Remedy’s latest venture is the upcomingFBC: Firebreak- a multiplayer shooter set in the world ofControl. And if the words of the game’s director, Mike Kayatta, can be believed: it’s not being designed like your average AAA release.

In a recent interview withIGN, Kayatta explored some of his personal feelings on the modern gaming industry. How the AAA world - the scope of its projects, the size of its marketing budget, everything - all contribute to an “infection” that he’d like to Remedy.

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“I read somebody describe this recently in a very eloquent way," Kayatta said, “as game developers building cathedrals.” He clarifies that they’re: “competing to build these more and more complex, beautiful, expensive things.”

But in a world of big shiny objects, of decade-long live service and lifestyle games, some are inevitably going to outshine others. “That can produce some incredible, incredible experiences that I am very thankful exist, but only some of those can exist, and everyone can’t compete in that space.”

FBC Firebreak Cover

The amount of money involved is staggering.

Kayatta brings up an immediate contrast with the world of indie games. Where small projects - much smaller than AAA stuff - can still find success. He admires how they can just release with (relatively) little marketing, and potentially huge success, name-droppingStardew Valleyand the recently-released Blue Prince.

“I do think we’re seeing that emergence of that middle ground now of, it’s messy to call it AA, right? But it is something kind of new.” Kayatta says, narrowing things down to where FBC: Firebreak aims to be. “It’s not quite God of War: Ragnarok or GTA 6, but it’s also something more than a Slay the Spire.”

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FBC: Firebreak Delivers A Unique Co-Op Shooter From The Remedy Team

FBC: Firebreak is a three-player co-op shooter that brings DOOM-esque combat to a grim goofiness reminiscent of Lethal Company.

“This idea of a responsible team size, a responsible budget, a responsible amount of time to develop a game, just get it out there, make something that respects player time and don’t try to overcharge and don’t try to be greedy with time. I do think there’s a space for it, and we’re trying to touch on it with this game.”

Oblivion Remastered Player Characters

“I think a lot of games are able to use FOMO to be exciting.” Kayatta clarifies, speaking more on how modern gaming has adapted to its ballooning production costs. But where some games can use Fear Of Missing Out mechanics to good effect, Kayatta wants FBC: Firebreak to steer clear of general tropes of that whole industry. “A lot of that has to do with reducing FOMO, which I think has kind of infected a lot of modern games."

FBC: Firebreak Rejects The Principles Of Modern Gaming

Kayatta’s goals don’t just extend to suppressing FOMO. It also impacts the game’s price tag. Kayatta does not want the game to be free-to-play, for example. It’ll have a $40 price tag and stick with it. One payment and you’re done.

“We don’t do daily check-ins, timed battle passes, all that other stuff that dictates your time.”

A collage of games developed by Remedy Entertainment: Control, CrossfireX, and Alan Wake

It’s a bold move, but not one without precedent. The desire for a product free from the live service grind has only been growing over the years. Even things like massive marketing campaigns have been foregone: seeBethesda’s Remaster ofThe Elder Scrolls IV: Oblivion.

The Oblivion Remaster’s Character Creator Is Gloriously Unhinged

The moment you’ve all been waiting for. Behold the Hero of Kvatch.

It really feels like we’re entering a new age for the games industry, where saying things like “we lack all the nonsense AAA games usually have” feels like a great selling point. There’s certainly crossover between that and the recent successes of the Indie world.

If bigger releases really are moving towards this “AA” model,if they can be successfulin casting off the burdens of AAA games, then we just might see more games like them hit shelves.

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