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Remedy Is Bringing Major Changes To FBC: Firebreak After Launch Backlash
Game Updates

Remedy Is Bringing Major Changes To FBC: Firebreak After Launch Backlash

by admin June 23, 2025



FBC: Firebreak is getting a number of changes after the three-player cooperative shooter faced a wave of backlash from frustrated fans this week. Players found problems with matchmaking, a lack of tutorials, and a lack of progression via unlockable cosmetics and weapons. .

“It’s been exciting (and nerve-wracking) to see our first multiplayer game out in the wild,” Remedy wrote in a statement on Steam. “Launching FBC: Firebreak is a significant milestone for us, not just because it’s our first online co-op game, but because we’ve self-published it as well. Several things have gone well. Clearly, not everything has.”

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Now Playing: FBC: Firebreak – Gameplay Trailer

Remedy released a patch today that including UI fixes and changes to how much unlockables costs. The studio re-organized unlockables into two categories: operational requisitions and essentials. Operational requisitions now include only cosmetics like sprays and armor sets while essentials includes gear and weapons. Essentials are now easier to unlock, according to the studio.

Remedy also detailed how they plan to change the “games’ first hours” by better communicating how the crisis kits work and giving players better information on what to do within each mission. In addition, Remedy is giving new players deeper access to each job right off the bat, instead of limiting them to lower difficulties at the start.

The studio said it had been breaking down data and have more ideas on how to improve the overall experience but will need more time to execute.

“Today’s patch is just the beginning,” the studio wrote. “These are some of the most immediate changes, but we are actively discussing and planning broader improvements to the game based on what we are hearing and seeing.”

FBC: Firebreak was highly anticipated by fans of the Finnish studio, especially after strong showings with single-player adventures like Control and Alan Wake 2. While the gameplay is enjoyable, the number of problems quickly piled up. Many are still hopeful that Remedy can turn FBC: Firebreak into a fun and satisfying experience.

“As the game has launched on two different subscription services, I expect some players will likely try it, only to be quickly turned away by a subpar first impression and write Firebreak off without the lack of investment that might keep them around for longer,” Mark Delaney wrote in his GameSpot FBC:Firebreak review. “Hopefully, those who enjoy co-op PvE games do stick around past the early roughness, because there’s something really fun to uncover. Sometimes the game gets in its own way by not tutorializing key points, like how to best deal with status effects and play roles dependably. But once you’ve gained that institutional knowledge, FBC: Firebreak is an enjoyably chaotic power fantasy, and an interesting experiment for Remedy between its bigger, weirder projects.”



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June 23, 2025 0 comments
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Control multiplayer spin-off FBC: Firebreak has two major updates planned for this year
Game Reviews

FBC: Firebreak hears your criticism “loudly and clearly” and is fixing things “starting now”

by admin June 22, 2025


Remedy says it’s hearing your feedback on FBC: Firebreak “loudly and clearly” and is committed to improving things, particularly the shooter’s opening hour, “starting now”.

Collating feedback from across social media, Discord, and Steam, the developer – for which Firebreak is its first self-published title – said that while “several things have gone well”, “clearly, not everything has”. Consequently, its first priority is to improve the game’s “first hour experience”, making progression faster and more rewarding.

Here’s a trailer for FBC: Firebreak.Watch on YouTube

“The game’s first hours do not provide a great experience due to a combination of things. Some of this is down to a lack of onboarding (more about that in a bit), explaining the game’s systems, how to take advantage of the tools at your disposal, and a lack of clarity as to what to do in the Jobs and how to do the work effectively,” the team said in its first patch notes.

“In addition, the power fantasy isn’t great in the first hours of the game as starting (tier 1) weapons feel weak, and unlocking higher-tier weapons requires a bit too much grinding,” the studio added. “We can see from the data and are seeing feedback that players who stick around and unlock more powerful tier 3 weapons and Perks, playing on higher Threat levels and Full three zone Job runs, are having a better time.”

Because of this, Remedy says it wants to get you “to the fun faster”, which also means getting us to the better tools and weapons. With better onboarding, user-interface clarity, and making Jobs easier to access, the studio thinks we’ll get a more rewarding start.

That’s not all, though.

“We hear you: the grind is too slow,” the team added. “You want to try different builds, equip stronger weapons, use Altered Augments and experiment with Perks. Right now, getting to that takes too long.

“The upgrade economy was balanced with players finding a good amount of Lost Assets currency during Jobs, but as the currency (the folders on the ground) does not particularly stand out from the environments, players completely ignore them and are thus earning Lost Assets roughly 3x slower than hoped,” the notes admitted. “Then, players do not earn Lost Assets unless they finish a job. If you exit a job midway or disconnect, you’ll get nothing. That’s frustrating. We are looking into what we could do about this, but there are no changes to announce yet.”

For the full notes, head on over to Steam.

In Eurogamer’s FBC Firebreak review, we awarded it 3 out of 5 stars, writing: “A bold approach to the concept of work marks this game out as a singular enterprise”.



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June 22, 2025 0 comments
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Remedy drops first patch for FBC: Firebreak
Esports

Remedy drops first patch for FBC: Firebreak

by admin June 22, 2025


FBC: Firebreak is out now, but the team at Remedy is still hard at work. That’s to be expected for online-based games. Today, a new patch arrived with plenty of fixes, but also a few extra tweaks. One of the main ones is an adjustment to progression to allow for players to get certain items a bit quicker. Hopefully it will help, check out the details along with our review below.

FBC: Firebreak review — Going down in Hiss-tory

Bringing your friends along is Firebreak at its best

Update from the FBC: Firebreak team It’s been exciting (and nerve-wracking) to see our first multiplayer game out in the wild. Launching FBC: Firebreak is a significant milestone for us, not just because it’s our first online co-op game, but because we’ve self-published it as well. Several things have gone well. Clearly, not everything has. We’ve been reading all the reviews, comments, and feedback from the community across social platforms, Discord, and our Steam forums, as well as the analytics we are getting. It’s clear there are features that need to improve. And they will improve. Thank you for the feedback. We hear you loudly and clearly. Please keep the feedback coming. We are improving some features starting now. While we can improve some features today and in the near term, some others will take longer and require more thinking from us. We will keep you informed every step of the way. But you’re not here for platitudes. You want to know how we will improve your player experience in FBC: Firebreak, so let’s get into it. Here are some of the things we are looking to address, and some are already available in the patch coming out at the same time as this blog post. (For the full patch notes, you can go here:)

Steam :: FBC: Firebreak :: Patch Notes v1.2

Patch v1.2 of FBC: Firebreak makes progression faster and more rewarding and economy changes to improve earning and spending currencies among many other things.

