FBC: Firebreak Review in Progress
So far this is an engaging co-op extension of the Control universe.


A solid way to judge a co-op shooter is by how many inside jokes you and your mates come up with while you play. And after around seven hours working in The Oldest House, it’s safe to say that if that were the only metric to judge FBC: Firebreak on, it would be an easy 10. Of course, it helps that the setting and the enemies you face are so curiosity-inducing. So far, I’ve encountered a sticky note behemoth, an evil drum kit, and a possessed traffic light. I’ve also carved a path through pink goop and loaded mannequins into ski lifts. Do I understand why? No. Does it matter? Not at all. With slick combat, striking graphical effects and diverse objectives, FBC: Firebreak is a first-person shooter that’s a load of silly fun with your friends. The main question I’m still figuring out is: how far can Remedy sustain this wackiness to keep me interested in the long term?
FBC is set six years after the events of Control, and invites you back to the wonderfully strange architecture of The Oldest House under wildly different circumstances. Instead of saving the day as upstart director Jesse Faden, you’re a trio of first responders attending to oddball emergencies that would make an OSHA officer wince. When radioactive leeches have infested a quarry and need to be thrown into a furnace on wheels that resembles Team Fortress 2’s Payload, it’s you and your team that receive the call. And once you’ve finished your Jobsite shift, your team will also have to trek back to the elevator you arrived in and survive until it reaches your station. Hey, it’s hard work, but someone's gotta do it.
Despite the time since Control, that game’s interdimensional antagonist, The Hiss, also remains ever-present. As such, while you’re trying to tackle the quirky jobs at hand, you’ll also need to manage hordes of possessed office employees hellbent on your disposal. While there hasn’t been a vast range of enemy types to tackle, at least so far, there is enough diversity to keep gunplay interesting. And, whether it was a glowing ghoul sprinting at me, or flying desk jockeys zooming through the sky, I found plenty of joy in taking them out all the same.
To pull off these expedition, you call in the help of two additional players, with each member of the squad wielding a specialised ‘Crisis Kit.’ Similar to the class systems found in other cooperative shooters, each kit equips you with a unique skill set that can expedite key tasks throughout jobs. For example, on the map called Hot Fix, the player wielding the Fix Kit can speedily repair the internals of a broken fan with their quick-fixing wrench, while the Splash Kit crew member can provide support by keeping them from heat death thanks to their globs of healing ammunition. Meanwhile, the Jump Kit player can sprint around activating the generators with their electro-kinetic charge impactor, using their secondary fire to rocket jump around the map and control the field.
It’s worth mentioning that there are no restrictions on repeating roles, and your crew can triple down on one skillset, rather than diversifying the team. You’ll still be able to finish jobs, though the approach you’ll need to take will be drastically different depending on the specific composition of your team. While the gunplay across each role is identical (depending on your choice of loadout), the mixture of your cohort's Crisis Kits do well to tailor expeditions around your team’s preferences.
Regardless of how your team pick powers between the roles, though, FBC provides opportunities for each role to shine, especially as you start to level up and invest in the upgrade trees to unlock perk-based modifiers and new weaponry. As the resident Fix Kit operator and player most likely to get into sticky situations, I funnelled my Lost Assets (the currency that allows you to progress the upgrade tree) into perks like ‘Shower Thoughts’, which enabled me to expedite recovery when using healing sources, as well as ‘Greasy Fingers’, which allowed me to switch between my tools faster. While I was initially sceptical that these additions would make any tangible difference, I immediately noticed a positive change in my performance, especially during high-octane combat encounters.
As of now, FBC has five unique Jobsites to choose between, with more expected to arrive after launch. And, despite the small pool of options, there’s plenty of replayability in the current lineup already. The pink goo level, which my friends lovingly dubbed the Mr Blobby level in homage to the British children’s TV mascot from the early 90s, became the bane of our existence – primarily due to our clumsy play leading us right into explosives. The sentient sticky note-infested Paper Chase mission, on the other hand, provided the right amount of risk vs reward, and we revisited that map frequently in search of more Lost Assets.
Each Jobsite in FBC offers three unique ‘Clearance Levels’ that expand on the base job, and as you progress deeper into these levels, the number of Hiss agents and objective criteria increases in both number and intensity as the map expands. Soon enough, the infected office workers make way for winged eldritch horrors and tanky beasts, and your team will be forced to communicate to avoid being downed.
There is some reprieve from the constant combat, and in each Clearance level, you can find healing decontamination showers and ammunition bays. Though in the FBC, not even safe zones are truly safe, and these life-saving stations can also break and falter, demanding a quick fix from a certain kit or a more lengthy button-pressing session if you’re caught in a bind. Attempting a repair without the appropriate kit in FBC leads to a rhythmic quick-time event where you have to tap Q and E (or L1 and R1) in sequence without making errors to progress the meter. I wasn’t expecting to encounter a stressful rhythm game in my cooperative shooter, but I was pleasantly surprised by how it ramped up the anxiety of completing essential tasks nonetheless.
Perhaps what makes FBC so morish, though, is how quickly poor communication can turn a level upside down. During one such mission, I found myself caught between enemy fire and literal flames while attempting to retrieve Lost Assets. In response to my screams, my Splash Kit teammate valiantly came to my rescue, putting out the fire and starting to revive me… that was, until a second horde of Hiss appeared, and the fire restarted without warning. As you could expect, my teammate fell to the same fate I did while trying to revive me. At any point, I could have said, ‘Leave me, save yourself.’ But, naively, despite the flames and enemies, I thought it was going to be okay. Thankfully, FBC isn’t keen on punishing you for your poor planning, and depending on your difficulty setting, you’ll have a series of lives to expend before it’s a total game over.
FBC is an engaging extension of the Control universe, and I’ve thoroughly enjoyed my time blasting through the Oldest House with friends in tow. Unfortunately, beyond the initial exhilaration, I was disappointed to find that I didn’t feel as embedded in the Remedy Connected Universe as I was expecting. It is the nature of the replayable co-op shooter genre, I suppose, but the story only appears in loading screens and the occasional voice line on the main menu. So far, it’s left me with many stories, but I’m still keen for a little bit more lore, and hoping that it arrives as I push deeper into the difficulty modifiers.
As of this writing, I’ve completed the final stage of each Jobsite and am now messing around with Corruption and Threat-based difficulty modifiers to unlock rare Research Samples that will allow me to specialise my perk build. There’s still a lot more to explore before I deliver my final review, like playing on my own and the forthcoming weapon upgrades, like the ‘Functional’ Submachine Gun that I’ve yet to unlock. But right now, despite how sparse the story can seem in moments, there’s a lot of fun to be had wrangling erratic monsters in Remedy’s spectacularly absurd bureaucratic setting. I’ll be playing more this week and wrap up this review as soon as I’ve tested the limits of Remedy’s chaotic cooperative job simulator.