How, if at all, has Remedy had to change to make a game like Firebreak?

Have they, for example, hired up a bunch of seasoned FPS devs?

I put the question to game director Mike Kayatta and Remedy’s comms director Thomas Puha.

A bunch of players in tatty combat suits fighting a monster made of sticky notes in Remedy’s FBC: Firebreak

“Remedy is now, I think, almost 400 people,” he said.

And those people have brought in quite a bit of experience and passion from these spaces.

Actually, Firebreak was born out of the expertise and the passion of the people that we had."

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The company’s very first game,Death Rally, was a combat racer.

As Puha pointed out, they’ve also worked on mobile games like 2014’s Agents of Storm.

Less positively, there’s at least one FPS gig they’d perhaps rather forget.

I’ve yet to play it, but the verdicts elsewhereain’t brilliant.

Still, experience is experience.

“Like, he’s been on all of the games.

“And there’s challenges every day, when you make games, and I love seeing that.

It is very invigorating in that way as well.”

Kayatta echoed the point.

“I think I’ve realised that Firebreak is Remedy,” he said.

“It’s just a Remedy that the world hasn’t had a chance to see yet.

Puha noted that it’s “fascinating” to see how developers become associated with specific genres.

According to Kayatta and Puha, it’ll be a while before we hear anything more about it.