00:00Hi, what you're seeing behind me is FDC Firebreak,
00:28our new cooperative three-player first-person shooter in action.
00:32I'm Mike Chaiotta.
00:33I'm the game director on this project here at Remedy.
00:36Behind me, you see a few members of our small development team here at our headquarters
00:40in Finland.
00:41And we're really excited just to show you a small glimpse of what you can expect from
00:45Remedy's next game coming 2025.
00:48For a long time, we've been looking for a way to take our strength at building these
00:57fascinating worlds and taking our really action-focused combat gameplay and combine
01:03them into a multiplayer game.
01:05And not just a multiplayer game, but something cooperative.
01:08Basically, we want to provide you and your friends the chance to step into one of Remedy's
01:13worlds together for a shared experience for the first time.
01:17To many of you, the setting of Firebreak might look familiar.
01:20It's set in the exact same location as Control, the oldest house.
01:28Each location has been completely reimagined from the ground up, shifted into something
01:31that works well for our chaotic three-player gameplay.
01:35We knew from the very beginning that we wanted to make Firebreak a first-person experience.
01:39It just felt so unique and original to run around the oldest house in first-person view.
01:45Firebreak takes place some years after the events of that game, but was designed as an
01:48entirely standalone experience.
01:51So even if you haven't played Control, if you like cooperative shooters, you're gonna
01:54love this game.
01:56So in this game, you play as a volunteer member of a new unit called Firebreak.
02:01And that name, Firebreak, actually comes from real-life firebreaks.
02:05It's a physical idea of something that stands between the danger and the thing that needs
02:09protecting.
02:10And the reason why you're called Firebreak is because that's your job, to stand between
02:14the crisis and the thing that needs protecting, which in this case is the Bureau itself.
02:20So before you and your friends drop into a mission, it's important to pick the right
02:24gear.
02:25And you do that through loadouts that we call Crisis Kits.
02:28But of course, your choices and your friends' choices need to make sense together.
02:33Or not.
02:34It's up to you.
02:35So obviously, when we're making a co-op multiplayer experience, it's very important to think about
02:49the second-to-second gameplay.
02:51And once you really embrace that way of working, you start seeing a lot of genuine feelings
02:58kind of arise, and you find yourself thinking, you know, how excited am I playing this?
03:04Am I having fun?
03:11What we're really excited about is something that we call Paranatural Augments.
03:15What these are is like a special kind of attachment for your tools.
03:20They sort of look like mundane items, and this is like an experimental program from
03:26the FBC.
03:27When you fire them out, the unexpected happens.
03:36And what I like to do personally is use laughter as a metric.
03:39So sometimes in the team, someone proposes an idea that is so outrageous that you can't
03:45help but laugh.
03:46And usually the next step is, you know, let's try that in the game and see if that works.
03:51From there on, it's really easy to take what we have and iterate it further and make it
03:55more fun.
03:56We've only scratched the surface when it comes to FBC Firebreak, and we look forward to showing
04:01you a lot more in 2025.
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