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Year In Review [2024]

Before we settle into 2025, let's take a quick look back into the past twelve months, revisiting the milestones and events that took place at the studio and in the community.

Introducing FBC: Firebreak

In a surprise announcement, Remedy has revealed its next Control adventure,FBC: Firebreak! The adventure is a three person, cooperative FPS set in The Oldest House.

FBC: Firebreak Community First Look

Check out the first details of FBC: Firebreak, Remedy's debut multiplayer title launching in 2025.

A Conversation with Tiia Öhman

We recently spoke Tiia Öhman about working as a photographer on the Alan Wake 2 set. Her stunning work can be seen in-game, in marketing, and on merchandise.

An Open Letter from Sam Lake / Alan Wake Remastered

Alan Wake Remastered is coming! Read Sam Lake's open letter announcing the new game, his passion for Wake's debut adventure, and release details.

Our Conversation with Matthew Porretta, the Voice of Alan Wake

To celebrate the game's 10th anniversary, we sat down with Matthew Porretta, the incredible voice actor behind Alan Wake, to talk about his experiences and memories.


21st March 2025
Future Games Show Spring Showcase 2025 Wrap Up
[FBC: Firebreak Gameplay Trailer, Community First Look, GamesRadar Coverage, Screenshots] UDPATE #6

With GDC taking place in San Francisco this week, Remedy was back with more FBC: Firebreak news, giving players a deeper look into what exactly has been going on at the FBC these past few years.

Held earlier this evening, the Future Games Show Spring Showcase provided us with the first gameplay trailer for FBC: Firebreak, but that's not all. As the night drew on, we saw a new collection of extended previews and interviews, as Remedy published a new Community First Look video and PlayStation Blog article. Let's look at each in turn...

20th March 2025
Press Release: FBC: Firebreak coming in Summer 2025

FOR IMMEDIATE RELEASE

March 20th, 2025

FBC: Firebreak coming in Summer 2025

Remedy Entertainment Releases New Gameplay Trailer for FBC: Firebreak Three-Player Cooperative Multiplayer FPS showcasing the Paper Chase job and Crisis Kits.

(Espoo, Finland – March 20, 2025) – Today, Remedy Entertainment unveiled a new gameplay trailer for FBC: Firebreak, a three-player co-op FPS where the Federal Bureau of Control’s first-response unit must contain an escalating paranatural threat.

When the Oldest House, the Bureau’s shifting headquarters, falls under siege by a relentless paranatural force, only Firebreak – its most adaptable response unit – has the skills and courage to restore order.

Launching in summer 2025, FBC: Firebreak is Remedy Entertainment’s first self-published game and will be available on PC (Steam and Epic Games Store), Xbox Series X|S, and PlayStation 5. A mid-priced title, FBC: Firebreak will also be available day one via PC Game Pass, Game Pass Ultimate, and PlayStation Plus Game Catalog (Extra and Premium).

Watch the FBC: Firebreak Gameplay Trailer

BC: Firebreak is a session-based, multiplayer PvE experience set within the acclaimed Control universe, delivering intense cooperative action. The game features highly replayable missions known as Jobs, each uniquely designed with different challenges, objectives, and environments that require teamwork and adaptability.

The latest trailer showcases one such Job, Paper Chase, where an outbreak of rogue sticky notes in the Executive Sector of the Oldest House – seemingly harmless at first – spirals into a full-blown paranatural crisis. Players must push through three escalating zones, culminating in a chaotic showdown against a towering, gargantuan manifestation of these anomalies.

Before diving into a Job, players choose their Crisis Kit. Crisis Kits shape each Firebreaker’s playstyle, providing distinct weapons, tools, and powerful reality-bending augments that can turn the tide of a mission.

  • Jump Kit - Focused on electricity-based abilities, excelling in field control and mobility.
  • Fix Kit - A heavy-hitting kit built around impact-based attacks, including a massive wrench.
  • Splash Kit - A water-based kit specializing in manipulating battlefield conditions and supporting teammates.

Remedy will continue expanding FBC: Firebreak with post-launch content. All future playable content, including new Jobs, will be free. Players will have the option to purchase cosmetics, but none of these items will affect gameplay, and there will be no limited-time rotations or daily log-ins. More details will be shared in the future.

Watch the FBC: Firebreak Community First Look - Jobs & Gameplay video

Remedy will host a special community AMA on the FBC: Firebreak Steam page on March 31 at 9 AM PST / 5 PM GMT / 7 PM EET, offering fans a chance to learn more about the game, its systems, and future plans.

The latest assets for FBC: Firebreak can be found here.

For Remedy Entertainment official news, please sign up here.

