FBC: Firebreak - The Year's Weirdest Shooter Experience
Stick with me, here. Mere hours after first playing FBC: Firebreak, I found myself indulging in a delicious cream cake. Unfortunately, my clumsy nature led to a dollop of cream landing directly into my blood orange cocktail, melting into it. As I watched the swirling mixture, I was transported back into the halls of the Federal Bureau of Control, firing bursts of liquid at the glowing red enemies that stalk its corridors. This kind of twisted leap of logic is exactly what a trip to Remedy’s headquarters does to a brain.
Remedy is a studio known for its eclectic mix of games, ranging from horror to sci-fi and neo-noir detective fiction. What I've always loved about the developers of Alan Wake and Max Payne is their willingness to embrace silliness. Firebreak, their latest project and first venture into first-person shooting and co-op multiplayer action, is a testament to this. During a two-hour play session, I had the chance to obliterate opponents with a murderous garden gnome and battle a 30-foot-high sticky note behemoth. These experiences convinced me that Remedy, with its unique approach to injecting weirdness into its games, is well-positioned to stand out in the often serious online shooter genre.
FBC: Firebreak - Gameplay Screenshots
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Set six years after the events of Remedy’s 2019 hit, Control, Firebreak takes place in the familiar setting of The Oldest House. Fans of Jesse Faden’s story will recognize the brutalist architecture and Finnish folk music that echoes through its corridors, creating a comforting yet slightly unsettling return. In Firebreak, squads reenter this X-Files-like government building to tackle localized outbreaks of the Hiss, Control’s inter-dimensional threat. You and up to two teammates are akin to this universe's Ghostbusters, but armed with double-barreled shotguns instead of proton packs. The twist here is that crossing the streams is encouraged.
Let me explain. Beyond the standard arsenal of pistols and rifles, players can choose from three different “kits,” which function as Firebreak’s classes. Each kit aids the team in unique ways, both offensively and defensively. The Fix Kit allows you to quickly repair machines like ammo stations and healing showers, where FBC employees boost their HP by getting drenched with water—a delightfully silly concept. The Splash Kit equips you with a hydro cannon that can both heal teammates and douse enemies in water. The Jump Kit features a short-range Electro-Kinetic Charge Impactor that can shock and immobilize foes. When combined, these kits create devastating effects, such as sending a high-voltage bolt into a wet mob.
Although Firebreak is playable solo, it’s designed for three players to collaborate, especially when missions become hectic. All missions, known as jobs, follow the same structure: enter, complete objectives, and return to the elevator. My first assignment was straightforward: my team fixed three faulty heat fans in the building’s furnace while fending off waves of enemies before retreating to safety.
However, things can get chaotic quickly. The "Paper Chase" mission required destroying thousands of scattered sticky notes, a stark contrast to our initial fan maintenance task. We needed to remove a specific number of notes from the office floors and walls to exit successfully. Hordes of Hiss regularly interrupted our progress, and the notes themselves could attach and inflict damage, making the phrase "a death by a thousand paper cuts" eerily fitting. While simple melee attacks could destroy the notes, using Firebreak’s elemental kit systems to soak and then electrify them was far more effective. This kind of multiplayer synergy is bolstered by solid gunplay, ensuring players always have a role even without relying on others. I found the machine gun particularly satisfying for mowing down glowing red ghouls, which burst into the oily haze reminiscent of Control.
The third mission in The Oldest House’s Black Rock Quarry demanded the most teamwork. We shot squelchy leeches from the cavernous walls to obtain lethal radioactive pearls, which we then had to contain in a shuttle and move along a track to deeper quarry areas. This was the most challenging mission, emphasizing the importance of communication. Between taking regular showers to rinse off radiation, dealing with droves of enemies, and avoiding instakill astral spikes, progress was tough but fun, even during the hectic moments.While I'm generally pleased with the mission objectives, I have mixed feelings about Firebreak’s map design. The Oldest House in Control was a labyrinth of morphing corridors and secrets, whereas the maps in Firebreak are less complex. This simplification might be better suited for first-person navigation, especially without a minimap, but it does mean the Federal Bureau of Control’s headquarters loses some of its unpredictable charm. Don’t expect something as intricate as the Ashtray Maze; instead, you’ll find more straightforward, grounded environments.
Despite their apparent simplicity, completing missions unlocks clearance levels that introduce additional objectives and extend playtime. Maps open up with new chambers and more complex challenges and enemies on subsequent visits. Just like in Control, bosses gate progress, ranging from bullet sponges to intriguing beasts like the giant sticky note monstrosity that pummeled my team with its massive yellow fists. I found the latter more engaging, requiring communication and teamwork, akin to the final stages of some Space Marine 2 expeditions where strategy and skill intersect.
AnswerSee ResultsThese monsters made from everyday objects are among my favorite elements of Control, and I'm thrilled to see them in Firebreak. The game further explores this concept through randomly spawning corrupted items. Although I didn't encounter any during my playtime, the prospect of items like a rubber duck that can redirect enemies away from you, or traffic lights that can inflict heavy damage, adds a thrilling Squid Game-like twist to the otherwise grey brutalist setting.Firebreak has solid foundations, but my concerns primarily revolve around readability. The game’s unique Remedy flourishes, such as ultimate abilities like the Splash Kit’s Teapot that burns enemies with superheated globules, and the Jump Kit’s garden gnome that unleashes an electrical storm, are fun but can sometimes result in too much happening on screen. This can make it difficult to navigate maps, avoid friendly fire, or identify bosses amidst the chaos. However, the Firebreak developers are aware of these issues and are actively working to improve the game’s readability before its June 17 launch.
Firebreak will launch with five jobs, with two more promised before the end of 2025. Game director Mike Kayatta describes these as "more like game modes" than missions, offering replayability and depth through multiple clearance levels and evolving objectives. Priced at $39.99 / €39.99 / £32.99 and available on both Game Pass and PlayStation Plus, Firebreak offers substantial value for both Control veterans and new fans seeking a fun shooter.The road to success in the always-online co-op shooter genre is challenging, but after playing Firebreak, I'm confident in its strong foundation. Combined with Remedy’s quirky personality, I believe Firebreak can carve out its own niche. Much like that dollop of cream carved its own space in my cocktail, which I still enjoyed drinking to the last drop.
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