{"id":1225364,"date":"2026-02-24T11:09:02","date_gmt":"2026-02-24T11:09:02","guid":{"rendered":"http:\/\/urn:uuid:0c2e8c39-a959-4974-ad5c-121e7b3e29f2"},"modified":"2026-02-24T11:09:02","modified_gmt":"2026-02-24T11:09:02","slug":"fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title\/","title":{"rendered":"FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title"},"content":{"rendered":"<p class=\"\">Things are warming up as Remedy&#8217;s <a href=\"https:\/\/store.playstation.com\/concept\/10012303\/\">FBC: Firebreak<\/a> approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer\/Lead Technical Designer Anssi Hyytiainen, and Game Director\/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter.<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title.jpg\" alt=\"\"><\/a> <\/p>\n<h2 class=\"wp-block-heading\"><strong>PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize?<\/strong><\/h2>\n<p class=\"\"><strong>Thomas Puha:<\/strong> We\u2019ll support 3D Audio, and we\u2019re prioritising 60 FPS on both formats. We\u2019re aiming for FSR2 with an output resolution of 2560 x 1440 (1440p) on PS, and PSSR with an output resolution of 3840&#215;2160 (4K) on PS5 Pro.<\/p>\n<p class=\"\">Some of the DualSense wireless controller\u2019s features are still a work in progress, but we\u2019re looking to use haptic feedback in a similar way to our previous titles, such as Control and Alan Wake 2. For example, we want to differentiate the weapons to feel unique from each other using the adaptive triggers.<\/p>\n<h2 class=\"wp-block-heading\"><strong>Going into the game itself, were there any other influences on its creation outside of Control?<\/strong><\/h2>\n<p class=\"\"><strong>Mike Kayatta:<\/strong> We looked at different TV shows that had lots of tools for going into a place and dealing with a crisis. One was a reality show called Dirty Jobs, where the host Mike Rowe finds these terrible, dangerous, or unexpected jobs that you don&#8217;t know exist, like cleaning out the inside of a water tower.<\/p>\n<p class=\"\">We also looked at PowerWash Simulator. Cleaning dirt is oddly meditative and really fulfilling. It made me wish a zombie attacked me to break the Zen, and then I\u2019d go right back to cleaning. And we were like, that would be pretty fun in the game.<\/p>\n<div class=\"shortcode shortcode--youtube\">\n<div class=\"youtube-video\" data-youtube-id=\"jwt57O60LM4\" data-title=\"\"> <button class=\"youtube-video__load-button\"> <svg class=\"icon icon--play icon--26 icon--play icon--blue\" aria-hidden=\"true\" viewBox=\"0 0 20 20\" focusable=\"false\" version=\"1.1\"> <title><\/title><path fill-rule=\"evenodd\" class=\"icon-primary-color\" d=\"M0 1.75v17l20-8.5z\"\/>\t<\/svg> <span class=\"screen-reader-text\">Play Video<\/span> <\/button> <img decoding=\"async\" src=\"https:\/\/blog.playstation.com\/content\/themes\/playstation-2018\/images\/placeholder.svg\" data-srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title-3.jpg 120w, https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title-4.jpg 320w, https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title-5.jpg 480w, https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title-6.jpg 640w, https:\/\/img.youtube.com\/vi\/jwt57O60LM4\/maxresdefault.jpg 1280w\" data-sizes=\"(min-width: 1170px) 936px, (min-width: 960px) 80vw, 100vw\" data-src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title-5.jpg\" class=\"youtube-video__image-overlay lazy\" alt=\"FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title\" > <\/p>\n<div class=\"youtube-video__iframe\"><\/div>\n<\/div><\/div>\n<h2 class=\"wp-block-heading\"><strong>Were there specific challenges you faced given it\u2019s your first multiplayer game and first-person shooter?<\/strong><\/h2>\n<p class=\"\"><strong>Anssi Hyytiainen:<\/strong> It\u2019s radically different from a workflow point of view. You can&#8217;t really test it alone, necessarily, which is quite a different experience. And then there are times when one player is missing things on their screen that others are seeing. It was like, \u201cWhat are you shooting at?\u201d<\/p>\n<h2 class=\"wp-block-heading\"><strong>What\u2019s been your <\/strong><strong>favorite <\/strong><strong>moments developing the game so far?<\/strong><\/h2>\n<p class=\"\"><strong>Teemu Huhtiniemi:<\/strong> There were so many. But I like when we started seeing all of these overlapping systems kind of click, because there&#8217;s a long time in the development where you talk about things on paper and have some prototypes, but you don&#8217;t really see it all come together until a point. Then you start seeing the interaction between the systems and all the fun that comes out of that.