A few weeks ago, Remedy flew me to her headquarters in Helsinki, Finland to play her latest game, FBC: Firebreak. In addition to my hand time, which you can read here and see here, I had the opportunity to speak with some major developers working on the project about the biggest inspirations of the game.
“The Dev Team Call (Relidivars 2) is the best game in the world,” lead designer Anasi Hyyitinon said when asked about the motivations of the firebrak. The director Mike Kayata has said as well as Warhaimmer Games, “Darktide, and to some extent, Space Marine,” had a significant effect. ,

Each of these examples is very straightforward-it is understandable how a co-op shooter will inspire the other-but the longer the team continues to speak, the stunning effects are available. For example, when the Deep Rock Galactic is named, it is immediately pursued by the cavet that the firebrak does not have a “amazing procedural generation”, and that according to the game Kayata, practically “structurally” equally “equal” is similar.
AnsSi Hyytiäinen overcooked, and back with gudder Vollase power wash simulator, is likely to have a possibility of surface-masters purposes in paper chase. “For a while, we really tried to find out how to get a pressure washer in the game,” Kayata says. Depending on the final product, it is clear that it was not outside.

The Kayata then begins to talk about the multiplayer mode of the mass effect 3, which immediately ends the fickle boycott from his colleagues, clearly a discussion again, which they had many times, possibly that day before.
Kayata begins saying, “I am only one who will say anyway-“
Hyytiäinen quickly bites him, replying, “You are. Just say. Just say it.”
“I stand by the fact that the game was not worth making a deal for a single-player game, which no one wanted, which made it so unfortunate,” Kayata says about the month effect 3. “For me, it was so, just fun to play with your friends. You don’t have to overthrow it.” He explains that he enjoys coordination with the creation of friends and how you do not need to understand the plot of mode, but for those who are involved in the world construction of large -scale impact.
https://www.youtube.com/watch?v=cp3ameicxsk
The question is that they mention a lot of inspiration before explaining. Despite the clear lack of both hunting and demons, Hyytiäinen says the structure of repeated missions inspired the remedy. “It is all about the construction of your gear,” they say. “You have, what, five levels or atmosphere? But it’s not what the game is. It’s not that you go into the forest and experience the forest. It is really about what you are making.” By implementing the clearance level system, which expands and replaces the mission by playing you, the Firebreak wants players to mastered the gameplay loop by unlocking and upgrading new abilities.
After playing the game, I don’t think all these motivations are immediately clear. He said, we had a quick XP track that to see as much game as possible in a short time limit. Additionally, the perk system (which will allow the player to allow more variation in the build) will be overhala when the FBC: Firebreak will be launched, so I will have to wait until I will wait when to see the comparison of a piece-centered game like Monster Hunter. I look forward to further analysis when the game is launched on 17 June next month.