FBC: Firebreak developers discuss the inspiration and challenges creating their first multiplayer title

Things are warming up as Remedy’s FBC: Firebreak approaches its June 17 launch on PlayStation 5 as part of the PlayStation Plus Game Catalog. We chatted with Communications Director Thomas Puha, Lead Level Designer Teemu Huhtiniemi, Lead Designer/Lead Technical Designer Anssi Hyytiainen, and Game Director/Lead Writer Mike Kayatta about some of the fascinating and often hilarious development secrets behind the first-person shooter.

PlayStation Blog: First, what PS5 and PS5 Pro features did you utilize?

Thomas Puha: We’ll support 3D Audio, and we’re prioritising 60 FPS on both formats. We’re aiming for FSR2 with an output resolution of 2560 x 1440 (1440p) on PS, and PSSR with an output resolution of 3840×2160 (4K) on PS5 Pro.

Some of the DualSense wireless controller’s features are still a work in progress, but we’re looking to use haptic feedback in a similar way to our previous titles, such as Control and Alan Wake 2. For example, we want to differentiate the weapons to feel unique from each other using the adaptive triggers.

Going into the game itself, were there any other influences on its creation outside of Control?

Mike Kayatta: We looked at different TV shows that had lots of tools for going into a place and dealing with a crisis. One was a reality show called Dirty Jobs, where the host Mike Rowe finds these terrible, dangerous, or unexpected jobs that you don’t know exist, like cleaning out the inside of a water tower.

We also looked at PowerWash Simulator. Cleaning dirt is oddly meditative and really fulfilling. It made me wish a zombie attacked me to break the Zen, and then I’d go right back to cleaning. And we were like, that would be pretty fun in the game.