But the studio has grown a lot lately, becoming a team juggling several projects simultaneously.

But its best feat may be what itdoesn’twant to be: your part-time job.

Refreshingly, it has no plans to be a live-service game in that sense.

FBC Firebreak leans into some classic co-op mechanics, such as complementary player builds, but it leans into Remedy’s weirdness, too.

“Most of that decision came from just being gamers and listening to gamers,” Kayetta told me.

“So many people are feeling the same thing.

Or feel too bad because I didn’t play this gameenough?

The game’s story is set six years after the events of Control, and many have made The Oldest House their home.

That’s not to say FBC Firebreak will be without post-launch support.

There will be “no limited-time rotations or daily log-ins,” Remedy said.

What we do on Firebreak has never been about trying to conform to or buck those trends.

Strange weapons, an abundance of enemy types, and ever-shifting mission objectives are meant to keep the game full of surprises.

And what was reasonable to ask of them in return.

This is where we landed.”

It’s almost nostalgic to hear a team speak this way about a multiplayer game.

FBC Firebreak is coming to PC, Xbox Series X|S, and PS5 this summer.

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