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"FBC: Firebreak - The Year's Weirdest Shooter"

Author : Gabriella Update : May 19,2025

Mere hours after my first dive into FBC: Firebreak, I found myself savoring a delicious cream cake. In an unfortunate twist of fate, a dollop of cream tumbled into my blood orange cocktail, swirling and melting into it. As I gazed at the swirling mixture, I was transported back to the eerie corridors of the Federal Bureau of Control, firing bursts of liquid at the glowing red enemies that haunt its halls. This whimsical connection is a testament to the mind-bending experience of visiting Remedy's headquarters.

Remedy Entertainment is renowned for its diverse portfolio, ranging from horror to sci-fi and neo-noir detective fiction. What sets the studio behind Alan Wake and Max Payne apart is its fearless embrace of the absurd. FBC: Firebreak, their latest venture into first-person shooting and co-op multiplayer, exemplifies this eccentricity. During a two-hour session, I unleashed havoc with a murderous garden gnome and battled a towering sticky note monster. These playful elements convinced me that Remedy's unique blend of the weird could indeed carve a niche in the competitive 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 returns to the familiar setting of The Oldest House. Fans of Jesse Faden's story will recognize the brutalist architecture and Finnish folk music echoing from bathroom speakers, creating a blend of comfort and unease. In Firebreak, squads re-enter this X-Files-esque government building to combat localized Hiss outbreaks, the inter-dimensional threat from Control that possesses both living and non-living entities. Armed with double-barreled shotguns, players act as this universe's Ghostbusters, where crossing the streams is not just allowed—it's encouraged.

Beyond the standard arsenal of pistols and rifles, players can select from three different "kits," which serve as Firebreak's classes, each enhancing the team's capabilities in unique ways. The Fix Kit allows for rapid repairs of machines like ammo stations and healing showers, where FBC employees boost their HP by getting drenched. The Splash Kit equips players with a hydro cannon to restore teammates' health and douse enemies in water. Meanwhile, the Jump Kit features a short-range Electro-Kinetic Charge Impactor to stun foes. When these kits are combined, the results are devastating—imagine the impact of sending a high-voltage bolt into a soaking wet enemy.

Although playable solo, Firebreak thrives on teamwork and communication, especially during intense moments. All missions, referred to as "jobs," follow a familiar structure: enter, complete objectives, and return to the elevator. My initial task was straightforward: my team had to repair three faulty heat fans in the building's furnace while fending off enemy waves before retreating to safety.

However, the chaos escalated with "Paper Chase," a mission requiring the destruction of thousands of sticky notes scattered throughout the office. The challenge was intensified by regular Hiss attacks and the notes themselves, which could attach to players and cause damage. The phrase "death by a thousand paper cuts" took on new meaning here. These notes could be destroyed by melee attacks, but were more effectively eliminated with water and electricity—a clever use of Firebreak's elemental kit system. This synergy is complemented by solid gunplay, allowing for effective solo play. I found the machine gun particularly satisfying for mowing down the glowing red enemies, who burst into the signature oily haze of Control.

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The third mission, set in The Oldest House's Black Rock Quarry, demanded the most teamwork. Players had to shoot radioactive leeches from cavernous walls to obtain lethal pearls, which needed to be contained and transported along a track. This mission was the most challenging, emphasizing the need for communication, especially with the necessity of regular showers to rinse off radiation and the constant threat of enemies and astral spikes. Despite the hectic pace, I found it enjoyable.

While the mission objectives are satisfying, I have mixed feelings about Firebreak's map design. In Control, The Oldest House was a labyrinth of shifting corridors and secrets, but Firebreak's maps are more straightforward and linear. This design choice makes navigation easier in first-person, though it strips some of the unpredictable charm from the setting. Don't expect something as mesmerizing as the Ashtray Maze; instead, you'll find more grounded and simple environments.

Completing missions unlocks clearance levels, which introduce additional objectives and extend mission durations. Subsequent visits to the maps reveal new chambers and more complex challenges and enemies. Bosses act as gatekeepers, ranging from bullet sponges to intriguing creatures like the giant sticky note monster, which required both communication and strategy to defeat. This blend of puzzle-solving and combat reminded me of the final stages in some of Space Marine 2's expeditions.

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The everyday objects transformed into monsters are a highlight from Control, and it's thrilling to see this concept continue in Firebreak. Randomly spawning corrupted items add further intrigue, although I didn't encounter any during my playtime. One such item, a rubber duck that could redirect enemies, went unnoticed due to its small size—a readability issue that the developers are addressing before launch. Another item, a set of traffic lights, can inflict significant damage when you're caught in its red gaze, adding a touch of Squid Game flair to the brutalist setting.

Firebreak's foundation is strong, yet my concerns primarily revolve around readability. The game's unique Remedy flourishes, like the unlockable zany tools, give it a distinctive edge. Completing missions earns unlock tokens for new abilities, such as the Splash Kit's Teapot, which burns enemies with superheated globules, and the Jump Kit's chaotic garden gnome, which unleashes an electrical storm. While these elements add fun and chaos, the screen can become overwhelmingly cluttered, making tactical play challenging at times. The developers are actively working on improving readability before the June 17 launch.

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At launch, Firebreak will feature five jobs, with two more promised by the end of 2025. Game director Mike Kayatta describes these as "game modes" rather than missions, emphasizing their replayability and evolving objectives. Priced at $39.99 / €39.99 / £32.99 and included in both Game Pass and PlayStation Plus, Firebreak offers substantial value for both Control veterans and new fans seeking an engaging shooter experience.

Navigating the always-online co-op shooter landscape is challenging, but Firebreak's solid foundation and Remedy's quirky personality suggest it can carve its own niche. Much like the dollop of cream found its place in my cocktail, which I still enjoyed thoroughly.