakes. And we just add a lot of the absurdity at a higher value.
03:23So, for example, like, you saw Sticky Ricky, our gigantic monster made out of sticky notes.
03:28In one of our trailers, you know, somebody, I think, actually shouts, like, Sticky Ricky!
03:32Sticky Ricky!
03:34Which, to us, is very, very funny. But that character, completely terrifying.
03:39And Sticky Ricky is joining us today.
03:41Yes.
03:42He's just getting himself together and maybe he'll answer a few of my questions.
03:46Say I don't necessarily have three straight-up fraggers on my team, are there roles that we can adopt in this game?
03:52Yeah, absolutely. So the game is kind of built around a trifecta of kind of saved loadouts that are centered around tools.
03:59We call these crisis kits. And each one was developed with a different play style in mind.
04:03So we have one that kind of shoots these gigantic, like, liquid globules you saw in the trailer.
04:07And this is for the person we always just met in almost, like, Scarface. Like, I don't really care.
04:11I just kind of want to, you know, paint the world with something.
04:13And then we have another one, which is a tool that kind of looks like a pogo stick mixed with a defibrillator.
04:18And you might be surprised, but we always have this as, like, a precision and tactical instrument
04:23just because you can kind of relocate yourself and move around easily.
04:27And then we have the last really complex tool, which is literally just a wrench.
04:31It's just a wrench. It's a gigantic piece of steel.
04:33So we made a lot of active decisions to try to get people right into the gameplay.
04:37So that's at the cost of sort of direct storytelling.
04:39But we haven't scripted any on the world building and the big narrative
04:42and what it feels like to be inside of the oldest house.
04:45We do associate Remedy with these big narrative games.
04:48So much imagination, atmosphere, obviously Alan Wake, obviously Control.
04:52Sure.
04:53So this feels like a new departure for you guys, moving into this place.
04:56Yeah.
04:57So why?
04:58Yeah, yeah, yeah. And to be clear, it's fundamentally different.
05:00You shouldn't go into this game whatsoever expecting those types of experiences,
05:03which, by the way, I personally adore.
05:06I started Remedy as a massive fan of Remedy.
05:08So this isn't a pushback on that type of experience.
05:11But the thing is, is that we, as soon as we started making more than one game at the same time,
05:15we just wanted to say, hey, is there a way to kind of, like, open the doors?
05:19If you are a huge control head and you know all the lore and you really love it
05:22and you can't convince your friends to try this game out,
05:25we wanted to give that kind of step in.
05:27So even though it's not really what Remedy is today,
05:30I do hope that a little over a week from now it will be part of what Remedy is in the future.
05:35So, Mike, as an online cooperative shooter, what does this game look like in, say, a year's time?
05:41Yeah, that's a great question.
05:42Especially because, you know, the online space, I think a lot of people treat it very differently.
05:46One of the big things that we're about is avoiding kind of like FOMO, like engagement.
05:51You know, you don't need to check in every day.
05:53We're not going to kind of add a timed battle pass.
05:55So if you come in on day one and you come back to us a year from now,
06:00all you're going to see is all the great stuff that we add.
06:02And speaking of that, already in this year we're going to add two more jobs.
06:05That adds to the other five game modes that we ship with.
06:08Already growing it by about 40% by the end of the year.
06:10We've got additional end game systems and lots of plans.
06:13I'm just pitching. It's a stapler, like opened out and it just, just.
06:18Okay, I have news for you. There is a stapler in the game.
06:22I'm a genius.
06:23So in the game, actually in that trailer, you probably saw that big traffic light.
06:27That's actually called the red light. It's an altered item you may have seen in Control.
06:30It's now corrupted by the hiss and in certain settings it can show up and kind of hit you with a big red light.
06:36You're not allowed to move until it gives you a green light.
06:39There's another one, which is a stapler.
06:41Which if you are a super control nerd, you might remember from some of the posters in the oldest house.
06:45Is that a stapler or an altered item?
06:47And then you see a nice little clip art of a stapler.
06:50Well that stapler actually shows up and it kind of behaves like a fly.
06:53It sort of like buzzes around your face and gives all the enemies a lot of additional health.
06:59So yeah, there you go.
07:01Where can we sign up?
07:02Yeah, lots of ways to play this game.
07:04Of course we're on all the major consoles, on Epic Game Store.
07:06Or you can head over to Steam where you can wishlist the game today.
07:09It comes out June 17th.
07:11Grab your friends and we hope to see you there.
07:13Well go on then.
07:14Go clean the oldest house.
07:15Sign up today.
07:16Thank you so much, Mike.
07:17Yeah, thank you.
07:18And good luck.