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Starbreeze’s CEO discusses the rebirth of the studio

Brothers 5
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Starbreeze is not the company it used to be, literally and figuratively. The studio gained notoriety ten years ago after finishing the critically acclaimed The Chronicles of Riddick: Escape From Butcher Bay, and went on to make a series of imperfect but memorable action games in its wake, including The Darkness and Butcher Bay follow up The Chronicles of Riddick: Assault on Dark Athena. In 2009, however, the core team behind those games left to found the ZeniMax-owned studio Machine Games. After finishing Syndicate, even the company’s old CEO John Kristiansson left the company. 

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Mikael Nemark Image used with permission by copyright holder

Current CEO Mikael Nemark isn’t interested in the past, though. He set out to rebuild the studio in 2012, and its first game under his leadership, Brothers: A Tale of Two Sons, is a clear statement about its future: Starbreeze makes original games. Digital Trends recently spoke with Nemark about Brothers, Starbreeze, his ill-fated studio GRIN (maker of Bionic Commando), and the Swedish game development community. 

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Your predecessor Johan Kristiansson described Starbreeze’s arc over the past fifteen years as a series of changing focuses: The focus of Riddick was on making high end technology, the focus of The Darkness was on storytelling, and the focus of Syndicate was on a single, strong core mechanic. What would you say is the focus of Brothers?

Brothers is about the experience, it is a personal game that evokes emotion and encourages curiosity and adventure.

Describe for me your transition to Starbreeze in 2011. How has the studio changed since finishing and shipping Syndicate, to today?

The studio now has a smaller core team who works closely with one another instead of dealing with middle management. This way, the team has gone back to basics, creating in an open, garage-type environment. We want them to have fun making games being supported by the company but without feeling confined by company structure.

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When you took over as CEO of Starbreeze, you noted that that the studio had to accommodate the shift in the game industry towards digital distribution. Brothers is Starbreeze’s first downloadable title. It’s also an original IP, which is a risky proposition, especially for a studio whose background is in licenses and older, established IP like Syndicate. Why make an original game now?

We decided to move away from “work for hire” so Starbreeze could focus on developing their own IPs. I have always believed that it’s an important element needed to create a great experience, it comes from passion and love for what you do. As fun as it can be working on someone else’s IP, it doesn’t let you really explore and tell your story because you are not in full control. I think that Brothers, even though it is a genre we have never explored before, has the same Starbreeze DNA as all of our games – storytelling, high-fidelity graphics and strong core mechanics.

What changed in Starbreeze’s creative process in switching to an original title?

I would say it is more a change of mindset and how we look at games. We don’t talk about games as just games, we talk about building an experience. We understand that gamers, like everybody else, have limited time to spend on gaming and we want our experience/game to be time well spent.

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How has your management of Starbreeze differed from your time at GRIN? Why did GRIN collapse?

I wouldn’t say my management style has changed drastically, rather the situation is very different especially in regard to timing and luck.

How has Sweden’s development community changed in the past five years? In 2008, Sweden was booming in the retail console game business, but since it has splintered into many smaller studios working on digital-only projects. What is the future of the Swedish development community?

Sweden is a very innovative and high-tech country so it is only natural that the development studios are adapting to an age of digital downloads. I have no doubt that Swedish developers will continue to adapt to what is happening around us.

Why do you think large publishers are so resistant to single-player, story-based games when the evidence suggests they can be hugely successful? How difficult has it been for you to convince others that Starbreeze’s focus on original, artful IP is a path to success?

I cannot answer that question because, obviously, I think differently. To me, we have already achieved success with Brothers, it is our first IP, we have created something different and we took a chance.

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Now that Brothers is months away from release, are you ready to discuss the release timing for “Cold Mercury?” I know that “Cold Mercury” is built around the freemium pay model.

I am not able to comment on this.

Brothers is releasing at a delicate time, right as the console transition is beginning, and at a time when Microsoft and Sony are purportedly backing away from backwards compatibility. How will Starbreeze prepare Brothers for the PS4/Next Xbox landscape?

We are solely focused on Brothers for current-gen platforms.

Why did you get into the video game industry? What is the dream game that you want to see your company make?

In all honesty I never thought I would work in this industry, I just fell into it when a friend recommended me for a job. I was offered the job during the first interview and I accepted because I saw it as a great challenge. I had no previous experience in the industry other than playing games. My dream game; I need to give that some thought.

Anthony John Agnello
Former Digital Trends Contributor
Anthony John Agnello is a writer living in New York. He works as the Community Manager of Joystiq.com and his writing has…
Final Fantasy 7 Rebirth: all piano sheet music locations and rewards
Cloud playing the piano in Final Fantasy 7 Rebirth.

