When Remedy Entertainment announced a multiplayer spin-off from their acclaimed single-player game, *Control*, many fans, including myself, were skeptical. However, after witnessing a hands-off demo of *FBC: Firebreak*, it's clear that those doubts were misplaced. Set six years after the events of *Control*, *FBC: Firebreak* is a three-player PvE first-person shooter that offers a refreshing twist in a genre often dominated by repetitive military and sci-fi themes. Game director Mike Kayatta emphasized their approach, stating, "We're not about daily check-ins. We're not interested in monthly grinds. We don't want to give anybody a second job." This commitment to a less time-consuming gaming experience sets *Firebreak* apart from its contemporaries.
In *FBC: Firebreak*, players can enjoy short 20-minute sessions or longer gameplay without the pressure of ongoing commitments. The game introduces unique Perk unlocks and character combinations to keep each playthrough engaging. Set within The Oldest House, players take on the roles of volunteer first responders, such as secretaries and rangers, tasked with handling crises when things go awry. The Federal Bureau of Control might not call you expendable, but the stakes are high.
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Upon logging into *FBC: Firebreak*, players select a Job (mission), a Crisis Kit (loadout), and set the Threat Level (difficulty) and Clearance Level, which determines the number of zones to navigate. These zones, separated by containment doors, lead to different stages of the Job. One such Job, "Paper Chase," takes place in a mundane office section of the FBC building, where players must combat the spreading Hiss. While quick escapes are possible, lingering to collect currency for upgrades and new gear increases the challenge of safely returning to HQ.
What sets *FBC: Firebreak* apart are its charmingly unusual and homebrew-feeling weapons. From a hand-cranked snowball launcher that can extinguish fires and combat sticky-note monsters to a zapper that can unleash lightning storms, the weaponry is delightfully unique. Traditional options like machine guns and shotguns remain, crucial for dealing with the aforementioned sticky-note monsters, which are central to the "Paper Chase" Job. As the mission progresses, the number of sticky notes to eliminate increases, culminating in a showdown with a gigantic sticky-note monster reminiscent of Spider-Man 3's Sandman.
Beyond the quirky weapons, *FBC: Firebreak* incorporates engaging in-universe mechanics. Players can refill ammo from office supply shelves, construct makeshift turrets, use stereo speakers to repel the Hiss, and utilize rinse stations to remove sticky notes. Unlockable Perks add further variety, such as bullets returning to the clip upon missing or self-extinguishing by jumping. Combining multiple Perks can enhance or share their effects with teammates.
*FBC: Firebreak* is designed to be accessible, supporting solo, duo, and trio play. Remedy aims for a lower minimum PC spec but will also support high-end features like DLSS4, nVidia Reflex, and full ray-tracing. The game will be Steam Deck verified and available on day one via Xbox and PC Game Pass, as well as PlayStation Plus Extra and Premium. While post-launch content plans remain under wraps, the game will include paid cosmetics, representing the extent of its microtransactions.
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Although I haven't yet played *FBC: Firebreak*, the initial impressions are promising. It's evident that this isn't just another multiplayer shooter; it's an innovative and engaging experience that harks back to the days when games didn't demand a significant time investment. *FBC: Firebreak* is shaping up to be a delightful departure from the norm, and I'm eager to see how it evolves upon its release.