<\/p>\n<p class=\"\"><strong>Kayatta:<\/strong> I imagine there&#8217;s a lot of people who probably are a little skeptical about Remedy making something so different. Even internally, when the project was starting. And once we got the trailer out there, everyone was so nervous, but it got a pretty positive reaction. Exposing it to the public is very motivating, because with games, for a very long time, there is nothing, or it is janky and it\u2019s ugly and you don&#8217;t find the fun immediately.<\/p>\n<h2 class=\"wp-block-heading\"><strong>Were there any specific ideals you followed while you worked on the game?<\/strong><\/h2>\n<p class=\"\"><strong>Kayatta:<\/strong> Early on we were constantly asking ourselves, \u201cCould this only happen in Control or at Remedy?\u201d Because the first thing you hear is, \u201cOkay, this is just another co-op multiplayer shooter\u201d &#8211; there&#8217;s thousands of them, and they&#8217;re all good. So what can we do to make it worth playing our game? We were always saying we&#8217;ve got this super weird universe and really interesting studio, so we\u2019re always looking at what we could do that nobody else can.<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title-1.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title-1.jpg\" alt=\"\"><\/a> <\/p>\n<p class=\"\"><strong>Huhtiniemi:<\/strong> I think for me it was when we chose to just embrace the chaos. Like, that&#8217;s the whole point of the game. It&#8217;s supposed to feel overwhelming and busy at times, so that was great to say it out loud.<\/p>\n<p class=\"\"><strong>Kayatta:<\/strong> Yeah, originally we had a prototype where there were only two Hiss in the level, but it just didn\u2019t work, it wasn\u2019t fun. Then everything just accidentally went in the opposite direction, where it was super chaos. At some point we actually started looking at Overcooked quite a bit, and saying, \u201cLook, just embrace it. It&#8217;s gonna be nuts.\u201d<\/p>\n<h2 class=\"wp-block-heading\"><strong>How did you finally decide on the name FBC: Firebreak, and were there any rejected, alternate, or working titles?<\/strong><\/h2>\n<p class=\"\"><strong>Kayatta:<\/strong> So Firebreak is named after real world firebreaks, where you deforest an area to prevent a fire from spreading, but firebreaks are also topographical features of the Oldest House. And so we leaned into the term being a first responder who stops fires from spreading. The FBC part came from not wanting to put \u2018Control\u2019 in the title, so Control players wouldn\u2019t feel like they had to detour to this before Control 2, but we didn\u2019t want to totally detach from it either as that felt insincere.<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title-2.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title-2.jpg\" alt=\"\"><\/a> <\/p>\n<p class=\"\">An external partner pitched a title. They were very serious about talking up the game being in the Oldest House, and then dramatically revealed the name: Housekeepers. I got what they were going for, but I was like, we cannot call it this. It was like you were playing as a maid!&nbsp;&nbsp;<\/p>\n<p class=\"has-small-font-size\"><em>FBC: Firebreak launches on PS5 June 17 as a day on PlayStation Plus Game Catalog title.<\/em><\/p>\n<p><a href=\"https:\/\/blog.playstation.com\/2025\/06\/12\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Things are warming up as Remedy&#8217;s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer\/Lead Technical Designer Anssi Hyytiainen, and Game Director\/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter. PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize? Thomas Puha: We\u2019ll support 3D Audio, and we\u2019re prioritising 60 FPS on both formats. We\u2019re aiming for FSR2 with an output resolution of 2560 x 1440 (1440p) on PS, and PSSR with an output resolution of 3840&#215;2160 (4K) on PS5 Pro. Some of the DualSense wireless controller\u2019s features are still a&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/fbc-firebreak-developers-discuss-the-inspiration-and-challenges-creating-their-first-multiplayer-title\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1225365,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[316],"tags":[14718,45,2223],"class_list":["post-1225364","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-official-playstation","tag-fbc-firebreak","tag-ps5","tag-remedy-entertainment"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title | Arcader News<\/title>\n<meta name=\"description\" content=\"Things are warming up as Remedy&#8217;s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. 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