
FBC: Firebreak Review - Controlled Chaos
Remedy is a team known for its story-driven single-player games, and though it has tried other kinds of games over the years, FBC: Firebreak is its most prominent detour to date. Built as a three-player co-op PvE first-person shooter set in the Oldest House–the same setting as 2019’s Control–Firebreak manages to transpose Remedy’s signature strangeness onto something new, and the more I played it, the more I enjoyed it, though it has its fair share of issues.
The story casts players as formerly pencil-pushing Federal Bureau of Control (FBC) employees who have no choice but to create makeshift weaponry and gear to combat the Hiss threat they’re trapped in the Oldest House with. This premise gives the game a colorful and comedic tone, where expendable player-characters chirp about needing to fill out workplace forms and worry about overtime pay despite the chaotic circumstances they find themselves in. Firebreak sits at the intersection of the FBC’s inherent bureaucracy and its impromptu DIY, punk-rock showdown with supernatural monsters. It’s a tone that feels decidedly Remedy-like, and its class-based combat does well to match that weirdness.
Three “Crisis Kits” make up the game’s classes. There’s the Fix Kit, which is equipped with a giant wrench and can repair things like lighting, breaker boxes, and healing showers. The Jump Kit, which comes with an electro-shocking contraption that would look at home in Ghostbusters, can be used to shock enemies and power various electronic devices, like broken fans in the game’s earliest mission. Lastly, the Splash Kit comes with a big water gun that can shoot bubbles of water to put out fires or dilute negative status effects from one’s self or teammates. Naturally, this one pairs well with the Jump Kit, too, as soaking and then shocking enemies can be an effective way of reducing their numbers.