Improving the First Hour Experience The game’s first hours do not provide a great experience due to a combination of things.  Some of this is down to a lack of onboarding (more about that in a bit), explaining the game’s systems, how to take advantage of the tools at your disposal, and a lack of clarity as to what to do in the Jobs and how to do the work effectively.  In addition, the power fantasy isn’t great in the first hours of the game as starting (tier 1) weapons feel weak, and unlocking higher-tier weapons requires a bit too much grinding. We can see from the data and are seeing feedback that players who stick around and unlock more powerful tier 3 weapons and Perks, playing on higher Threat levels and Full three zone Job runs, are having a better time.  It’s getting to that point, which is proving to be a struggle for many players. We are not naïve and think this is all there is to it, but getting you to the fun faster, giving you the nice toys quicker, is critical. We are making changes in today’s patch to improve the progression.  So, about all that…Better Onboarding and User-interface Clarity Right now, we throw you into the deep end with little explanation on a variety of things from the systems in the game to what you are doing in the Jobs to status effects. We’re working on better communicating the synergies between Crisis Kits and giving players much better information on what to do in the Jobs and how to be more effective in doing the work that Firebreakers must do.  This includes better readability on things like harmful conditions, like being on fire, and the flashing blue effect, which indicates that you entered or exited the range of your crewmates to have Resonance and a shared shield. Objective markers are not clear enough or don’t give a good enough idea of what to do. Lost Assets is an example of a critical thing that is too easy to miss. The latter issue has been improved in today’s patch. We are taking a look at all of this, and have ideas on how to improve, but will need a bit of time to properly plan and execute. Making Jobs Easier to Access Our current progression flow is that new players must play the first Zone of each Job, which was meant to gradually onboard you to the Job. This clearly isn’t working. It is neither tutorializing players, helping matchmaking, nor players’ perception of the full extent of the Jobs. We can see that when players experience the entire Job, more fun is had. So, we will give players much easier access to the full Jobs. We are changing the following in today’s patch: You are no longer required to play the first two Clearance Levels of each Job.  New players start their experience with a full three-zone Hot Fix Job run (Clearance Level 3). Completing the full Job unlocks the next full Job, and so on. Completing a full Job also unlocks the Corruption option for that Job. Speeding Up Progression and Gear Unlocks We hear you: the grind is too slow. You want to try different builds, equip stronger weapons, use Altered Augments and experiment with Perks. Right now, getting to that takes too long.  There are a few things at play here: According to our data, a whopping 90% of our players have never picked up a single Lost Asset (the currency used to unlock items from Requisitions and Perks) during missions, because they’re too easy to miss (they can be found in Shelters and in random locations in the levels, and they are dropped when defeating a Powerful Enemy).  The upgrade economy was balanced with players finding a good amount of Lost Assets currency during Jobs, but as the currency (the folders on the ground) does not particularly stand out from the environments, players completely ignore them and are thus earning Lost Assets roughly 3x slower than hoped. Then, players do not earn Lost Assets unless they finish a job. If you exit a job midway or disconnect, you’ll get nothing. That’s frustrating. We are looking into what we could do about this, but there are no changes to announce yet. All of that leads to players being unable to unlock new Perks or better gear from the Operational Requisitions at a pace that feels good and prepares you for higher Threat (difficulty) Levels. We are addressing this in a few ways in today’s patch. Lost Assets and Research Samples are now clearly visually highlighted, making it harder to miss them Rebalancing the cost of all unlockables We have split the Operational Requisitions into two:  All cosmetics (sprays, armor sets) are placed in a new Requisitions page called “Expressions”.  Operational Requisitions is renamed to “Essentials” and as the name implies, contains weapons, gear, and equipment. Making essentials like Altered Augments, Improvised Devices, and powerful weapons easier to access. The end result of these changes is that you can unlock and buy gear significantly faster than before. No more needing to unlock gloves just to get to a better revolver. What’s next? Today’s patch is just the beginning. These are some of the most immediate changes, but we are actively discussing and planning broader improvements to the game based on what we are hearing and seeing. We’ll continue listening, improving, and evolving the game together with our community.  More updates soon.The FBC: Firebreak Team 

Stay tuned to GamingTrend for more FBC: Firebreak news and info!


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June 22, 2025 0 comments
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FBC: Firebreak will keep you busy fending off a bunch of weird stuff right through to 2026 with multiple free updates
Game Updates

After a bit of a rough launch, Remedy promise that FBC: Firebreak improvements are on the way

by admin June 21, 2025



As it stands, Remedy Entertainment’s latest entry into their Connected Universe, FBC: Firebreak, is not doing so hot. Across the board it’s not been received entirely positively (including by our own James, you can read his review here), not exactly the ideal launch for a live service game. All the same, it being a live service game might ultimately be its benefit thanks to the power of that mystical force called “updates.” In a Steam post shared by the FBC: Firebreak team, some planned improvements were outlined, which certainly sound like they’d make for a better experience.


First of all, the team made one thing clear: the game “will improve.” Remedy explained that they’ve been listening to all of the feedback so far, and asked for any more that anyone might have. In terms of immediate plans for changes, the first thing they list is improving the first hour experience. They acknowledge that this is due to a “combination of things,” like poor onboarding, how the shooter’s systems actually work, clarity in what to do in jobs, and there being too much of a grind for higher-tier weapons.


In terms of onboarding, Remedy plan to better communicate the “synergies between Crisis Kits and giving players much better information on what to do in the Jobs and how to be more effective in doing the work that Firebreakers must do.” That means harmful conditions, like being on fire, being more readable.


A new patch that arrived yesterday has already made it easier to access jobs, as you no longer need to play the first two clearance levels of each job, and completing the full job unlocks the next full job. The patch has also made Lost Assets and Research Samples more highlighted visually, so that it’s harder to miss them. It’s also rebalanced how much all of the unlockables cost too, and things like Altered Augments, Improvised Devices, and powerful weapons are easier to access. All of this was done to help with dealing with that grind.


There’s a few more specifics in the Steam post you can read for yourself, and you can check out the full patch notes here.



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June 21, 2025 0 comments
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FBC Firebreak review - a really weird game
Game Reviews

FBC Firebreak review – a really weird game

by admin June 21, 2025


A bold approach to the concept of work marks this game out as a singular enterprise.

On my best runs, with the best accidental match-ups, I’ve been the watering can guy. I’ll deploy alongside two far more talented players, and they’ll fix machinery and fight the hordes while I handle the watering. I’ll put out ground-based fires to allow for freedom of movement and to stop enemies being enraged by flames. I’ll put out any fires on my allies when they accidentally set light to themselves, so they don’t have to race back to the nearest shower block.

