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FBC Firebreak Review – Remedy’s Creative Risk Partially Pays Off

Remedy Entertainment is appreciated for its distinctive presentation, its quirky sense of humour, and its creative world-building, rather than addictive gameplay. FBC: Firebreak, their first foray into developing a live-service cooperative multiplayer game within the Remedy Connected Universe, makes for an interesting yet risky venture for this acclaimed developer.

The game has achieved an amazing feat because it continues in the spirit of Remedy while going in a new direction. Gamers continue to witness some of the studio’s weird mission structures, unsettling enemy encounters and odd charm. This is a strong sign of Remedy not wanting to be restricted as it introduces new mechanics and ambitious gaming systems that are new to the developers. It really is very rare for a multiplayer FPS to have so much personality. 

Consistency problems can affect FBC’s Firebreak engagement. The game has some amazing moments that require hires to work together by playing our game, similar to great co-op experiences. But they are few and far between.  Many Remedy-style systems and mechanics, though cute, don’t entertain but frustrate instead. The live-service model, which offers extra content and continued support, can help ease or heighten these worries depending on the player.  A lot of people will call it presumptuous to choose future potential over today’s excellence.

Firebreak Show is a Fire Emblem Spinoff

FBC: Firebreak is original according to Remedy’s formula Instead of controlling superpowered heroes or elite military personnel, players play as ordinary blue-collar workers reporting for their daily shift at The Oldest House, treating dangerous tasks as standard operating procedure. Firebreak offers “Crisis Kits,” which are basically “Classes” instead of intimidating arsenals filled with equipment.

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  • Fix Kit.
  • Splash Kit.
  • Jump Kit.

Each Kit is themed around its primary tool: the Fix Kit contains a giant wrench to allow speedy repairs, the Splash Kit gives back-mounted water propulsion systems to the mech and the Jump Kit gives an industrial defibrillator in order to charge-up batteries and activate traps. These Kits reveal FBC Firebreak’s core base: all maintenance work. Enemies are just chaos in the background.  As a result, Firebreak works well if teammates choose right apparel for right tasks. When repairing fans or recharging generators in hot fix missions, fix kits and jump kits are the best options for completion.

Fix Kits are the most brilliant mechanical invention the game has ever seen. None are required to complete the mission – the player can perform all basic functions manually, however they incentivise thoughtful players for preparing and planning ahead of time. They go well with one another for some surprisingly great teamwork. A user of the Splash Kit can apply Wet status effects to enemies. This enhances Shock damage from Jump Kit wielders. Players will gain access to new options through the mastery of different Kits, including ultimate attacks and tactical items.

Solo play remains possible but inadvisable. Solo players find the core mechanics of the game tedious and uninteresting from frustration and extreme difficulty.

This results is a wonderful collaborative experience, with various Kits mixed with other playstyles, weapon choices and perks creating refreshing and unpredictable teamwork situations. The experience of using a car will remind you of working with your just colleague to work on a project assignment. FBC: Firebreak successfully conveys its premise of supernatural-laden labor, as it raises the fundamental question: does this virtual work offer entertainment?

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FBC: Firebreak Sometimes Feels Tedious and Ordinary

FBC is held back by various strengths of Firebreak with the most destructive being comprehensive: various game modes do not all have fun levels which I am just fine with. Paper Chase is another offender, in which players must destroy thousands of sticky notes inspired by SCP, which is as boring as it sounds. It is worse that players can’t just shoot these stationary targets; they need some moisture first. The gameplay soon feels extremely repetitive and pointless. Even when you use the tools that let you do creative things like using humidifiers to speed up job processes, all you do is shoot sticky notes while occasionally shooting back at Hiss waves. The introduction of Sticky Ricky, a gigantic sticky note boss, provides welcome variety on the third level of Paper Chase. However, this does not make up for the dullness of the previous levels.

Different game modes dodge Paper Chase’s tediousness but end up on similar repetitive, bland tasks.  The problem is made worse by a lack of variety among enemies. The ‘powerful enemies’, who act as mini-bosses, are just more powerful versions of weaker enemies. Remedy has said that new game modes, character builds, and enemy types will be added sometime down the line. The live-service structure is another key FBC: Firebreak issue.

FBC: Firebreak currently feels unfinished – a sadly common live-service trend. There is a lack of weapon options and it does seem boring. There is no gun-crafting or anything like that, nor any meaningful customization of how they work with the gunplay. Personalization feels and seems dull and quite limited.

 The low-level abilities and mechanics gained while leveling up the battle pass are enjoyable, but overall progression should not be tied to a live-service mechanic.

Remedy has stated that we’ll see substantial FBC: Firebreak content through 2025 which includes two completely new game modes that are less boring. It seems like Firebreak might be better off just waiting. The current content does not warrant $40 right now, especially with paid battle passes. Firebreak has the foundation for a great co-op game, so here’s hoping Remedy gets the chance to realise it.

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