Home News FBC: Firebreak - The Year's Weirdest Shooter

FBC: Firebreak - The Year's Weirdest Shooter

Author : Leo Update:May 18,2025

Mere hours after diving into FBC: Firebreak, I found myself indulging in a delicious cream cake. Unfortunately, my clumsiness led to a dollop of cream landing in my blood orange cocktail, melting into it. As I watched the cream swirl, I was transported back to the Federal Bureau of Control, firing white-hot bursts at the glowing red enemies that haunt its corridors. This bizarre connection is a testament to the twisted leap of logic that a visit to Remedy's headquarters can inspire.

Remedy, known for its eclectic library of games ranging from horror to sci-fi and neo-noir detective fiction, has always embraced a playful side. The developer behind Alan Wake and Max Payne is unafraid to be silly, and Firebreak, their latest venture into first-person and co-op multiplayer action, embodies this spirit. In a two-hour session, I obliterated opponents with a murderous garden gnome and battled a towering sticky note behemoth, solidifying my belief that Remedy's unique blend of the weird can 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 revisits The Oldest House. Fans will recognize both the grand architecture and the subtle details, from the brutalist pillars to the Finnish folk music echoing in the bathrooms. This familiar yet eerie setting sees squads reentering the X-Files-esque government building to combat localized outbreaks of the Hiss, the inter-dimensional threat from Control. Armed with double-barreled shotguns, you and up to two teammates act as this universe's Ghostbusters, where crossing the streams is not just allowed—it's encouraged.

In addition to standard weapons like pistols and rifles, players can choose from three distinct "kits," or classes, each offering unique offensive and defensive capabilities. The Fix Kit enables quick repairs of machines like ammo stations and healing showers, where FBC employees boost their HP by getting drenched—a testament to the game's whimsical nature. The Splash Kit comes with a hydro cannon that can heal teammates and drench enemies, while the Jump Kit features a short-range Electro-Kinetic Charge Impactor to shock and immobilize foes. When these kits are combined, they unleash devastating effects, such as sending high-voltage bolts into water-soaked enemies.

While Firebreak can be played solo, it's designed for three players to collaborate. Teamwork and communication are crucial, especially as missions, known as jobs, intensify. The basic structure involves entering, completing objectives, and safely returning to the elevator. My first mission was straightforward: fixing three faulty heat fans while fending off enemy waves before retreating. But the game quickly escalates in complexity.

The "Paper Chase" mission required us to destroy thousands of sticky notes scattered around the office, a stark contrast to the simpler fan maintenance task. Clearing a target number of notes allowed us to exit and claim victory, but Hiss hordes and damaging notes posed constant threats. The notes could be destroyed by melee attacks or more efficiently by using the game's elemental kit systems—a clever example of multiplayer synergy. The solid gunplay meant there was always a way to contribute, and I found myself relishing the machine gun's destructive power against the glowing red ghouls, which burst into the familiar oily haze from Control.

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The third mission in The Oldest House's Black Rock Quarry demanded the most teamwork. Shooting leeches from the walls to collect lethal radioactive pearls, which had to be contained and moved along a track, was challenging. Regular showers to rinse off radiation, enemy droves, and instakill astral spike entities made progress difficult, yet the mission remained fun amidst the chaos.

Firebreak's approach to map design leaves me with mixed feelings. In Control, The Oldest House was a labyrinth of morphing corridors and secrets, but here, the maps are more straightforward and linear, which is beneficial for first-person navigation. However, this simplicity may detract from the unpredictable charm fans loved in Control. Don't expect something as wondrous as the Ashtray Maze; instead, you'll find more grounded surroundings.

Completing missions unlocks clearance levels, adding further objectives and extending playtime. Maps evolve with additional chambers and more complex foes, and bosses gate progress through certain areas. From bullet sponges to intriguing beasts like the giant sticky note monstrosity, these encounters require communication and teamwork. The latter was particularly thrilling, reminiscent of the strategic challenges in Space Marine 2's expeditions.

The monsters made from everyday objects, a beloved feature of Control, are a highlight of Firebreak. Randomly spawning corrupted items, like a rubber duck that can redirect enemies, add to the game's weirdness, although I didn't encounter them during my playtime. Another item, a set of traffic lights, can cause heavy damage if you're caught in its red gaze, adding a dash of Squid Game color to the grey brutalist setting.

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Firebreak's loadouts further explore Remedy's playful approach. Completing missions earns unlock tokens for new, zany tools, including ultimate abilities like the Splash Kit's Teapot, which burns enemies with superheated globules, and the Jump Kit's erratic garden gnome, which unleashes an electrical storm. These abilities often lead to chaotic and fun gameplay, though sometimes the screen can become overwhelming with too much happening at once.

My main concern with Firebreak is readability. At times, it's unclear where to go on maps, how to avoid friendly fire, or identify bosses amidst hordes. With bursts of color and action everywhere, it can be challenging to play tactically. However, the developers are aware of this issue and plan to improve readability before the June 17 launch.

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Firebreak will launch with five jobs, with two more planned by the end of 2025. These are considered 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 in Game Pass and PlayStation Plus, Firebreak offers enough value to keep both Control veterans and new fans entertained for hours.

Navigating the always-online co-op shooter landscape is challenging, but Firebreak's strong foundation, combined with Remedy's quirky personality, suggests it can carve a niche. Much like that dollop of cream carved its own space in my cocktail—I still drank it all.

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