- Katılım
- 31 Mar 2025
- Mesajlar
- 100

Earlier this month I had the chance to check out Remedy's forthcoming Control spin-off game FBC: Firebreak, which casts you as a bunch of weaponised office gremlins fighting the extra-dimensional Hiss and other "paranatural" lifeforms in the corridors of the Oldest House. The game is a co-op first-person shooter, which is a bit of a departure from the likes of Alan Wake 2. How, if at all, has Remedy had to change to make a game like Firebreak? Have they, for example, hired up a bunch of seasoned FPS devs? I put the question to game director Mike Kayatta and Remedy's comms director Thomas Puha.
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