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Remedy Aims to Beat Predatory Live-Services with FBC: Firebreak

May 14, 2025 1:00 PM

Remedy Entertainment is positioning its upcoming multiplayer title FBC: Firebreak to sidestep the typical pitfalls of live-service games, emphasizing player choice and experience over predatory monetization practices. Game director Mike Kayatta and lead designer Anssi Hyytiäinen shared insights on how FBC: Firebreak incorporates a nostalgic, pick-up-and-play structure, allowing players to enjoy the game on their own terms. Unlike competitors relying on battle passes or requiring daily logging in, Firebreak focuses on systematic upgrades that can be unlocked through gameplay. Remedy's commitment to a smaller budget and diverse project focus aims to spread risk and cultivate a more enjoyable gaming experience.

What makes FBC: Firebreak different from standard multiplayer games?

FBC: Firebreak distinguishes itself by avoiding predatory monetization practices like battle passes and daily objectives. Instead, it emphasizes a pick-up-and-play approach that allows players to unlock upgrades through gameplay, encouraging them to engage with the game at their own pace.

FBC: Firebreak is a significant step for Remedy Entertainment, who is known for its acclaimed single-player narrative-driven games like Control and Alan Wake. This shift to multiplayer signifies their intention to explore new avenues in gaming while maintaining a commitment to player-centric design that emphasizes fun and accessibility.



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Casey Loh

Casey Loh is a tech-savvy writer who specializes in the intersection of gaming and technology. With a background in computer science, Casey brings a technical lens to her reviews, breaking down the nuts and bolts of game engines, graphics, and AI innovation.

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