As a gamer, I’ve fought in countless wars against alien forces, rogue automatons, and even dwarf rock-and-stoners for resources. The co-op shooter genre has given me some unforgettable experiences over the years. But what about a character who’s not a soldier, but a firefighter, battling supernatural forces in an extradimensional space? That’s exactly what Remedy Entertainment seems to have considered when they created FBC: Firebreak, turning the offices and surreal environments of Control into first-person shooter arenas.
Firebreak isn’t just about running around shooting; it’s more about achieving objectives as part of a team. The team aspect goes beyond mere numbers – this group of first responders, who are now armed volunteers under the guidance of a mysterious being in a tank (named Hank), is unconventional. While it doesn’t delve into non-Euclidean spaces like Control does, it still offers a dose of weirdness that keeps things interesting. Priced at around $40 and available on PlayStation Plus Extra and Game Pass, entry isn’t too difficult. But the question remains: is it worth your time?
Working conditions can become significantly hectic when you’ve activated all three Security Clearance Levels, raised the Threat Level to Maximum, and turned on Corruption options, resulting in a thrilling atmosphere. However, this doesn’t alter the fact that the tasks can grow tedious due to their repetition across multiple game sessions.
In a less story-driven manner, you’ve probably anticipated this, but Firebreak offers five assignments, each with its backstory. Hank and your Firebreaker occasionally exchange witty remarks in the lobby, offering occasional insights (such as Jesse Faden being the one who authorized the team initially). During assignments, there will be sporadic dialogue exchanges. “Let’s give it our all, as if they’re paying us!” I agree, buddy. While more voice lines would be appreciated, I’m glad Remedy opted against lengthy banter between teammates during missions, even though they might have executed it well, surpassing many other studios.
Every job has three distinct Clearance Levels, starting with only Level 1 accessible. To advance to Level 2 and eventually Level 3, you must first successfully complete each level. Each higher Clearance Level brings additional rewards but also extends the mission duration, introduces new objectives (or areas and threats). In the Black Rock Quarry, your initial task at Level 1 is gathering radioactive material from slugs on the ceiling and depositing them into a device. However, at Level 2, you’ll need to move that trolley into the next area, where dangerous Astral Spikes are found roaming around. Additionally, new enemy spawn points at different elevations and new threats should be expected. Lastly, at Level 3, your goal is to deliver the device into a rocket and prepare it for launch, while also safeguarding the site from incoming attacks.
In Remedy Entertainment’s perspective, jobs are seen as “modes” rather than distinct maps. While there’s some truth to that, it’s important to note that the intricacy of objectives within certain jobs doesn’t increase drastically. For instance, in Paper Chase, your objective is to burn a specific amount of Sticky Notes and then move on to the next zone. In Level 2, your aim is to destroy even more Sticky Notes, introducing self-replicating Sticky Note Men into the fray, but that’s about it. However, things become much more dynamic in Level 3, which involves facing off against a boss, Sticky Ricky, and a mechanic requiring coordination where you need to soak it with water before shocking it to inflict damage. This battle dynamic is reminiscent of the boss fights in Destiny 2’s Strikes and Dungeons, as opposed to many other jobs.
As a thrill-seeker, I crank up the adrenaline by increasing the danger levels, bringing in hordes of adversaries, some of whom pack quite a punch. There’s also the unpredictable element of Corruptions, transforming ordinary items into menacing tools within the mission. Each Corrupted Item comes with its own special effect – from a table saw that strips my shields to a stapler inflating enemy health, and many more. My heart races every time I encounter exploding corpses, as they make short work of enemy swarms.
As a player, I’ve found that the more items you’ve corrupted for a mission, the stacked corruption will persist until neutralized using a Black Rock Neutralizer. There’s a tactical element to this, as one corrupted item can induce overwhelming cold, slowing both myself and my enemies, making aiming easier. Generally, it’s wiser to remove most of the corruptions (enduring their effects until I can find a Black Rock Neutralizer). The action really ramps up when all three Clearance Levels are activated, Threat Level is set to Extreme, and corruptions are enabled. The ensuing chaos adds an exciting twist. However, it doesn’t alter the fact that objectives can feel repetitive after multiple playthroughs.
While I’m okay with the Crisis Kits being locked individually, needing to acquire Requisitions to unlock both the kits and their enhanced abilities can be repetitive, especially for beginners who don’t have enough resources to thrive in tougher modes yet.
The gunfights in this game are consistently thrilling. It’s amazing to see Remedy effortlessly switch from their conventional third-person shooting games to the first-person perspective, and the weapons in this game truly stand out. I found myself relying on the revolver in the face of countless Hiss attacks, but it was the pump-action shotgun that really shone for me. It can take down larger threats and even damage multiple enemies simultaneously. The machine gun is also impressive, with its large magazine capacity, particularly when you manage to string together a group of enemies and score headshots.
In essence, you’re only given six choices to pick from initially. Exploring the introductory items (comparable to Helldivers 2’s Warbonds) grants enhancements for various weapons, boosting their damage but not offering much else in terms of additional features. Certain Skills introduce unique outcomes, such as bullets potentially causing a status problem or slain enemies having a chance to pass on these issues to others. You can also trigger effects like electrifying nearby adversaries during reloading or wetting them when changing gear, which complements some of the distinct grenades. These Skills can be incredibly potent, and with Resonance, you can even share their impacts with fellow players nearby.
