Remedy Entertainment has numerous upcoming projects, including the highly anticipated sequel to Control and Max Payne 1 and 2 Remake. However, its co-op spin-off FBC: Firebreak is also generating interest with its sense of style, approach to multiplayer, and lack of live service elements.
There’s also the fact that it has a sizable budget – €30 Million, compared to Control 2’s €50 Million. But even if you consider FBC: Firebreak a double-A title instead of triple-A, how does that work in development?
Communications director Thomas Puha explained this to MP1st, noting that for Remedy, “It means the cost of the game’s development, meaning the budget, the development team size and the amount of content and features we ship on day 1. These are all intricately linked to each other.”
“Then, there are things like, we aren’t doing a lot of VO localized into lots of different languages, being more economical there, which is easier when you don’t have cutscenes, which are some of the most expensive things to do in video games. The aim, as always, is to put out as great of a game as possible.”
The lack of cutscenes is interesting since Remedy is known for its cinematography and presentation. Given how often co-op titles like Helldivers 2 rely on the same, limiting them for pacing and flow is understandable.
FBC: Firebreak is out this Summer for Xbox Series X/S, PS5, and PC and will be “mid-priced.” It won’t have cross-progression at launch, but cross-play and matchmaking will be available. You can learn more about its gameplay systems and Altered Augments.