FBC: Firebreak review

This works, until it doesn’t work. I’ll be watering away and then I’ll round a corner and an elite baddie will pop up. Oh, Christ, I’ll think. It’s RACHEL DAVIES. (Elite baddies in Firebreak always come with names plucked out of some Platonic HR database.) Rachel Davies will be on fire and she’ll be floating and laying down hellish covering damage. Monsters will spawn beneath her and we’ll be over-run and no more machinery will get fixed. And there’s nothing that the watering can man can do now except die as efficiently as possible.

A step back: Control was a fairly normal game that wanted you to think it was weird. Underneath the stylish disarray, it offered a pleasantly traditional blend of shooting and physic-based magic powers, and it let you loose against a range of entertainingly predictable enemies in close confines. FBC: Firebreak is a Control spin-off, but get this. It’s a weird game that wants you to think it’s normal. On the surface it’s a run-based co-op shooter that should fit in somewhere between Helldivers 2 and something like REPO. But underneath…?

Once again we’re in the Oldest House, the headquarters of the Federal Bureau of Control, an agency that deals with anything that’s traditionally accompanied by a theremin when it turns up in a TV show. The Oldest House was absolutely the best thing about Control, a game fairly filled with good things, so it’s lovely to be back. Polished concrete! Wood- and glass-lined conference rooms! Weird Lovecraftian mines with slate roofs and horrible things growing in the dark. You get the idea.

Here’s a trailer for FBC: Firebreak.Watch on YouTube

In Firebreak, you take the role of a bunch of endlessly expendable janitors, and the missions often take you into parts of the Oldest House that were one-shot gags in Control. That room filled with Post-it notes? It’s now a mission, in which you have to clean up an infestation of Post-its and maybe fight a giant Post-it monster. That furnace, whose staging was so luminously clever you almost felt your eyebrows turning to cinder in its presence? That’s another mission where you have to fix up machinery and step inside the turbines to get them venting again.

There are five of these missions and they’re available in various configurations in terms of length and difficulty. But they all work the same way in essence: there’s something annoying and technical and genuinely job-like for you and two other players to get done, whether it’s clearing something up, fixing something or loading something. There will be a substance to avoid getting covered with – Post-its, strangely delicious looking toxic pink goo. And there will be Hiss, Control’s spectral enemies, that warp in now and then to give you a really hard time when you’re doing it.

The Hiss and the jobs themselves go some way to explaining Firebreak’s bizarre load outs. Alongside a range of guns and grenades, the best of which are unlockable, you also drop into levels with one of three kits. One of these fires out water and is the best. Another sends jolts of electricity. A third is basically just a wrench. The water puts out fire and makes enemies wet. The electricity charges machinery in an instant and can shock things. The wrench fixes machinery in seconds and allows you to do a bit of general bashing.

FBC: Firebreak. | Image credit: Remedy

Firebreak wants you to work out how these kits work in concert with one another – and ideally you’ll work this out to your enormous surprise in the middle of a fight. Spray Hiss with water and then get your buddy to zap them? Massive electrical damage. That’s a combo, but there are loads of other elemental tricks, and not all of them come from the kits themselves. I was about five hours in when a friend told me I could use a level’s zipline to put out flames, for example. Wind beats fire. Nice.

If this sounds like it adds up to a very chaotic game, well, it certainly does. Standard weaponry, randomly spawning foes, elemental chaos, a mission based on drudgery. To give things a little more focus each level has a bunch of stations you can keep running – respawn points, weapons restockers, a shower block for getting rid of goo or Post-its. What this in turn means is that you’re in a multiplayer game where you’re all working on the same objective, but randomly breaking off when your own needs require it. We’re all tackling that pink goo, but I’m out of bullets, or I’m so caked in the stuff I can’t move. At such a moment it seems almost overkill to mention there are deployable gadgets and ultimates for each kit, but there are. The wrench’s ultimate is a piggy bank, for example, and you really don’t want to be around when it breaks.

I should declare my hand here: I don’t mind drudgery that much. In real life my favourite job ever was working as a dishwasher in a restaurant and I’d possibly still be doing that if gentle hearing loss hadn’t made me realise that’s a bad idea – lots of Firebreak-style elemental combinations can occur when a KP can’t hear “BEHIND YOU!” – but drudgery in a game has to be carefully used. Because Firebreak uses a weird system where levels can get both longer and more aggressive depending on your settings, that careful use I’m talking about goes into the garbage disposal.

FBC: Firebreak. | Image credit: Remedy Entertainment

The best runs I’ve played – the best times I’ve had with Firebreak – were hectic and brief. The level wasn’t too long, but it also wasn’t too quiet. We were working frantically to do our jobs and clear out Hiss, and the Hiss weren’t having it. Attacks from all sides, and also corruptions in play. These are randomisers you can switch on and off that might change the basis of a level a bit. There’s a haunted traffic light that makes you slow down (I think), and there’s a flying wrench that’s constantly damaging machinery. All good when the Hiss are strobing in and the end is in reach.

The worst levels I’ve played though were either knackeringly long: load this thing, load it again, get it on a shuttle and then stand by for the launch before making it to the exit. Or they were too quiet. Again, another work anecdote. When my wife was a trainee nurse, her favourite shifts were in A and E because your feet never touched the ground. You went in, had a Red Bull, dealt with the chaos, and before you had time for another Red Bull you were headed home. Firebreak at its worst can be like an endless shift on a very sleepy ward. I’ll be fixing furnaces forever, with only the rarest case of Hiss to try my ultimate out on.

FBC: Firebreak. | Image credit: Remedy Entertainment

Beyond all this stuff is the general business of unlockables and perks to buy and pick between as you level up, along with more perk slots to use as you get more powerful. There are some entertaining guns in there, along with fun sprays and those ultimates, which are always money in the bank, but the game is held ransom a little to whether you’re going to be stuck doing something that’s no fun for a knackeringly long time.

Even here Firebreak can surprise you, though. Last night I foolishly cranked Firebreak up to the most hectic settings and did one of the pink room runs and it was glorious – just me and someone else, constantly busy, constantly over-stretched, looking after each other as wave after wave came down. The game’s unreasonableness was charming then genuinely thrilling. And those synergies emerged – I would chuck water over everything and my pal would add electricity and we’d be zapping a whole dance floor of baddies. The length of the mission was still too much, but it didn’t matter because we were doing something totally unfeasible. We were working away in the impossibility mines and it was a good time.

FBC: Firebreak. | Image credit: Remedy Entertainment

And that’s the thing: a game this weird really needs a good player base, and here Firebreak has smashed it. This is one of the most generous and patient communities out there. Remember: a lot of the tasks here are annoying and hard, and need you to divide up and take unglamorous roles. Well, players endlessly rise to the occasion and I’m left with so many stories of kindness, from the guy who laid down pings for me all the way back to the escape elevator to another who waited at the elevator for a full minute for his comrades to come back.

