“Fomo has infected contemporary games,” says the director of Remedy FBC: Firebreak

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Mike Kayatta, director of the games of the upcoming FBC: Firebreak, supports the concept of creating games “those who respect the player time and do not try to think”.

This suggestion appears as a result of a lot of recent games successfully released at a lower price than we expected. These include the two titles of the year most recognized by critics, Divided fiction AND Clear unclear: Expedition 33which have so far sold over 4 million and 2 million copies, respectively.

Is a pattern that both mafia: an elderly country – It has recently been revealed that it costs $ 50 when it is launched on August 8 – I FBC: Firebreak will hope to continue.

Activation June 17, 2025 and costing $ 39.99/32.99 £ (Similarly to both Game Pass and PS Plus), Firebreak looks towards this newly emerging medium level between the wildly budget AAA and Indies games to be successful. It is a view that Kayatta was explained by Ign:

I read someone who describes it recently in a very eloquent way, because game developers are building cathedrals competing to build these increasingly complex, beautiful, expensive things, “said Kayatta.

“And it has been achieved to such an extent that you have many games that cost half a billion dollars. And then, of course, when you start marketing and promotion, I mean that the amount of money involved is stunning. And this can create an amazing, amazing experience that I am very grateful, but only some of them may exist, and everyone cannot compete in this space.”

Kayatta continued: “And then on the other side you have all these amazing independent programmers. Everything, from the entry to Stardew Valley after Blue Prince, they feel as if they came out from nowhere and light the world on fire. But then I think we can see how this medium earth appears, it is a mess to call it aa, right? But this is not new. Something more than that it is more than that it is more than it is that it is more than it is that it is more than it is that it is more than it is that it is more.

“If this is the future, I’m not sure. I would not say in the sense that I suggest that all the games have to go there, but this idea responsible the size of the team, responsible budget, responsible time for the development of the game, just touch it, do something that respects time, and do not try to rewrite too much and not try to be greedy.”

This respect for the time and money of players goes hand in hand with the approach to the fire. This is a game for which you pay once and get everything for USD 40. The idea of ​​a free model was something that never even entertained the band.

“Much of this concerns the reduction of Fomo (fear of missing), which in my opinion infected many contemporary games,” said Kayatta.

“And by the way, this is not a general statement. I think that many games can apply FOMO to be stimulating. So I say that in particular this game did not work for us, but it is not just about monetization, I think it is about the value that the game has. So one example would be, so I don’t know if you have never played the path, for example, and you open up.

“And for a kind of people they are really excited, for example, looking at this depth and look how many hours I have, all other things. And then for another kind of person they look at the fact that” I will never separate the values ​​from this game, even if I want “. And even if these developers, and this is no longer a comment on the exile, which I love, even if you say: “Well, but you don’t have to interact with these systems, you can still have fun.” This may be true, but when you see these systems, you immediately fall into this reference frame in which you say: “There is something that I do not get from it, and it just feels bad.”

“So for us we wanted to make sure that the game, both from the way we earn it, do not perform daily check -in, timely passes, all other things that order your time. There is such a site.

“But the other side is that we do not want to present a game that seems to be as complicated as, oh, if you do not come back and do not perform six sessions, you will not be able to do it, and progress is important. You feel that in time you will achieve something. So definitely that I have it, and we certainly wanted to have a strong meta gama, but we would also like to feel it, how I was, how I was And I was given time that I gave me time and differently.

Firebreak will hope to capture both fans of the exceptionally strange work of Remedy and the fans of the cooped shooter when he is launched on June 17. For a thorough look at how it is shaped, Check our practical preview.

Simon Carda is a senior IGN editor, who can be found primarily in the open world, in the Korean cinema or despair in the state of Tottenham Hotspur and New York Jets. Follow him to BlueSky O @cardy.bsky.social.

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