Certainly, what sets this co-op game apart from others is the Crisis Kits, which range from a large wrench used to fix showers and ammo stations as well as setting up turrets, to a device reminiscent of F.L.U.D.D. from Super Mario Sunshine that allows you to cleanse allies of status effects (except radioactivity). However, when its Altered Augment is unlocked, it can be transformed into a terrifying lava-spewing weapon capable of causing harm not only to enemies but also to your teammates if they happen to be in the way.
Although the mission objectives are repeated, I admire how they’re tailored to fit each Crisis Kit. The Frequency Shift works perfectly with the Fix Kit due to its repairing capabilities, but the Splash Kit is useful for managing the rapid expansion, not just by shooting it. You can also combine different attacks, dousing enemies in water and then shocking them with the Jump Kit. The Splash Kit’s charged shots are effective for controlling crowds of smaller enemies in narrow spaces, while its Altered Augment is also useful for dealing with ice anomalies during Freezer Duty, which is a thoughtful addition.
In addition to other game elements, there are support items like an autotargeting turret and a humidifier that disperses water for healing allies. While I’m fine with them being tied to specific Crisis Kits, the process of unlocking these items and their Altered Augments using Requisitions can be repetitive, particularly when just beginning and lacking the resources needed to thrive in higher difficulties. The same issue applies to Perks; they are locked behind specific levels (which also require resources), and many top-tier options are found towards the upper echelons. Although playing co-op lessens the time it takes to progress, the initial grind remains frustrating, especially for solo players.
Though I’ve got plenty of critiques for Firebreak: FBC, I must admit that it can still offer a fun gaming journey. What sets it apart is its freedom from live service pressures or fear of missing out (FOMO), allowing me to savor the game at my leisure. It seems like it could benefit from more content or diverse gameplay mechanics to keep things fresh, but what’s already in place feels solid.
After obtaining some good improvements and abilities, it’s feasible to farm the necessities for Requisitions by yourself, even on an Extreme Clearance Level 1 Job. However, keep in mind that to upgrade your abilities, you’ll need Corruptions, a resource only available at Clearance Level 3. Lowering the Threat Level might be an option, but it seems there are no Corruptions to be found when playing on Easy and Level 3. The materials for Perk upgrading were scarce as anticipated.
In terms of enemy diversity, there’s a sense of continuity from Control to Firebreak, though it doesn’t feel as abrupt. You encounter the common charging Hiss, some armed with quick evasive maneuvers; the ranged types that deftly dodge your shots, similar to a boxing match; and the heavies equipped with grenade launchers. There are also some less typical adversaries, such as those that explode when they get too close or the eerie, seated Hiss that hurls objects at you using telekinesis. Then there’s the elusive invisible Hiss, which sprays blood on you with terrifying accuracy, quickly depleting your entire shield and a significant portion of your health – I eagerly anticipate their potential nerfing in the most ruthless ways possible. Enemies appear quite intelligent, opting for different paths to flank and encircle you, adding to the tension, but they’re not invulnerable to being strategically lined up and eliminated with extreme precision.
As a gamer, I’ve been enjoying the challenge that Firebreak: Firebreak presents, but I must admit, the sheer number of enemies on higher difficulties can put a strain on my PC’s performance. My rig typically maintains a steady 60 frames per second at 1440p with most settings cranked up to High and DLSS set to Quality, but when there’s an overload of effects like flashing lights, sparks, water, debris, and more, the frame rate starts to falter, especially during intense moments.
I’ve also encountered a few game-crashing bugs that forced me to restart the game from scratch. Rejoining a session is relatively straightforward, but it would be much more convenient if the game could automatically reconnect me without any additional input.
On the positive side, Firebreak: Firebreak boasts some stunning visuals that remind me of Control in all the right ways, with exceptional shadow and lighting effects. The art direction is truly impressive and helps immerse me even deeper into the game world.
Discussing the interactive aspects of this game, it lacks an in-game voice or text chat feature, which is somewhat understandable for a contemporary multiplayer title, yet still frustrating. The ping system functions adequately, at least, and there are options to report and block players. However, the user interface could benefit from further development. It’s tidy, but it doesn’t clearly display the exact number of Lost Assets or materials gathered on the screen. Additionally, I was unable to inspect other players’ loadouts, which seems like a significant oversight given the significance of Resonance for Perks. Furthermore, you can’t set different loadouts for specific Crisis Kits. If you wish to alter weapons and Perks in specific scenarios, you must arrange it before the mission begins manually.
In summary, although there are areas I find fault with in Firebreak (FBC), it still offers an enjoyable gaming experience due to its absence of live service elements and the fear-of-missing-out (FOMO) factor. This means players can enjoy it at their own pace without pressure. The game seems to lack more content or variations in core gameplay, but what’s available feels sturdy. I am excited to see how this strong foundation develops with future updates. For the time being, it’s a dependable co-op shooter for you and your friends – not the absolute best, but definitely a good choice whether you’re looking for quick games or long-term play.
This game was reviewed on PC.
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2025-06-17 13:12