FBC: Firebreak accessibility options

Controls can be remapped, sprint and crouch can be toggled, subtitle size can be enlarged, hitmarker audio can be tweaked.

What a bizarre, improbable thing this is. If Control was all about a fairly standard action game with world-beating set dressing, it feels like Firebreak has worked backwards from that set dressing to build all its actual ideas from. It really is a game about fixing furnaces and picking up Post-its, but it wants you to do it with strangers, and, heck, why not have a little interference from the Hiss as you go? It’s pretty much Control fan fiction – and I mean that even if you don’t get the mission in which you’re fixing giant fans.

Code for FBC: Firebreak was provided by the publisher.



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June 21, 2025 0 comments
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FBC: Firebreak.
Product Reviews

FBC: Firebreak review: this co-op Control spin-off seems designed to frustrate

by admin June 19, 2025



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We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

Is FBC: Firebreak meant to be a commentary on the monotony of labor under late-stage capitalism? It’s the only conceivable reason why a developer as esteemed and talented as Remedy Entertainment would create something that’s so fundamentally miserable to play.

Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series X and Series S, PC
Release date:
June 17, 2025

A co-op shooter spin-off set in the weird and wonderful universe of the smash hit Control, FBC: Firebreak seems like it was designed from the ground up to be as frustrating as possible. From its artificially padded progression and small selection of levels to the bland cast of characters and poorly designed player abilities, there’s very little to like here.

Sure, everything technically functions and seems to work as intended with minimal bugs, but that’s damning with faint praise when stacked up against the studio’s past line-up of ground-breaking experiences like Alan Wake 2.


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Out of control

(Image credit: Remedy)

I booted up FBC: Firebreak feeling optimistic, as its core concept is certainly intriguing.

You play as a Firebreaker, specialized agents in the fictional Federal Bureau of Control (FBC) tasked with venturing into abandoned districts of the bureau’s HQ to contain rogue supernatural forces, in a team with up to two other players.

I absolutely adore the portrayal of the FBC in other Remedy games and was excited to learn more about its inner workings and explore new parts of the Oldest House (the mysterious, shifting brutalist skyscraper where the events of this game and Control take place).

Unfortunately, there’s no story content in FBC: Firebreak. You’re introduced to Hank, the leader of Firebreak, and his assistant Jerry, who exchange short quips as you navigate through the main menus, but that, on top of Hank’s occasional guidance during missions, is all you get.

Worse still, the dialogue is never particularly amusing, and the slapstick tone of these interactions feels a tad out of place. Control was not a massively serious game, but FBC: Firebreak really leans into its comedy to its detriment. It’s a game that seems more like it’s trying to ape Borderlands than actually expand on what made the source material so interesting.

It’s also a shame that the playable characters are all generic, masked goons. You can pick from a handful of distinct player voices, but it’s impossible to become invested in protagonists with no other identifiable characteristics.

Even the game’s unlockable cosmetic items fail to help them stand out. There’s nothing appealing about the prospect of grinding for hours in order to unlock a red helmet that nobody is realistically going to notice in an online lobby.

It’s like the developers knew this too, as unlocking cosmetics is often mandatory in order to reveal new shop pages with more useful items.

Dead end job

(Image credit: Remedy)

This is one of many decisions seemingly made to pad out the game’s runtime, which would otherwise be incredibly short.

There are a total of only five missions, or Jobs as they’re called in-game, with each split into three stages. The first two stages are always very basic, often taking just five or so minutes to clear.

They both feel like pointless filler compared to the third, which offers similar but more substantial objectives and sometimes a big boss fight to top it all off. The first two stages are, of course, mandatory as there would be practically no reason to endure them otherwise.

The missions themselves are at least conceptually interesting, but fail to capitalize on their most unique elements in enjoyable ways. Paper Chase, for example, seems like a slam dunk with the novel idea of offices that have been taken over by swarms of supernatural sticky notes.

Sadly, the mission just boils down to mindlessly shooting surfaces covered in sticky notes as an on-screen number showing the remaining notes ticks down for around fifteen minutes.

Best bit

(Image credit: Remedy)

The hub area is home to your living quarters, a few rooms that can be extensively customized by spending a currency obtained on your travels. Placing objects to make the space your own is quite satisfying. Most can also be interacted with to see unique animations.

During every mission, waves of Hiss, humans possessed by a malevolent entity, beam in around you. I can count the number of unique enemies on one hand, with the same few enemy models popping up endlessly with no variation.

Even with the difficulty cranked all the way up, the pacing of these waves feels off-kilter, too, as there are frequent awkward stretches where there are no enemies on screen.

I would be able to forgive most of this if the guns were actually satisfying to use. They aren’t. Generic appearances and sound effects aside, there are just six to choose from.

Poor balancing means that one, the bolt action rifle, is so terrible that you wouldn’t ever want it in your loadout. The pump action shotgun and revolver, in contrast, are by far the most effective of the bunch so there’s no real reason to ever use anything else.

In crisis

(Image credit: Remedy)

Much of the game’s marketing has focused on the Crisis Kits – the three sets of abilities that you can choose in your mission.

There’s the Splash Kit, granting a water cannon that can wash off annoying environmental effects (of which there are several) or put out fires, the Jump Kit with an electrical device for quickly charging generators, and the Fix Kit which lets you quickly repair broken items by swinging a big wrench around.

You can still accomplish all these tasks without the respective kits, but the interactions take the form of highly repetitive button-mashing that gets old quickly. Every mission has some component that can benefit from a particular kit, so there’s no strategy in which one you pick. Each match has three players, so obviously you just need one of each. There are no real advantages or disadvantages of any of the individual kits, either, so it really is as simple as that.

Each kit can be upgraded up to three times to unlock new secondary and special abilities, including a powerful attack that provides a welcome break from the endless shooting.

However, this only feeds into the biggest issue with FBC: Firebreak: the fact that the first hour is unremittingly awful.

For some reason, you start out with broken gear that’s woefully ineffective. The water cannon, for example, can only blast a few drops of water at a time. Similarly, your firearms deal reduced damage. You have to grind through a game after game in this state until you have the currency required to get everything back in working order, not to mention pick up some of those abilities and some perks to boost your stats.

I don’t understand this decision at all, as it just makes for a horrendous first impression. It’s easy to imagine most players downloading the game, experiencing one or two slogging matches with their artificially weakened gear and abilities, and then just uninstalling it to play something more rewarding.

This, unfortunately, makes it very difficult to recommend FBC: Firebreak in its current state. If you could simply log on and play around with everything right away, it might be able to provide a couple of hours of co-op entertainment before the boredom sets in.

As it stands, you’ll be sick of what’s there before even getting to experience its flagship features.

Should I play FBC: Firebreak?