For the latest news and updates, visit the official channels:
Steam
Discord
Bluesky
X (Twitter)

Remedy Entertainment:

Thomas Puha, Communications Director
Phone: +358 9 435 5040
Email: thomas.puha@remedygames.com

For press related requests, please contact:
Miika Huttunen, Senior Communications Manager
Phone: +358 9 435 5040
Email:miika.huttunen@remedygames.com

Tara Bruno PR:  
Email: remedy@tarabrunopr.com 


ABOUT REMEDY 
Remedy Entertainment Plc is a pioneering, globally renowned video game company founded in 1995 and headquartered in Finland with an office in Stockholm, Sweden. Known for its story-driven and visually stunning action games, Remedy has created multiple successful, critically acclaimed franchises such as Control, Alan Wake and Max Payne. Remedy also develops its own Northlight® game engine and tools technology that powers its games. Remedy’s shares are listed on Nasdaq Helsinki’s main list. www.remedygames.com

20th March 2025
Sam Lake Receives Game Developers Choice Lifetime Achievement Award [&Transcript]

Last night (or in the very early hours of this morning depending on your timezone) Sam Lake was awarded the Game Developers Choice Lifetime Achievement Award on stage at the GDCA in San Francisco. 

The award was presented by Alan Wake and Control actor, Matthew Porretta who spoke about Sam's creativity and determination in seeing his ideas through. He describes his friend, saying, “He creates with a giving spirit. He sees people's greatest potential, and he guides them to it with ease and enthusiasm. There really is something magical about Sam.” Before introducing the writer to the stage, he also brought up the topic of Finnish sisu, a cultural determination, and how Sam perfectly embodies it.

As Sam took to the stage, he thanked Matt and his peers in the audience, as he took out a folded piece of paper from his suit pocket. While looking prepared on the broadcast, the day hadn't gone as planned. A series of flight cancellations on his already fourteen-hour travel journey had led to some unexpected excitement, with the writer posting on social media “After what ended up being the longest journey ever (flight cancelled, etc.) 🫠🥴😴, I’m in San Francisco at @Official_GDC  🔥🔥🔥” just six hours before curtain call. 

Stepping up to the microphone, he thanked his colleagues, collaborators, family and friends, and talked about his passion for mixing mediums, despite sometimes resistance. For developers, he encouraged them to embrace their kind of weird and to pack art into everything they do.

Though a personal favourite section of the speech came near the end, when he was spoke about his initial plans to write a poem. He revealed, “I didn't write a poem, but I think anything unexpected, and yes weird, some of the people in the audience would maybe have thought it would be a bit cringe. Maybe. That in itself would have been a great reason to write that poem. For even if a hundred persons would roll their eyes and say I'm a clown, if for that hundred, there would be a few who would feel seen and feel thrilled about it and come out inspired by it, and feel like they've been given a licence to go for their own strange ideas. Then would it not have been worth it? Would it not have been art? And a lifetime well spent.”

You can watch the acceptance speech timestamped in the video below...

Game Developer Choice Lifetime Achievement Award 2025, Sam Lake's Acceptance Speech Transcript

Matthew Porretta: I am so happy and honoured to be presenting Sam Lake for the Game Developer Choice Lifetime Achievement Award. This award recognises the achievements of an individual who has impacted games and game development, and I can't think of anyone who deserves this more.

It all kind of happened by chance; Sam's friends were making a video game, Death Rally, and they asked him to write some text for it and boom. It started a remarkable thirty-year run. You have Max Payne, Alan Wake, Quantum Break, Control, Alan Wake 2 and each year Sam's hair and his suits got a little bit cooler.

Sam created a universe where everything connects, and no matter how out there or crazy it may sound, it all works. I mean, he was talking about a musical in Alan Wake years before it happened, and I've got to be honest, I didn't quite see it, but Sam did. Everyone has ideas, and they mostly stay ideas. Sam had an idea and he made it happen, for himself, for the people who works with. He creates with a giving spirit. He sees people's greatest potential, and he guides them to it with ease and enthusiasm. There really is something magical about Sam.

In the Finnish language, there is a word, “sisu”, and it doesn't have a perfect English translation but roughly translates to grit, tenacity, and unwavering will to victory, and Sam has that. Or... maybe it's coffee. He drinks a lot of coffee. Even though this is a Lifetime Achievement Award, Sam has so much more to give and to do. I don't doubt that we will be back here in another thirty years. So, it is my honour to present this Lifetime Achievement Award to writer, director, producer, actor, and dancer extraordinaire, Sam Lake! 

Sam Lake with his Lifetime Achievement Award

Sam Lake: Thank you, Matt. Thank you, GDC. "Oh god, he has paper, he really is old." I feel very proud to be standing here in a room full of my respected peers who are all awesome. All of the games we've seen today are incredible. I'm very proud to be recognised this way. I need to thank many people who have helped me get here; my colleagues at Remedy, all my collaborators, my family, my friends. All the things that have inspired and all the things I love, and annoyingly I think I need to thank things that I don't enjoy as well because we are all so much influenced by the world around us. Everything and everyone. But I wouldn't change a thing. 

