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FBC: Firebreak - The Year's Weirdest Shooter Unveiled

Authore: AaronUpdate:May 17,2025

Mere hours after diving into FBC: Firebreak, I found myself indulging in a delicious cream cake. In a clumsy twist of fate, a dollop of cream landed in my blood orange cocktail, swirling into a mesmerizing blend that transported me back to the eerie halls of the Federal Bureau of Control. As I fired bursts of liquid at the glowing red enemies, I realized the twisted leap of logic that a visit to Remedy's headquarters can induce in one's brain.

Remedy, the studio behind Alan Wake and Max Payne, is known for its eclectic mix of horror, sci-fi, and neo-noir detective fiction. What I've always admired about them is their fearless embrace of silliness. Firebreak, their latest venture into first-person shooting and co-op multiplayer, is a testament to this. In just two hours, I obliterated foes with a murderous garden gnome and battled a towering sticky note behemoth. This unique blend of humor and weirdness sets Remedy apart 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 returns to The Oldest House. Fans will recognize the brutalist architecture and Finnish folk music, creating a familiar yet unsettling atmosphere. In Firebreak, squads re-enter this X-Files-like government building to combat localized outbreaks of the Hiss, the inter-dimensional threat from Control. Armed with double-barreled shotguns instead of proton packs, you and up to two teammates become 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 choose from three "kits," essentially Firebreak's classes, each aiding the team in unique ways. The Fix Kit allows you to repair machines like ammo stations and healing showers, where FBC employees top up their HP by getting drenched—a delightfully silly concept. The Splash Kit comes with a hydro cannon that can heal teammates and douse enemies in water. The Jump Kit features a short-range Electro-Kinetic Charge Impactor that shocks foes, stopping them in their tracks. When combined, these kits can unleash devastating effects, like sending a high-voltage bolt into a soaking wet mob.

While Firebreak is playable solo, it's designed for three players to collaborate, especially when missions get hectic. Each mission, or "job," follows a similar structure: enter, complete objectives, and return to the elevator. My first task was to fix three faulty heat fans in the building's furnace while fending off waves of enemies. The next mission, "Paper Chase," involved destroying thousands of sticky notes scattered across the office. Hordes of Hiss would interrupt our progress, and the notes could attach to us, causing damage. The phrase "death by a thousand paper cuts" never felt more apt. These notes could be destroyed by melee attacks but were more efficiently disintegrated with a soak and spark, showcasing Firebreak's clever use of elemental kits. The solid gunplay ensures there's always something to do, even without relying on other players. I found the machine gun particularly satisfying, mowing down glowing red ghouls that burst into the oily haze reminiscent of Control.

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The third mission in The Oldest House's Black Rock Quarry required the most teamwork. We had to shoot squelchy leeches from the walls to obtain lethal radioactive pearls, which needed to be contained and moved along a track. This mission was challenging, emphasizing the need for good communication, especially with the need for regular showers to rinse off radiation, droves of enemies, and instakill astral spike entities. Despite the chaos, I had fun.

While I'm satisfied with the mission objectives, I'm torn about Firebreak's map design. In Control, The Oldest House was a labyrinth of morphing corridors and secrets, but Firebreak's maps are less complex. This might be better for first-person navigation, but it feels like the headquarters has lost some of its unpredictable charm. Don't expect something as wondrous as the Ashtray Maze; instead, you'll find simpler, more grounded surroundings.

Completing missions unlocks clearance levels, adding further objectives and extending playtime. Maps open up on subsequent visits, introducing new chambers, objectives, and foes. Bosses gate progress, ranging from bullet sponges to intriguing beasts like the giant sticky note monstrosity. Taking down the latter required communication and teamwork, reminiscent of the final stretches of Space Marine 2's expeditions, blending brawn with brainwork.

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The monsters made from everyday objects are some of my favorite elements from Control, and I'm glad to see this weirdness in Firebreak. Randomly spawning corrupted items add to the experience, though I didn't encounter any during my playtime. A rubber duck that could redirect enemies away from you was mentioned, but its small size made it hard to spot. Another item, a set of traffic lights, can deal heavy damage if you're caught in its red gaze, adding a Squid Game-like twist to the brutalist setting.

Firebreak has strong foundations, but readability is a concern. Completing missions grants unlock tokens for zany new tools, like the Splash Kit's Teapot, which burns enemies with superheated globules, and the Jump Kit's garden gnome, which conjures an electrical storm. While chaotic fun, the screen can become overwhelming, making it hard to navigate maps, avoid friendly fire, or identify bosses amidst the chaos. The developers are aware of these issues and plan to improve readability before the June 17 launch.

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Firebreak will launch with five jobs, with two more promised by the end of 2025. Game director Mike Kayatta describes them 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 included on Game Pass and PlayStation Plus, Firebreak offers good value for both Control veterans and new fans seeking a fun shooter.

Navigating the always online co-op shooter landscape is challenging, but Firebreak's strong foundation and Remedy's quirky personality give it the potential to carve out its niche. Much like that dollop of cream carved its space in my cocktail, which I still enjoyed to the last drop.