I've played FBC: Firebreak. Remedy's new game is as odd as befits a Control spin-off
Recently, Remedy studio invited me to try out their new game, which is going to be totally different from what they've been working on for years. A co-op shooter in the Control universe? This couldn't have worked! And yet...
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When you receive an invitation from Remedy, it's impossible to say no. I always look forward to games from the creators of FBC: Firebreak, a shooter game in the Control universe. Instead of a single-player game focused on the storyline, we get a co-op shooter for three. At first glance, this idea couldn't work, not in their case, after all, they don't make games in this genre! The more time I spent playing the game, the more I felt the RCU (Remedy Connected Universe), and the studio's own idea for a title like this started to make more sense. Fans of Control also have nothing to worry about, as there is no shortage of quirk things here. Especially if the game encourages taking a shower together, the boombox becomes a weapon, and destroying 2,435,680 yellow sticky notes is an actual quest.
Where is Control and where is Firebreak?
Released in 2019, Control sold over 4 million copies and became a success for the studio, suring even Alan Wake 2, although the latter sold faster after its launch. The story of Jesse Faden and the FBC worked very well because, in addition to a strong narrative, there was no lack of solid gameplay. Anyway, even by Remedy's standards, it was strange. Office overtaken by duplicating sticky notes? Hell yeah! A large furnace sometimes demanding human sacrifices? Hell yeah! A fridge that will kill someone if it's not watched 24/7? Hell yeah, too! It was also just really fun to shoot, our main character's paranormal abilities added some cool variety, and the story of the current director of the Federal Bureau of Control was on par with what Remedy is known for. Today, 6 years after the events of Control, the FBC remains isolated from the world, and Director Faden's subordinates are fighting against endless hordes of Hiss in various areas of the Oldest House.
If you're into Remedy's game universe, you might be wondering if this game is part of that big shared story, or if it will be canon in any way and affect other Remedy games in the future. Mike Kayatta, the game director, came to my rescue and confirmed that while events in the multiplayer game should not be taken as literal canon, especially if players defeat, for example, a billion Hiss units, someone could consider it as a confirmed enemy count in the game world. Firebreak, however, highlights a specific moment in the timeline of events. At this very moment, the fight against enemy forces, led by Jesse Faden, will undoubtedly be big for the plot that will unfold in the already developing Control 2.
The creators also confirmed that there will not be a grand storyline developed over subsequent seasons, as their idea for this game involves a completely different approach to the subject. It seems that we should rather rely on environmental narration, maybe some background dialogues, notes, and audio logs. Time will tell.
Gameplay, gameplay, gameplay
The main driving force behind FBC: Firebreak is to provide an enjoyable gaming experience, and the title is not just for fans of third-person single-player games that Remedy specializes in. With this title, the studio is trying to expand the audience for its games, although, of course, it doesn't forget about the old ones.
We get access to three character classes - although strictly speaking, these are rather sets of unique equipment - named Fix, Jump, and Splash. Fix has a big key that can repair damaged objects on the map and also place a shooting tower that attacks enemies on its own. When we unlock the special ability, which works a bit like a typical "ultimate," a piggy bank suddenly appears on our key, and when we hit enemies, we deal area damage, and tornadoes suddenly appear out of nowhere. In case you were wondering, yes, it's still a weird Remedy game.
The set referred to as Jump focuses on electricity, has a boombox at its disposal, and can jump a considerable distance. Splash is all about water, putting out fires, and healing teammates. Putting out fires isn't just about the environment, but also about other players, because in FBC many effects on our characters (fire, radiation, STICKY YELLOW NOTES) can be removed with water. And if you think about it, it would be pretty cool if water and electricity from these classes worked together... they interact, and you can use that to attack enemies. Or friends, because the game has friendly fire.
This title is mainly designed for playing in a group of three, but you can also have fun playing alone or with two randoms. So, it might be best if each player took a different set of equipment. While it is a recommended solution, it is not at all necessary. Even if we find an element on the map that is intended for a specific class (for instance, a shower to be fixed by Fix), others can also interact with it. Instead of a simple click, they will engage in a quick time event mini-game. It takes a bit longer, but it's still can be done.
Small numbers, lots of customization options
Our characters have a lot of tools at their disposal. The game has a shared progression system that allows you to unlock different weapons, grenades, and additional skills. Some of them are universal, while others are designed for specific equipment sets. For this, we have perks divided into three categories. You can tell that the current game options allow you to create a character that suits your playstyle.