I feel I have been on this mission of testing the limits that I can imagine, to put into a game to tell a story. Different art forms combined and crammed in, and also to tell stories that go beyond a game. Stories that create a universe. I feel that through the years, there has been sometimes resistance to this as if this would not be the thing should be focused on in games, but I've still stubbornly kept doing it, adding more to it. And step, by step, I feel the criticism has faded away, or maybe I've just gone deaf to it. 

So, I was thinking, what I could say to you, my peers. Many of whom, know just as much about making games or many of whom know more about making games than I do. What kind of advice could I give? I'll try. I think it's important to find your thing, your unique voice, to stand out. Go where your passion takes you. Trust your vision. Be patient with this, but stay true to it. And keep pushing it forward. But also, always, be a team player. Always listen to the good ideas from the talented people around you, and try to find ways to incorporate those ideas in a way that complement your ideas. Hide in as much art as you can get away with. This is your vital secret mission. Shhh. Tell nobody.

And what is art? You know what it is when you work on it. It's what makes you exited, what gives you joy, and what makes you proud. Roll with punches. When you face an obstacle, and you have to change your ideas, your story, or the design; take it to mean that you've now been given the opportunity to come up with something even cooler and even better. Always this. I feel like easily, we are lazy with our initial ideas; obstacles force us to be creative, and something great can come out of that and often does. 

I told a colleague of mine back home, that instead of a speech, I'll write a poem for this and my colleague, Molly [Maloney] said “you are so weird”, to which I said, “I think that's why they're giving me this award.” I didn't write a poem, but I think if I had, as with anything unexpected, and yes weird, some of the people in the audience would maybe have thought it would be a bit cringe. Maybe. That in itself would have been a great reason to write that poem.

For even if a hundred persons would roll their eyes and say I'm a clown. If for that hundred, there would be a few who would feel seen and feel thrilled about it and come out inspired by it, and feel like they've been given a licence to go for their own strange ideas. Then would it not have been worth it? Would it not have been art? And a lifetime well spent. To channel Ahti the Janitor, a character from several Remedy games now, with his thick accent and habit of translating Finnish idioms word by word. If you bow to somebody, you will end up showing your butt to somebody else. Which is to say, if you are afraid that someone will dislike what you do, you will end up not doing anything worthwhile. 

It's been a crazy couple of years. Crazy couple of years personally as well. I'm incredibly proud of Alan Wake 2, what we managed to do. What we have built with our universe so far, and I fully realise that I'm very fortunate and very privileged, but also I have been exhausted and frustrated so many times along the way. And I think that's the thing, these contradictions and these different things will always be present at the same time. In this work, I have made so many wonderful friends along the way, whom I value more than I can possibly express here. I absolutely never expected to be awarded something like this. But then I never expected to dance in front of a huge audience grinning like a madman. I'll finish off with the most important thing. Make games. Make art. Not war. Thank you. 

The Game Developers Choice Lifetime Achievement Award 

Source: GDCA 2025 Livestream (via IGN)
Image Source: Remedy Entertainment

18th March 2025
Old Gods of Asgard & Poets of the Fall's Lead Guitarist, Ollie T Announces Debut Solo Tour

Two months after the launch of his debut solo album, Ollie T has announced his European tour!

Perhaps best known as guitarist in Old Gods of Asgard and Poets of the Fall, Olli Tukiainen (aka Ollie T) has been exploring new ground this past year, experimenting with a new and more personal direction with his work.

Announcing the tour, Ollie tackled a few early questions you may have and gave a bit of backstory into the process of tour-creation. "As you may have guessed, this has been a very exciting day for me! Putting these shows together has required a lot of work—not just from me, but from the whole team. As much as I’d love to tour around the world, I have to start somewhere and see how it goes before planning anything further. We’re also working hard on the next Poets album, which is taking a lot of time and energy. (By the way, the new songs sound really good, if you ask me!)"

The tour consists of four stops across Europe in early May; Cologne, Berlin, Hamburg, and Copenhagen. While it's a packed week, it's short for a reason, with the guitarist weighing up different responsibilities. "That’s why I need to be cautious not to burn myself out. I want to enjoy both the processes of recording the 10th Poets album and playing my Ollie T music. Anyways, thank you so much for your support. It means a lot to me, and greetings from the whole band to all of you! See you on the road soon!" 

He will be joined by fellow Poets of the Fall bandmates, Jani Snellman, Jaska Mäkinen, and Jari Salminen.

You can book tickets through his website, HERE



-- CONSOLE & PC GAMES --

The Control Series

The Crossfire Series

The Quantum Break Series

The Alan Wake Series

The Max Payne Series

Additional

-- MOBILE GAMES --

-- LIVE ACTION SERIES --

Icons by the incredible, Evil-Owl-Loki.

Beyond the shadow you settle for, there is a miracle illuminated.