(Image credit: Remedy)

Play it if…

Don’t play it if…

Accessibility

There is, unfortunately, no dedicated accessibility menu in FBC: Firebreak. The controls can be fully customized on console, though, and there are a number of options that allow you to toggle actions like aiming down sights. The game features subtitles throughout.

How I reviewed FBC: Firebreak

I played almost ten hours of FBC: Firebreak on PS5 and DualSense Wireless Controller in the build-up to launch using a copy provided by Remedy Entertainment.

I experienced every mission that the game has to offer at least once, trying out multiple weapons and each of the Crisis Kits. I played both solo and multiplayer, using the game’s built-in online matchmaking to play with random players, and participated in a few matches with other reviewers.

Throughout my time with the game, I compared my experience with my time in other online first-person shooter games of a similar scope, including Wolfenstein: Youngblood, Tom Clancy’s Rainbow Six Extraction, and Helldivers 2.

First reviewed June 2025



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FBC: Firebreak: 4 Essential Tips
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FBC: Firebreak: 4 Essential Tips

by admin June 19, 2025


While we’re all waiting for Control 2, Remedy Games has released a multiplayer-focused game set in its universe, FBC: Firebreak. This game has a much wackier tone than Control. Whereas Control had protagonist Jesse Faden explore the psychological and supernatural elements of the Oldest House, here you and some friends play as a bunch of no-name workers in FBC: Firebreak tasked with responding to emergencies and clearing out enemies called the Hiss while fixing up various contraptions.

This Stylish Noir-Punk Side-Scroller Is Like Celeste With Guns

Together, a squad of three must tackle the game’s various objectives and level up skills to rise through the ranks. Here are some tips to complete the tasks on your to-do list and impress your boss.

Avoid playing solo

FBC: Firebreak surprisingly has quite a lot in common with Elden Ring Nightreign. You can play in squads up to three, and both games really encourage communication and coordination. They both even have no in-game voice chat! FBC: Firebreak at least has cross-platform play, though.

While the game can be played solo, it’s much more fun with other players at your side. It can be very difficult to complete certain tasks like fixing machines and fighting off enemies simultaneously. Having teammates means that you can also diversify and synergize the different abilities that the game’s Crisis Kits offer, leading to faster and successful outcomes

Going solo means you’re much more likely to just get downed. Speaking of being downed, your teammates can revive you and you won’t have to waste a life by respawning if you were playing solo.

Familiarize yourself with the Crisis Kits

Crisis Kits are Firebreak’s form of classes. So far, there are three: Fix, Jump, and Splash.

The Fix Kit is a close-range melee fighting specialist who comes equipped with a giant wrench and shotgun to fight off enemies. The wrench does a pathetic amount of damage, but it can be used to fix machines with a wrench icon like showers and skip a mini-game. Fix Kits also come with a turret and the AI16 Piggy Altered Augment that conjures up a coin twister to hit enemies.

The Jump Kit focuses more on enemy crowd control and management. Its giant Electro-Kinetic Charge Impactor lets it quickly jump start certain machines such as showers and ammo closets that can help your teammates in a pinch. This Crisis Kit comes with a boombox that draws in enemies before blowing up, as well as the AI19 Garden Gnome Altered Augment that calls forth bolts of lightning to rain down on enemies.

Screenshot: Remedy / George Yang / Kotaku

The Splash Kit plays more like a typical support class with its water-based abilities. The Crank-Operated Fluidic Ejector can rinse teammates and get rid of negative status effects like fire. It can also inflict the “wet” status effect on enemies, which synergizes incredibly well with Jump Kits and their ability to shock them with the Electro-Kinetic Charge. This Kit also carries the AI44 Teapot Altered Augment that heats up water and fires them at enemies, scalding them for extra damage.

Familiarize yourself with the different Job Sites

So far, the game has five different Job Sites. Each contains their own unique settings and objectives. Knowing which job you’re taking on can inform what kind of Kits to bring along to efficiently finish your tasks.

Screenshot: Remedy / George Yang / Kotaku

Hot Fix has your squad fixing fans and making sure the furnace doesn’t burn the entire place down. Paper Chase requires your squad to destroy a bunch of sticky notes scattered throughout the entire area. The Splash Kit does wonders in both sites, as the former will be VERY hot and you’ll likely suffer from burns, which a Splash Kit can help relieve. In the latter, Splash Kits can make the sticky notes wet, and the Jump Kit can destroy them by shocking them.

Ground Control is much more straightforward, where you’ll just have to kill a bunch of insects to drop their pearls, which then need to be transferred. Frequency Shift is also quite straightforward. Pink goo has infested the entire area and your teammates must get rid of it. However, you have to be careful as the goo can explode and hurt you.

The final Job Site is Freezer Duty, which sees your squad turning on heaters to melt down the ice covering the area. In particular, the Jump Kit is helpful here as it can quickly jump start the heaters.

Collect Research Samples and Lost Assets regularly

Throughout various Job Sites, you’ll come across Lost Assets and Research Samples around the area, especially on the ground. You’ll want to pick them up, as they’re needed to unlock perks and upgrade your tools.

Lost Assets look like stationary, such as clipboards, paper, and folders, while Research Samples usually look like piles of colored powder. This is the game’s form of permanent progression as you prepare to tackle harder difficulties and continue through higher Clearance, Threat, and Corruption levels.

Screenshot: Remedy / George Yang / Kotaku

Lost Assets can be found at any of the Job Sites, but specific Research Samples can only be found at certain Job Sites. Additionally, you’ll need to turn on at least one level of Corruption for any Research Samples to show up at all.

  • Hot Fix has Whispering Ash samples
  • Paper Chase has Viscous Strip samples
  • Ground Control has Achromatic Sand samples
  • Frequency Shift has Resonant Glob samples
  • Freezer Duty has Numbed Splinters samples

Make sure to actually finish the Job and extract from the elevator after your objective is done, as you won’t be able to take anything with you if you fail the entire mission.

FBC: Firebreak is now available on PC, PS5, and Xbox Series X/S.



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FBC: Firebreak Review - Controlled Chaos
Game Reviews

FBC: Firebreak Review – Controlled Chaos

by admin June 18, 2025



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.

The class-based, elemental co-op combat is a solid foundation, albeit with some pain points to iron out.

On paper, this elemental combat is a clever touch to what could’ve been a less dynamic gameplay loop. Firebreak is not a shooter in which you can simply point and shoot and be okay. The class-based items matter, which is why it’s a bit awkward when, in the game’s early hours, they all feel so underpowered. The wrench, for example, doesn’t actually dispatch enemies well, so if you think you’re selecting the melee role, you are, just not an immediately effective one. That weapon can be enhanced down the line by selecting (and even better, stacking) various perks that you can unlock as you go deeper down the game’s progression tree. But when you’re first starting out, all three classes feel a bit weak, as do their more typical firearms.

