FBC: Firebreak - The Year's Weirdest Shooter Experience
Within hours of diving into FBC: Firebreak, I found myself savoring a delicious cream cake. However, as a clumsy enthusiast, a dollop of cream found its way into my blood orange cocktail, melding into a swirl that transported me back into the Federal Bureau of Control. Firing white-hot bursts at glowing red enemies, it's clear that a visit to Remedy's headquarters does something unique to one's imagination.
Remedy, the studio behind Alan Wake and Max Payne, has always embraced the quirky side of gaming. Their latest venture, FBC: Firebreak, marks their first dive into first-person shooting and co-op multiplayer action—and it's delightfully absurd. In a two-hour session, I unleashed chaos with a murderous garden gnome and battled a towering sticky note monster. This blend of silliness and creativity suggests that Remedy could truly stand out in the often serious world of online shooters.
FBC: Firebreak - Gameplay Screenshots
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Set six years after the events of Remedy's 2019 hit, Control, Firebreak revisits The Oldest House. Fans will recognize the brutalist architecture and Finnish folk music, creating a familiar yet eerie return. Players, in teams of up to three, act as this universe's Ghostbusters, tackling Hiss outbreaks with double-barreled shotguns. A unique twist here is that crossing the streams is not just allowed—it's encouraged.
Firebreak introduces three distinct "kits," akin to classes, each enhancing team play in different ways. The Fix Kit allows quick repairs of machines like ammo stations and healing showers, where FBC employees humorously restore health by getting drenched. The Splash Kit wields a hydro cannon to heal teammates or douse foes in water. Lastly, the Jump Kit's Electro-Kinetic Charge Impactor shocks enemies, halting their advance. Combining these kits results in powerful synergies, like electrocuting soaked enemies for devastating effects.
While Firebreak can be played solo, it's designed for teamwork and communication, especially when missions become chaotic. Each "job" follows a clear structure: enter, complete objectives, and return to the elevator. My first mission involved fixing three heat fans amidst enemy waves, a task quickly overshadowed by the frenzy of "Paper Chase." Here, we had to destroy thousands of sticky notes while fending off Hiss attacks. The notes could attach and harm us, making the mission a literal "death by a thousand paper cuts." Efficient destruction came from combining water and electricity, showcasing the game's elemental synergy. I preferred the machine gun for its satisfyingly explosive effect on enemies.
The third mission at Black Rock Quarry required even more teamwork. We shot leeches to obtain radioactive pearls, which we had to transport safely. This mission highlighted the necessity of communication, with showers to cleanse radiation and relentless enemy attacks adding to the challenge. Despite the chaos, I found enjoyment in the cooperative effort.
Firebreak's map design, however, feels less complex than Control's labyrinthine Oldest House. While easier navigation in first-person is beneficial, it strips some of the unpredictable charm from the setting. Subsequent visits to missions unlock higher clearance levels, expanding maps and objectives, akin to Control's progression. Boss encounters, from bullet sponges to sticky note beasts, demand both strategy and teamwork, reminiscent of puzzles in other co-op shooters.
The game's quirky elements, like monsters made from everyday objects, add to its charm. Randomly spawning corrupted items, such as a diverting rubber duck or damaging traffic lights, promise further intrigue. Unlock tokens earned from missions allow access to zany tools, like the Splash Kit’s Teapot or the Jump Kit’s chaotic garden gnome, enhancing gameplay with bursts of creativity.
My primary concern with Firebreak centers on readability. Navigating maps, avoiding friendly fire, and identifying targets amidst colorful chaos can be challenging. The development team is aware of this and plans improvements before the June 17 launch.
Firebreak will launch with five jobs, with two more promised by the end of 2025. These are considered "game modes" due to their depth and replayability through multiple clearance levels. Priced at $39.99 / €39.99 / £32.99 and included in Game Pass and PlayStation Plus, Firebreak offers substantial value for both Control veterans and newcomers seeking a fun, cooperative shooter.
Navigating the always-online co-op shooter market is challenging, but Firebreak's solid foundation and Remedy's quirky flair give it the potential to carve out a unique space. Just like that dollop of cream found its place in my cocktail, Firebreak aims to blend seamlessly into the gaming landscape—and I'm eager to see how it all unfolds.
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