Things toasty up, like a remedy FBC: Firebreak He approaches the premiere on June 17 on PlayStation 5 as part of the PlayStation Plus games catalog. We talked with the communication director Thomas Puha, the main designer, Teem Huhtinumi, the main designer/main technical designer Ansi Hyytiainen and game director/main writer Mike Kayatta about some fascinating and often amusing development secrets behind the shooting of the first person.
PlayStation Blog: First, what functions PS5 and PS5 Pro did you utilize?
Thomas Soft: We will support 3D sound and prioritize 60 FPS in both formats. We strive to FSR2 with a starting resolution of 2560 x 1440 (1440p) on PS and PSSR with an output resolution of 3840 × 2160 (4K) on PS5 PRO.
Some of the DualSense wireless controller functions are still pending, but we want to utilize hapting feedback in a similar way as our previous titles, such as Control and Alan Wake 2. For example, we want to distinguish weapons to feel unique from each other using adaptive triggers.
Entering the game itself, were there any other influence on its creation outside of control?
Mike Kayatta: We looked at various television programs, which had many tools to enter and deal with the crisis. One of them was the reality show called Dirty Jobs, in which the host Mike Rowe finds these terrible, hazardous or unexpected works that you do not know, such as cleaning the interior of the water tower.
We also looked at the POWRAsh simulator. Cleaning dirt is strangely meditative and really satisfying. It made me regret that zombie attacked me to break Zen and then came back to cleaning. And we were like it would be nippy in the game.
Were there specific challenges you encountered, considering that this is your first game for many players and a first person shooter?
Ansi Hytiainen: It is radically different from the point of view of work flow. You can’t really test it yourself, which is a completely different experience. And then it happens that one player lacks things on the screen that others see. It was like: “What are you shooting at?”
What was yours favorite Moments developing the game so far?
Teem Huhtiniumi: There were so many of them. But I like it when we started to see all these overlapping click systems, because there is a lot of time in development in which you talk about things on paper and you have some prototypes, but you don’t really see that everything is meeting. Then you start to see the interaction between the systems and all the fun that results from it.
Kayatta: I imagine that there are many people who are probably a bit skeptical about the recovery of doing something so different. Even internally when the project began. And when we managed a trailer there, everyone was so nervous, but he gained a rather positive reaction. Showing him to the audience is very motivating, because with games, for a very long time, there is nothing or is crazy and is ugly and you will not find yourself right away.
Were there any specific ideals that you followed while working on the game?
Kayatta: At the beginning we constantly asked ourselves: “Could it only happen in inspection or in medicine?” Because the first thing you hear is: “Good is just another shooter from a multi-person cooperative mode”-there are thousands of them and they are all good. So what can we do to play our game? We have always said that we have this super strange universe and a really compelling studio, so we always look at what we could do, what no one else can.
Huhtiniumi: I think it was for me when we decided to just accept chaos. This is the point of the game. It sometimes feels overwhelming and busy, so it was great to say loudly.
Kayatta: Yes, we originally had a prototype, in which there were only two Sury at the level, but it just didn’t work, it wasn’t fun. Then everything accidentally went in the opposite direction, where it was a super chaos. At one point we began to look a bit at the overcooked and it was said: “Look, just accepting it. It will be crazy.”
How did you finally decide on the name FBC: Firebreak and were there any rejected, alternating or working titles?
Kayatta: So Firebreak comes from the real worlds, where you burn an area preventing the spread of fire, but fire fractures are also topographic features of the oldest home. And so we relied on time as the first respondent, who ceases to spread fires. The part of the FBC came from does not want to introduce “control” in the title, so control players would not feel as if they had to defeat in front of Control 2, but we did not want to break away completely from it, because it seemed insincere.
The external partner threw the title. They seriously said that the game is in the oldest home, and then dramatically revealed the name: Housekeepers. I got what it was going on, but I thought, we can’t call it. It was as if you played as a maid!
FBC: Firebreak starts on PS5 on June 17 as a day on the PlayStation Plus Catalog of Games.