This is especially true of the Jump Kit’s shock weapon, which doesn’t provide enough audiovisual feedback to make it feel strong in your hands. There’s a teaching language that games tend to employ to get the player to feel what they’re meant to feel, and Remedy’s shooter sometimes lacks that. It’s not just the fix or charge meter on the HUD that should tell me when I’ve performed my class duty to its fullest. The items I’m using and the targets I’m using don’t clang and zap in a well-defined manner to make me feel like I’m altering the environment, so they can feel ineffective.

Missions, called Jobs in-game, can exacerbate these early-hour woes. Each Job is split into three clearance levels, which play out as increasingly harder sections, eventually ending in a boss fight or some other finale-style event. Early on, you’ll need to complete levels on their first and then second clearance level to unlock subsequent clearance levels. But the first-level-only runs can feel uneventful and very brief, to the extent that if you decided to ditch the game based on that first impression, you wouldn’t really have seen what it does so well. At the same time, that signals the game needed to do those introductory missions better as well.

Firebreak’s enemy hordes quickly overwhelm players who don’t work together as a team, which is why its lack of in-game voice chat is frustrating. Using something like Discord or a platform’s own voice chat features resolves this easily enough for a group of friends, and that’s certainly the best way to play it, but many will jump into groups with strangers. The ping system can only do so much, and sometimes in Firebreak, it can’t do enough.

The resonance mechanic means shields don’t recharge if you drift too far away from teammates, but it’s easy to overlook that this is how the game is behaving. Games have often put shield recharging on cooldowns, and Firebreak’s shield mechanic can be misunderstood as behaving similarly. Likewise, status effects are as easy to pick up as flu-like symptoms at the airport, and players haven’t shown an understanding of some simple, universal truths: If I’m on fire, please extinguish it. Some of these pain points are left at Remedy’s doorstep to resolve, as Firebreak doesn’t always demonstrate its core elements of combat well. Players need to synergize and look out for one another. Often, I’ve seen players who are on fire or sick from radiation, and the Splash Kit player who could cure them with a few shots of water has no idea they hold such powers.

Note to my Splash Kit teammate: Please cure me.

Luckily, there’s always a Plan B, both for players who are lacking a class or two from their group and for players who just can’t rely on their teammates to save them. For example, many rooms in any of the game’s five Jobs have sprinklers in them, so you can always shoot at those and receive the same benefits you’d get if your teammate were cognizant of how fire works.

All of these factors mean Firebreak’s first impression can be a rough one, but I found myself really glad I stuck around for longer, because there comes a point where it turns a corner and it ends up being a ton of fun. Perhaps most important is how the guns feel. Though the low-tier guns feel underpowered–much like the low-tier anything else in the game–they at least point and shoot in a way that feels well designed. The SMG has an erratic kick to it; the revolver packs a massive punch. Eventually, some heavier armaments like machine guns and rifles can be had too, and each provides its own feel in your hands, giving the expected level of weight, power, and accuracy.

I’ve mainlined the SMG for the most part, and improving that weapon has been super satisfying, as I’ve watched the recoil dwindle away, allowing me to reliably melt hordes with a single clip. Remedy has mostly made shooter-like games, but never have those mechanics been as much of a focus as they are here. Its past games were more like action-adventures with lots of shooting. Firebreak is a first-person shooter through and through, and it benefits from actually feeling like a good one.

Its best attribute, however, is the attention paid to class builds. The huge perk tree offers a few dozen passive perks, such as faster reloading, heftier melee attacks, longer throw distance, and a lot more. Each perk also has three unlockable tiers, taking them from “weak” to “strong” and eventually to “resonant,” thereby giving your nearby allies the benefits of the perks, too. I’ve found these perks to be massively game-changing and chasing the smartest, most beneficial builds–or sometimes just experimental ones–has resulted in the game really digging its hooks in me over the course of the last several hours I’ve given it.

I created a melee monster of a Fixer who can get through levels without ever firing his gun. I made a Jumper with superspeed and awesome throw distance, making her an absolute all-star on the Ground Control mission, in which you’re collecting supernatural “pearls” and delivering them to a mobile payload device. It feels like I’ve left the game’s rougher parts well in my rear-view mirror now, and even when I jump into a game with strangers who might be new to it and liable to mess up, my characters are often overpowered enough to backpack them to the finish line. I move through the Oldest House like a Prime Candidate, to use a term from the Remedy Connected Universe.

A towering monster made entirely of sticky notes is the kind of Remedy weirdness I hoped for in this game.

Unlocking the max-tier guns, equipment items, and grenades is key to discovering Firebreak’s strengths in a gameplay sense, but that’s not all it excels at. The game is gorgeous and loaded with visual effects, much like Control and Alan Wake 2. Remedy’s in-house Northlight engine is capable of some incredible displays, and Firebreak uses everything in its toolbox. In what is perhaps the game’s best bit of VFX, the Jump Kit’s ultimate ability is a lawn gnome that can be launched from the shock weapon’s barrel to create a massive electric storm, decimating anything within its radius. It feels like X-Men’s Storm has descended from above to rain down on the Hiss every time it’s deployed. Other ultimates, like the Splasher’s water cannon switching to firing gobs of lava and the Fixer’s exploding piggy-bank attachment to the wrench come with their own eye-catching displays, too. Unlike some other aspects of the game that can leave you unclear as to what is going on, you always know when an ally is using an ultimate because they command your attention like a fireworks show.

The strong enemy variety of Control is a boon here, too. From squishy melee flankers to armored brutes, flying enemies, and demons that go invisible for a time before they reappear and explode near you, the Left 4 Dead-like hordes of enemies are varied and demand focus and cooperation. Though Firebreak sometimes hides away details it should share more openly with players, I also feel like there’s a good sense of discovery in the game at times. For example, learning how to incapacitate the enemies who can only be shot in their backs (you first need to shock them to make them kneel down for a moment) introduces another layer of strategy to the game’s minute-to-minute combat. Similarly, discovering that the black gunk that leaks out from the pearls on Ground Control also serves as a protective barrier from their radiation poisoning is literally life-saving. Knowing this one sooner would’ve eliminated some early frustrations, but it’s also been fun to play the role of a teacher, showing new players how it works.

Things like the placement and specifics of objectives, and the size, timing, and makeup of hordes change each round, but Firebreak adds a clever, Remedy-colored spin to missions with Corrupted Items. These act as gameplay modifiers and can really alter how you approach any level. When the Corrupted Items setting is turned on, you’ll need to hunt down an item–say, a crowbar, a lantern, or even a traffic light, among many more–and destroy it to wipe the zone of its modifier. The thing I’ve enjoyed about these is that some of them are actually beneficial, or at least they can be. The modifier that results in shielded or super-fast enemies is only an obstacle, but I’ve found myself pushing for the group to spare the items that bring about low gravity and even one that makes defeated enemies explode. The chain reactions you can pull off with this one are immensely helpful, provided you’re not in the blast zone yourself. Like so much else in FBC: Firebreak, Corrupted Items make the later hours of the game stronger and more exciting, provided you can get past what could be a lackluster first impression.

