Can the creators of Control really make a great multiplayer FPS? Remedy talk hiring and firefighting

Can the creators of Control really make a great multiplayer FPS? Remedy talk hiring and firefighting


Earlier this month, I had the opportunity to preview Remedy’s upcoming Control spin-off game FBC: Firebreak. In this game, players take on the role of weaponized office gremlins battling the extra-dimensional Hiss and other “paranatural” beings within the Oldest House. Unlike Remedy’s previous titles like Alan Wake 2, Firebreak is a co-op first-person shooter. How has Remedy adapted to this new genre? Have they brought in experienced FPS developers? I spoke with game director Mike Kayatta and Remedy’s communications director Thomas Puha to find out.


Kayatta acknowledged that first-person multiplayer shooting is not a genre Remedy is typically associated with. However, with nearly 400 employees, Remedy has a diverse team with backgrounds and expertise that go beyond Finland and the company itself. The development of Firebreak was driven by the passion and expertise of the existing team, rather than specific adjustments made in response to the game’s genre.

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Puha added that while Remedy did make some hires with Firebreak in mind, particularly in areas like backend development, the core team’s experience and skills served as a strong foundation for the project. Kayatta emphasized the importance of ensuring key team members remained available throughout the development process.


Despite the shift to a first-person perspective, Kayatta and Puha highlighted Remedy’s longstanding history and diverse portfolio of games. From their first title, Death Rally, to mobile games like Agents of Storm, Remedy has explored various genres beyond their well-known third-person action games. While not every project has been successful, each experience has contributed to the team’s growth and expertise.


Kayatta and Puha expressed confidence in the team working on Firebreak, noting the blend of veteran developers with newcomers. The challenges of developing a new game have invigorated the team, with a focus on delivering a unique and diverse gaming experience. Despite the complexities of managing multiple projects simultaneously, Kayatta emphasized the potential for more frequent releases and a wider range of game experiences.


Looking ahead, Remedy has another unannounced project in the works, adding to their diverse portfolio. The team continues to push boundaries and explore new ideas, challenging the perception that developers must stick to a specific genre. As they navigate the evolving landscape of game development, Remedy remains committed to innovation and creativity.


If you’re intrigued by Firebreak, stay tuned for more updates on this exciting new venture from Remedy. For a closer look at the game’s mission structure and Remedy’s approach to “live service,” check out my hands-off write-up.

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