FBC: Firebreak review: The trials and tribulations of the working class

Initially, I had my doubts when Firebreak: Firebreak was unveiled. After all, Remedy Entertainment is known for its cinematic, single-player games, so this new direction seemed quite far from their usual roots. With Firebreak aiming to infuse cooperative gameplay into the supernatural world of Control, I wasn’t convinced it would offer a satisfying experience. However, they managed to pull it off exceptionally well, and they did so by focusing on two crucial elements: a solid emphasis on cooperative play and making the ordinary entertaining.

Clocking in

If my buddies had proposed a game for our game night with a mission centered around us blasting and destroying countless sticky notes in a government office building, I would have graciously turned them down. However, one of FBC: Firebreak’s initial levels, Paper Chase, surprisingly draws me in despite the bizarre premise. This is mainly due to the fact that this objective serves as an engaging and thrilling battleground, but also because the sticky note-coated enemies known as Shufflers are genuinely chilling.

In Firebreak: Firebreak (level), tasks known as Jobs, each have distinct goals for players to accomplish. The Clearance Level of a Job specifies the number of objectives a player must finish to complete that level, thereby determining its length. The Threat Level, ranging from Easy to Extreme, influences the number of enemies that will show up during a Job.

The customizable job selection process allows you to tailor your gaming experience. When assembling a team for a task, you can choose the Security Clearance and Risk Level for each job, which significantly impact the way you play. Once you reach Clearance Level 3, you can enable Corruptions, fun and challenging gameplay elements that add extra hurdles and increase rewards. For instance, I experienced a Job where the Corruption caused the building’s gravity to decrease. We could disable this effect by destroying the related object—in this case, a globe.

As a devoted fan, I can’t get enough of Jobs because each playthrough feels unique, never repeating the same experience. It’s also fantastic for tailoring the gaming experience to my mood. If I want a laid-back session with friends but don’t feel like pushing myself too much, I can easily adjust the difficulty level to Clearance Level 3 and lower the threat to Easy. On the other hand, when time is tight, I can quickly finish a Job on Clearance Level 1 in just 10 minutes. With Jobs, I always know what I’m signing up for!

Five positions are open at Firebreak Corporation (FBC). At the outset, these roles include:

1. Firebreak Launch – This job involves dealing with frost abnormalities using heaters.
2. Another key role is the removal of pink exogenic matter from the machinery within the building.

Each of these jobs offers a unique and engaging experience due to the customizable nature of the tasks themselves.

As I navigated through the jobs, I found myself chuckling at the peculiar way Remedy transformed ordinary office items into surreal gameplay scenarios. The colossal sticky note beast at the end of Paper Chase was the epitome of this creativity, but even the Power Enemies, named after everyday people like Joshua and Lauren, served as a humorous nod to the fact that this world, before it was flipped on its head, was quite normal.

Volunteer work

In this game, the characters you control are known as Firebreakers. They belong to one of three categories or “kits”: Fix Kit, Jump Kit, or Splash Kit. Each kit comes with a special tool useful for various tasks during missions. The Fix Kit features a wrench that allows you to strike objects marked with a wrench symbol, avoiding Quick Time Event (QTE) sequences where you rapidly press keys/buttons in sequence. On the other hand, the Jump Kit and Splash Kit utilize electricity and water respectively, offering similar functionality.

It’s fascinating how each kit complements the other in creative and engaging manners. For instance, when you’re caught in a fire and can’t reach a shower, a teammate using the Splash Kit can sprinkle water on you to put out the fire. On the other hand, if someone (or sticky notes) has been soaked with water, a player equipped with the Jump Kit can utilize the Charge Impactor to swiftly eliminate them. In essence, these kits serve as an apt metaphor for work collaboration: the right team members can either enhance or hinder your professional journey.

In Firebreak (FBC), teamwork through cooperative play is significantly stressed, as evident in its mechanism of limited lives and friendly fire. Your team shares a common respawn pool, which heightens the pressure when a comrade falls. However, it’s disappointing that you can’t crawl while being downed. It seems odd, given that this feature is usually present in cooperative games, and it’s puzzling why you’re rendered immobile during a downed state, despite the game offering extensive customization options for loadouts.

When it comes to the layout of the loadout, it’s Firebreak’s ongoing features that take center stage. The Requisitions section operates similarly to a Battle Pass, enabling players to gradually unlock fresh equipment, weapons, and enhancements by using Research Samples, which are acquired by finishing tasks. While undertaking a task, you may come across collectible items that will grant you extra Samples upon clearing the level.

Additionally, you’ll find the Research page, which offers numerous Perks that enhance your gameplay experience. These Perks could range from boosted movement speed, enhanced durability, or quicker respawn times for you and your teammates. There’s a wide variety to choose from, and chances are you’ll invest numerous hours in unlocking and enhancing each one.

As someone who uses Firebreak’s shooting abilities, it’s decent but could use some tweaks. The weapons selection is limited, and I find their performance to be inconsistent. The revolver and bolt-action rifle have a solid feel and pack a punch, but the submachine gun and double-barrel shotgun seem underdeveloped in terms of tactile feedback. However, I don’t encounter this problem when using the wrench as a melee weapon or the additional equipment provided with the Splash and Jump Kits.

Labor Day

Firebreak offers an engaging multiplayer experience set within the Control universe, with each role (Job) tailored to showcase diverse playstyles. The game’s depth is further enhanced by the extensive customization options available for each Job, ensuring a high level of replayability. Whether you’re seeking a relaxed, casual gaming atmosphere or intense, challenging gameplay, Firebreak can deliver – it’s all about your preferences.

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2025-06-17 12:58