FBC: Firebreak wants players to have fun without feeling like they’ve got a second job

What transpires when the Federal Bureau of Control loses its grip?” was the primary concern for developers while creating FBC: Firebreak, a fresh three-player cooperative game established in the same universe as Control. Upon observing gameplay and gaining knowledge about the game’s features and mechanisms, it appears that FBC: Firebreak serves as Remedy Entertainment’s solution to combating live service exhaustion.

As a dedicated fan, I had the privilege of joining a virtual gathering with Mike Kayatta and fellow innovators from the Remedy Entertainment development team to delve deeper into their vision for the multiplayer spin-off of their game, Firebreak. Nestled within the hallowed offices of the Federal Bureau of Control, this intriguing title places its characters in the thick of the action as they battle otherworldly adversaries in a thrilling horde-style combat setting.

As a Firebreaker, you have the option to join forces with up to two other teammates to handle various tasks. These tasks, referred to as Jobs, offer a personalized gaming experience with distinct environments, goals, and adversaries. Players customize their experience by choosing a Job’s Challenge Level (equivalent to Threat Level) and Access Level (equivalent to Clearance Level). The Challenge Level influences the battle complexity, while the Access Level decides the number of areas (ranging from 1-3) and the potential rewards that can be gained.

A segment of gameplay from a job titled “Paper Chase” was demonstrated to me. In this role, ordinary sticky notes exhibit extraordinary behavior, reproducing and adhering to each other to create humanoid figures. The task for the players was to eliminate numerous sticky notes, with the climax being a confrontation against a giant boss made entirely out of sticky notes.

As I delve into the thrilling world of this job, I’m constantly discovering coins and high-value equipment along the way. However, to secure these items permanently, I must conquer each level. This decision-making process between risk and reward is intriguing as I weigh the intensity of the challenge versus the potential rewards. The coins I gather can be spent on enhancing my Firebreaker with unique perks, such as one that offers a slim chance for stray bullets to return to my magazine.

In FBC: Firebreak, players choose from three different loadouts called Crisis Kits for their cooperative gameplay. The Jump Kit allows players to manage enemy groups with electricity and manipulate the team’s positioning. The Fix Kit is primarily a melee build featuring a large wrench and an automated turret. Finally, the Splash Kit uses water to eliminate negative statuses, extinguish fires, and heal teammates. Players can pick their Kits before starting a Job, but they also have the option to switch during play if they wish to experiment with something new.

As a Firebreaker gamer, I’ve got the freedom to personalize my look! I can swap out helmets, armor, gloves, and even tweak my voice to suit my style and preferences.

During my sneak peek at Firebreak, I noticed that Remedy is deliberately steering clear of the traps often found in contemporary live service games. Unlike many modern titles, Firebreak won’t demand daily log-ins, won’t have an expiring Battle Pass, and will avoid other typical live service elements that can cause “engagement pressure.” The developers emphasized their desire to ensure players don’t feel like they’re taking on a second job just by trying to stay current.

It’s understandable if you feel skeptical about another multiplayer live-service game, considering their dwindling success rates, regardless of whether they’re tied to popular franchises or developed by top studios. However, Remedy Entertainment is choosing a unique approach with FBC: Firebreak, and I can’t wait to give it a try.

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2025-03-21 00:57