FBC: Firebreak’s most refreshing attribute comes in its metagame. It does have some live-service intentions; Classified Requisitions are paid cosmetic-only reward trees akin to battle passes that will release periodically as the game goes on, and the deep build system really encourages players to make superhero-like characters to bring into the highest difficulties over the long haul. However, its demands as part of the attention economy pretty much end there. Firebreak is a game you can play a lot or a little, but you won’t ever have to play catch-up. There is no daily or weekly challenge system, and Remedy promises no event-locked rewards that some players will miss out on simply because they weren’t when the rewards were available. It’s not asking to be your next part-time job like virtually every other multiplayer game now does, and this ends up feeling like an addition by subtraction.

The more I played Firebreak, the more I enjoyed it, as many of its best features are not immediately apparent in just a few rounds.

The best part of all this is that I’ve been compelled to play the game a lot anyway. Yesterday afternoon, I felt prepared to write this review, but then I found myself staying up late last night, jumping into rounds with random players and showing them the proverbial ropes. I was a tour guide through the Oldest House, suddenly obsessed with perfecting my next builds, enhancing my perks to the fullest, and improving each kit to its maximum level. I’ve previously written about how battle-pass systems sometimes attach me to games I’d rather move on from, so it’s been great to play Firebreak purely for the fun of it. I’m sure as the game adds more Jobs, like the two coming this year, I’ll be hopping back in to check those out.

As the game has launched on two different subscription services, I expect some players will likely try it, only to be quickly turned away by a subpar first impression and write Firebreak off without the lack of investment that might keep them around for longer. Hopefully, those who enjoy co-op PvE games do stick around past the early roughness, because there’s something really fun to uncover. Sometimes the game gets in its own way by not tutorializing key points, like how to best deal with status effects and play roles dependably. But once you’ve gained that institutional knowledge, FBC: Firebreak is an enjoyably chaotic power fantasy, and an interesting experiment for Remedy between its bigger, weirder projects.



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FBC: Firebreak review | Rock Paper Shotgun
Game Reviews

FBC: Firebreak review | Rock Paper Shotgun

by admin June 18, 2025


FBC: Firebreak review

This co-op Control spinoff isn’t without some mad science laughs and decent FPS boomsticking, but grindy unlocks and tedious objectives make it fleeting fun at best.

  • Developer: Remedy Entertainment
  • Publisher: Remedy Entertainment
  • Release: June 17th 2025
  • On: Windows
  • From: Steam,, Epic Games Store, Game Pass
  • Price: $40/£33/€40
  • Reviewed on: Intel Core i9-10900K, 32GB RAM, Nvidia RTX 3090, Windows 10

Well, you can’t say Remedy don’t have range. After the screeching survival horror of Alan Wake 2 comes FBC: Firebreak, a three-person multiplayer FPS spun off from Wakeverse stablemate (and excellent action game in its own right) Control. Perspective isn’t the only thing that shifts, either, as Firebreak reframes Control’s eerie, New Weird-influenced setting as a backdrop for comedy co-op shenanigans. There will be gnomes creating lightning storms.

Back in the Oldest House, the illogically vast and currently invaded headquarters of the Federal Bureau of Control, Firebreakers – volunteer office drones turned underqualified field agents – gear up to do battle with whatever outdated guns and jerry-rigged tools they can find. The Firebreak initiative is as haphazard and cobbled-together a task force as you’re likely to see, and ultimately, a reflection of the game it stars in: one that’s plucky and capable of impressing, yet never quite comes together as a cohesive prospect.

Your opponents are, once again, the Hiss, Control’s resonance-based baddies who take up residence in the warped bodies of less prepared FBC staff. Deprived of that game’s desk-chucking superpowers, Firebreak’s Anti-Hiss toolbox is more mundane, with most of the firepower coming from simple firearms. The satisfaction of their shooting experience varies wildly, depending on the precise flavour of gun in use; shotguns and the hunting rifle are great fun, being boomy, weighty blasters that stagger chunkier enemies and send weaker ones airborne. The assault rifle and SMG, though? Awful. These deal about as much damage to a Hiss as a rude email, and with the pre-upgrade models especially, only fire off slightly faster.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Livening up these gunfights are Crisis Kits, Firebreak’s take on player classes, which include one unique tool, a helpful deployable, and an Altered Augment – an ultimate, basically – apiece. The latter play into the FBC’s mission statement of containing and researching artifacts that defy natural law, and conveniently, they often prove useful in a scrap. Chuck a spooky teapot on top of the Splash Kit’s water-spewing Ejector tool, for instance, and its harmless payloads become globs of melty magma; that gnome, meanwhile, is the hateful star of the electricity-focused Jump kit, whose obsession with following the nearest live creature makes it as likely to smite its user with summoned lightning as the Hiss.

That said, the tools are mainly utilities, designed to speed up janitor work like fixing machinery or extinguishing fires. That sounds boring, and it often is. But sometimes, these tools come good: at least some of the fires will be the ones engulfing your teammates, so timely dousing with the Ejector could save a life. Much of the wire-fiddling work also needs doing under the pressure of a Hiss assault wave, turning simple wrench whacks into genuine clutch plays.

The ability to apply shock and wetness at will also ties into the elemental interactions that grant Firebreak’s action a much-needed third dimension. Intentionally setting these up can be tricky, unless you’ve got teammates on mics, but the first time you lethally zap a gang of drenched Hiss with conduction-boosted chain lightning feels like you’re outsmarting the paranormal as well as out-shooting it. And I wanted to reach through my screen and hug the teammate who, seeing that our whole squad was about to perish from the heat of a possessed furnace, had the presence of mind to shoot out an overhead sprinkler, rescuing the run with an improvised shower.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Firebreak is usually content to let players discover these interactions for themselves, though the very start of your Firebreaking career arguably would benefit from a firmer helping hand. The onboarding process is not kind: with only the briefest of tooltips offering advice, it’s all too easy to launch into the opening mission (or job, as the game calls them) with little to no understanding of how all these magical contraptions work. And, just to make an even worse first impression, said job is a deflatingly straightforward matter of fixing some electrical boxes and leaving.

That’s because at first, you’ll need to not just unlock each of the five jobs by completing the preceding one, but also the full length of each job – they’re split up into three sections, or Clearance Levels – by beating the shorter, lower-level versions in order.

