Things that warm up as FBC Remedy: Firebreak approaches the launch of June 17 on Playstation 5 as part of the Playstation Plus game catalog. We chatted with Communication Director Thomas Puha, the main level designer of Teesu Huhtiniemi, the main designer/main technical designer Ansi Hyytianten, and the play director/lead writer Mike Kayatta about some interesting and often funny development secrets behind the first person’s shooting.
PlayStation Blog: First, what PS5 and PS5 Pro features do you use?
Thomas Soft: We will support 3D audio, and we prioritize 60 FPS in both formats. We aim to FSR2 with output resolution of 2560 x 1440 (1440p) on PS, and PSSR with output resolution of 3840 × 2160 (4K) on PS5 Pro.
Some dualsense wireless control features are still in the process, but we want to use haptic feedback in a way similar to our previous title, such as Control and Alan Wake 2. For example, we want to distinguish weapons to feel unique from each other using adaptive triggers.
Entering the game itself, is there another influence on its creation out of control?
Mike Kayatta: We see various TV shows that have many tools to go somewhere and deal with the crisis. One of them is a reality show called Dirty Jobs, where host Mike Rowe found a terrible, dangerous, or unexpected job that you did not know, such as cleaning the inside of the water tower.
We also saw the Powerwash simulator. Strange cleaning dirt meditative and very satisfying. That made me hope that the zombie attacked me to break Zen, and then I will soon return to cleaning. And we are like, it will be very fun in the game.
Are there any special challenges that you face considering that is your first multiplayer game and the first person’s shooter?
Ansi Hyytianten: This is very different from the point of view of the workflow. You cannot really test it yourself, of course, which is a very different experience. And then there are times when one player loses things on their screen that others see. It’s like, “What are you shooting?”
What do you have favorite When -when developing the game so far?
Huhtiniemi: There are so many. But I like it when we start to see all the overlapping systems this type of click, because there is a long time in development where you talk about things on paper and have several prototypes, but you are not really looking at everything fused up to a point. Then you begin to see the interaction between the system and all the pleasures that come out of it.
Kayatta: I imagine there are many people who might be a little skeptical about drugs making something very different. Even internally, when the project starts. And once we got a trailer out there, everyone was very nervous, but got a fairly positive reaction. Exposing it to the public is very motivating, because with the game, for a very long time, there is nothing, or Janky and it’s ugly and you do not find immediate pleasure.
Are there specific goals that you follow when you work on the game?
Kayatta: Initially we continued to ask ourselves, “Could this only happen in control or drugs?” Because the first thing you hear is, “Okay, this is just a multipliency of the cooperative multiplying”-there are thousands of them, and everything is fine. So what can we do to make him worthy of playing our games? We always say that we have a very strange universe and a very interesting studio, so we always see what we can do that cannot be done by others.

Huhtiniemi: I think for me it is when we choose to just embrace chaos. Like, that’s the essence of the game. It should feel extraordinary and busy sometimes, so happy to say it loudly.
Kayatta: Yes, at first we had a prototype where there were only two hiss at the level, but that was not successful, it was not fun. Then everything accidentally walked in the opposite direction, where it was super chaos. At some point we really began to see a little cooked a little, and said, “Look, just embrace it. This will go crazy.”
How do you finally decide on the name of FBC: Firebreak, and is there a title that is rejected, alternative, or work?
Kayatta: So Firebreak is named after real world firefighters, where you decorate the area to prevent fires from spreading, but fire is also a topographic feature of the oldest home. So we rely on the term to be the first respondent to stop the fire to spread. The FBC section comes from not wanting to put ‘control’ in the title, so the control player will not feel like they have to rotate for this before control 2, but we do not want to completely release it because it feels not sincere.

External partners call the title. They are very serious about talking about the game at the oldest home, and then dramatically revealed the name: domestic servants. I got what they did, but I was like, we couldn’t call this. Looks like you play as a servant!
FBC: Firebreak was launched on PS5 June 17 as the day in the title of the Playstation Plus game catalog.
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