While there's no shortage of ways to distract yourself while playing Final Fantasy 7 Rebirth, one of the most unexpected minigames is the surprisingly deep piano system. In most of the major hub towns you encounter across the expansive world, Cloud can find a piano to sit down at and tickle the keys. You're free to play any song you want in free play, but you can turn this system into a full-on rhythm game, almost like Guitar Hero, by collecting sheet music of some of the game's most iconic tracks. There's even an NPC near each piano who will reward you if you get a high enough rank on each song. Cloud may not be the most expressive in his words, but he can sure play the piano with heart. Here is where you can find all the sheet music and what rewards await if you can master them.
Where to find all sheet music

Sheet music, thankfully, isn't hidden away in chests or has to be purchased for crazy amounts of Gil, but a few do have some hidden requirements. Each new composition is found on a piano in the world and is free to snag once you sit down. Even if you don't feel like playing right then and there, make sure you always at least grab the music to add to your collection so you don't have to backtrack later and get it. There are eight in total to find, and some will only come later in the story, but none are missable once you open up fast travel back to previous areas. This is the natural order you can collect them.
On Our Way
Our first piece of music can be picked up once you hit Chapter 4. During this section, go to the Crow's Nest town in the Junon region, which you can only enter by doing the "When Words Won't Do" side quest. Once you complete this quest and can freely enter the town, hit up the bar and grab this tune.
Tifa's Theme
After a rather exciting cruise to Costa del Sol in Chapter 6, you can add this piece to your collection by making a quick stop at the fancy Royal Crown Hotel.
Barret's Theme
Not much further into the game in Chapter 7 you will visit Barret's old hometown of Corel. The Rock Bottom Bar is waiting with his song.
Cinco de Chocobo
Chapter 9 takes you through the town of Gongaga. Even a town way out in the forest has a piano, which means yet another song to snag.
Two Legs? Nothin' to it
One chapter later, in Chapter 10, you need to do a little exploring in Cosmo Canyon to find your way to the piano, but the icon on your map won't lead you astray.
Aerith's Theme
Perhaps the most iconic song in the entire game, if not the franchise, is hidden behind a completely optional side quest. Once you reach Chapter 11, return to Nibelheim and do the "White-Haired Angel" side quest. It may seem totally irrelevant, but the quest ends with you playing and collecting this song.
Let the Battles Begin!
Once you prove your skills and get an A rank or better on all prior songs, you will get this new one as a reward from the NPC Dorian next to all pianos.
One-Winged Angel
We're not sure if fighting Sephiroth or getting this song is harder. If you want to play this terrifying arrangement, you need to donate all 88 Treasure Trove items to Johnny. This more or less requires you to 100% the entire game
All song rewards
For every song you A rank, Dorian will give you a prize when you talk to him. Here's everything you can get:

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The mayor of Under Junon in Final Fantasy VII Rebirth.

Among its many highlights, Final Fantasy VII Rebirth makes simple sidequests a lot more engaging than I had expected. Take an early-game sidequest called When Words Won’t Do. On a surface level, it’s a simple escort mission where players must get a dog from Under Junon to Crow’s Nest unscathed. I did not initially have high hopes for this sidequest due to the poor reputation of escort missions; thankfully, Final Fantasy VII Rebirth defied that fate. To make this optional content more worthwhile, Square Enix gave it a strong narrative backbone.

When Words Won’t Do is actually a story about parents struggling to let go of their kids. Under Junon’s mayor sends players on this quest to help her son and unborn grandchild, and Barrett wonders if he’ll ever be able to let Marlene go during the mission. That’s thematically fitting for an escort mission where you can’t keep something out of your sight.

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Cloud from FFVII

As you make your way through Final Fantasy 7 Rebirth, you're sure to discover that there are a wide variety of sidequests to undertake. One of these in the Junon region tasks you with tracking down and eventually working with a Wainright. This fellow asks you to fetch him some materials to aid in a job — Driftwood to be specific — and then sends you off with a map that may or may not look a bit confusing. Don't worry, though — you won't need his shoddy map when you use our guide below.
All Driftwood locations
To obtain the piece of Driftwood at each spot on the map, wait until your chocobo has a question mark above its head, then hold Up on the D-pad until the location is revealed. Ride your chocobo over to the revealed location and press Down on the D-Pad to dig up the Driftwood.

There are three pieces of Driftwood you need to find if you'd like to get a 3-star rating in the quest, which is worth doing since it will earn you extra rewards. When you're ready to track down all three pieces, you can take a look at the photos below for the exact locations.
Driftwood No. 1
The first piece of Driftwood can be found in the northernmost area of the region.

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