The idea behind this structure is that the availability of shorter missions makes Firebreak more accessible to busy types, who might not have the time or inclination to settle down for 45-minute slogs in the vein of Left 4 Dead’s campaigns or Deep Rock Galactic’s weekly Deep Dives. Noble in concept, and technically successful in practice, with most Level 1 jobs clearable in a couple of minutes and Level 2s doable in around ten.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Sadly, not all Clearance Levels are created equal. The first two are always and exclusively based around the workmanlike maintenance tasks – fixing generators, tossing radioactive orbs into a cart, shooting sticky notes and suchlike. That leaves only the third to ever offer a meaningful twist or dramatic climax, like battling an ogre made of Post-Its or launching a waste disposal rocket into space. These are invariably the highlights of any job, and so to stick to the lower Clearance Levels isn’t just to play a faster game, but a duller one as well.

Corruption effects, where an escaped artifact plays havoc on anything from player shields to gravity, could spice up the handyman simulation. My personal favourite? An anomalous snare drum that forces enemies to move and attack at hilariously exaggerated speed, as if Sam Lake accidentally sat on a Fast Forward button over at Remedy HQ. Except these too are strictly limited to Level 3 runs, hollowing out further the promise that Firebreak would be a less time-intensive take on live service.

As does, it turns out, the entire progression system. Pretty much everything requires XP tokens to unlock: perks, guns, upgraded perks, upgraded guns, and most gallingly, the deployable and Altered Augment for each kit. You don’t even get these as standard, making those early missions even more stripped-back. And, because weapon and kit upgrades are gated behind tiered pages – think the battle passes in Helldivers 2 – you’ll often end up wasting points on gear you might not even want, just to spend enough for the next page to open up.

Image credit: Rock Paper Shotgun / Remedy Entertainment

In effect, you’ll need a lot of XP to get beyond the weakest guns and perks, once again disadvantaging those who only fancy dipping in now and then. Folk who put the hours in will indeed be rewarded, but then even with a full set of maximum Clearance levels, there are still only five job types for now. Corruption or not, Firebreak soon ends up repeating itself, quietly slipping into the grinding habits that it simultaneously claims to reject.

All of that is not to say that Firebreak is devoid of fun. There’s actually an hours-wide sweet spot, between that iffy start and the point where job fatigue kicks in, where it’s very enjoyable indeed, a gloriously “Why not?” mess of exploding piggy banks, skin-of-the-teeth monster containment, and glowing men in floating chairs hurling masonry at you. I wish it lasted longer, but it’s there.

It also helps that Firebreak inherits certain charms from Control, particularly the Oldest House itself. This was already a great vidjamagame fightspace back when we were aggressively levitating through it as Jesse Faden, and from the first-person perspective of these nameless FBC mooks, its imposing sense of brutalist enormousness is even stronger. It sometimes even pulls one of its lore-established spacial shifts, like cheekily putting a safe room on a ceiling and forcing poor Firebreakers to climb a debris ladder to open it.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Regretfully, genuine oddities like this are rare, which together with the marked tonal shift makes the Control relationship feel like a surprisingly distant one. I get why this was attempted – co-op shooters are inherently disorderly, so a lighter tone makes sense on paper. And some of the ways in which Firebreak communicates this intent are likeable in themselves, such as how the ammo station refill animation has your combat-inexperienced character frantically grabbing handfuls of loose bullets. Or how Firebreak’s version of a mobile turret is just a big pneumatic tube sat on a desk chair. That’s good design language, in a vacuum. But at least for me, a seasoned Control liker, it perhaps strays far enough from the original vibe that I can never draw too deep from a shared well of excitement.

As for the techy stuff, the public matchmaking is reasonably reliable at finding comrades to play with, especially if you’re willing to hop into Quick Play rather than fine-tuning a lobby for yourself. I have been put into a few laggy games, but that was when the matchmaking pool was comprised solely of journalists and influencers – it seems to have an easier time finding low-latency hosts now it’s been released in the wild.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Whether Firebreak can maintain a healthy supply of volunteers, however, may depend as much on its post-launch overtime work than on the game itself. As it stands, its successes are at risk of being overshadowed by a weak introductory phase and a general lightness of activities once you’ve unlocked all the jobs’ Clearance Levels. At least two more jobs are due for later this year, though those alone won’t address Firebreak’s investment-heavy progression system, weak weapons, or lack of effective onboarding.

Still, they could serve as an opportunity to de-boring the lower Clearance Levels, by replacing the simple repair tasks with more unique and substantial objectives. That would both sweeten the deal of replaying jobs for XP, and steer Firebreak back towards to the ideal of shorter deployments that are still worth playing. Would such an approach risk overstuffing a full, three-stage job? Maybe, but then this is the studio that made We Sing and the Ashtray Maze, and I’d very much like to see Firebreak gain some of that confident maximalism. Right now, it’s lacking, and not just in musical numbers.

This review is based on review code provided by the publisher.



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Game Pass And PS Plus New Release FBC: Firebreak Has A Major Matchmaking Issue On Launch Day
Game Updates

Game Pass And PS Plus New Release FBC: Firebreak Has A Major Matchmaking Issue On Launch Day

by admin June 17, 2025



Alan Wake developer Remedy’s new multiplayer shooter, FBC: Firebreak, launched today across console and PC. The release didn’t go exactly to plan, however, as Remedy has identified what sounds like a pretty significant matchmaking issue causing headaches for some players.

In a social media post, Remedy said it’s aware of an issue causing “most players” to fail to match together, with the result being people getting into matches alone. Firebreak is meant to be played with other people.

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Now Playing: FBC: Firebreak – Gameplay Trailer

“We are working on a hotfix for this issue, which we expect to hit Steam later today [June 17], with other platforms following as soon as possible,” Remedy said. It’s important to note that this hotfix will already significantly help cross-platform matchmaking across the entire player base.”

For the time being, Remedy said it advised players to use the Quick Play option to try to join matches. The developer said this should ensure players find matches populated with other users. Alternatively, Remedy said people can group up with two other people using the Party Code system and launch as a team.

“Thank you for your understanding,” the developer said.

In other news, FBC’s game director Mike Kayatta shared a heartfelt message celebrating the game’s launch. “For years, our small team has been hard at work building a game that we, ourselves, would play with our friends. And what’s come from that effort is something made from passion and grit that we couldn’t be more excited to share with the world,” he said.

Kyatta went on to say that Remedy is not celebrating because it’s done with FBC, but instead because “we’re finally starting.”

“By putting Firebreak in your hands, we’re officially opening our doors to you and to every other player who wants to join us in being part of its future. Working together, we can and will continue to grow this game into the best version of itself that it can be,” Kyatta said.

FBC is available through Xbox Game Pass and PlayStation Plus, or it can be purchased outright for $40. It’s a co-op first-person shooter that takes place “within a mysterious federal agency under assault by otherworldly forces.”



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