I would like to say something about how progression works, but I can't. Spending only 2.5 hours with the game is not enough to evaluate the system properly. Besides, the devs told us at the beginning that they had to change the number and pace of upgrades for the short demo to showcase the variety of options. Right now, the studio is working on balancing the progression system so that players don't get bored, but also feel rewarded for spending time in the game. Furthermore, they visually revamped the interface of the system because Remedy felt it looked too much like a typical battle , which it isn't. So this element can only be evaluated after the release.
I think the customization options for gameplay are really fine. FBC: Firebreak starts with just five missions, called "robots," but each one is not only a different map, but also a completely different type of task to complete. That's why the creators sometimes compared them to game modes when talking to us. For the mission, we can choose a difficulty level from 1 to 4, as well as a "permission level," which adds complexity by increasing the number of locations and objectives to complete. On the first level of permissions, there is one area and one main objective. On the second level, we already have two, but it really starts to get interesting from the fourth level onward. Over there, not only do we get three areas, each with its own task, but also on the map, there will be something called by the devs a "corrupted item." It's an object, often in the form of a regular item on the map that behaves in a unique way and adds extra gameplay modifiers with completely random rules. It could be a levitating helmet that makes enemies more armored or leaves us without armor. It could be a traffic signal that requires you to stand still when the red light is on, despite the onslaught of the Hiss horde. And another item can cause all enemies to explode after death. You can get rid of this item in the game, but first, you have to find it - there's no marker pointing the way. Then you need to use a special weapon that appears somewhere on the map. It's not easy.
I'm writing about all of this in such detail mainly to underline that having only 5 available missions at the start doesn't mean there will be little content in the game. The possibilities for customizing gameplay are huge, the challenge increases as you raise your levels of permissions or threats. Of course, I'm just speaking from my initial impression after playing the game for a little over 2 hours, but I'm curious to see if my opinion will change after 20, 30, or even 50 hours.
The gunplay in Firebreak is perfectly fine, I have nothing to fault it with, but I also don't feel like it's anything special. I like the diversity in weapons, because shooting with a revolver, shotgun, or machine gun differs. Ammo disappears fast, so I had to make sure to pick it up on the map. Taking a shower will become your favorite activity in the game, but what I also like is that the game doesn't tell you everything directly, and the player has to discover certain mechanics on their own. For instance, a pleasant surprise was turning on the water in the tap, which gradually healed my character. Or shooting a fire extinguisher when we are burning right next to it allows us to extinguish the fire on ourselves. Seems logical.
Extra costs
I like the gameplay, I like the setting, and I really think that adjusting the level of challenge makes sense in the long run. All of this together means that Firebreak actually has something of its own to offer. Did Remedy manage to find the right formula for the next co-op shooter to be successful on the market? We will find out in June.
However, there is still one element that I haven't mentioned before - microtransactions. The price of FBC: Firebreak is set at an average level of $40, which is lower than the typical $70 for AAA games nowadays. The developers will also offer special packs for those interested, allowing them to unlock purely cosmetic items. If you've played Helldivers 2, you can compare it to the Warbonds, with one exception: there won't be any gameplay-affecting elements in these paid packs, such as weapons or tools; only cosmetics, sprays, or voice packs. The game director emphasized that all gameplay content will always be made available for free, and the studio won't introduce temporary battle es that disappear after, for example, 90 days, requiring you to hurry to unlock everything. At this moment, it sounds like a very fair solution.
To play or not to play?
FBC: Firebreak will be released on June 17th, so relatively soon. You will also find the game on day one on Game and PlayStation Plus. For 2025, plans include the addition of two more missions, among other things, and further development plans will be adjusted based on what the community most desires. This could even include the possibility of providing another set of equipment, which the creators neither confirm nor rule out, if the demand is really high. Creating a new Crisis Kit will be quite a feat, though, as the entire game was designed around the capabilities of the existing sets.
Is it worth getting interested in this game? It really depends on what you're looking for. If you're looking forward to another story-driven game from Remedy, you'll have to wait for Control 2, remakes of Max Payne, and another game from the studio. There's not much known about it yet, but it's in the works. However, if you like multiplayer shooters, there is a chance that Remedy is preparing something that stands out a bit from the competition. The game's relatively low price and availability on Game at launch make it seem like there might be people interested in trying out this unique Control spin-off. This time, however, you have to manage without the Labyrinth and the musical sequence. Too bad.