'i Consider It A Millennial Shooter': The Fps Dev Making Hit
Echo Point Nova's Matt Larrabee talks movement shooters, making niche games, and '2007-core' game design.
Welcome to FOV 90, an FPS column from staff writer Morgan Park. Every other week, I cover topics relevant to first-person shooter enjoyers, spanning everything from multiplayer and singleplayer to the old and the new.
Welcome to the first FOV 90 of 2026. In this quiet period for games, I hope you've been returning to old FPS favorites or finally firing up ones you've been meaning to try. If it isn't already on your radar, let me tell you why Echo Point Nova should be one of them.
Imagine if the gun ballet of Doom Eternal, the "2007-core" guns of FEAR or Modern Warfare, and the high-velocity locomotion of Tribes were distilled into a grand open-world adventure FPS. It's got trickshots, hoverboards, bullet time, triple jumps, grapple hooks, and Crackdown-style agility orbs—it is pure, uncut FPS adrenaline, and best of all? It's got four-player co-op. Echo Point Nova was my favorite FPS of 2024, and it even earned a spot on PC Gamer's Top 100. There is nothing quite like it on Steam right now, and I wanted to know why.
Late last year, I sat down with Greylock Studio founder Matt Larrabee to talk about the success of Echo Point Nova, his background as a former public school-teacher-turned-game dev, and how his games fit into the growing indie FPS scene. You can use the navigation bar (left on desktop, up on mobile) to cruise around to specific topics.
PC Gamer: Before we talk Echo Point Nova, I've gotta know about your background in games. Tell me about yourself.
Matt Larrabee, Greylock Studio Founder: I used to be a public school teacher, and actually taught programming to middle schoolers. And if you're teaching programming to middle schoolers, of course you're gonna teach them how to make games. So I did that for five years, and then at some point I decided I should try to make games on my own. In the afternoons, I was tinkering with game engines. I started off modding Morrowind. That was my first thing. And then from there, I went into messing with Unreal Engine, and I just started sharing clips of what I was making on the internet. And that actually got the attention of publishers. That was Severed Steel, my previous game.
Around 2020 I signed with a publisher, and then I went into full-time game development. I launched Severed Steel in 2021, and that was successful enough that I could keep doing it. I'm a game developer now—it's just what I do
Source: PC Gamer