FBC: Firebreak Review: Corporate Chaos and Cooperative Action

Remedy Entertainment is known for its deep, cinematic single-player stories. With FBC: Firebreak, the studio pivots, trading a dense narrative for cooperative action within the familiar, unsettling halls of The Oldest House. This is not Control 2.

Instead, it is a focused first-person shooter that places you in the boots of a Firebreaker, a member of a new initiative authorized by Jesse Faden herself. Your task is less about unraveling mysteries and more about supernatural sanitation: cleaning up the lingering Hiss infestation.

The game is built for accessibility, inviting players to team up with friends for quick, chaotic sessions of paranormal pest control. It deliberately steps away from the demanding schedules of many modern online titles.

There are no expiring battle passes or limited-time events, allowing you to engage with its systems entirely at your own pace. It offers a refreshing premise: a job in the strangest office building imaginable, where the biggest threat is not corporate burnout, but a possessed stapler.

Corporate Chaos

The game’s aesthetic is immediately striking, throwing players back into the brutalist, shifting architecture of The Oldest House. The setting masterfully blends the mundane world of government bureaucracy with paranormal phenomena, creating a space where fluorescent-lit corridors twist into impossible dimensions.

Here, players undertake missions called “Jobs,” which often involve wonderfully bizarre menial tasks. One mission might have you clearing out a terrifying infestation of self-replicating sticky notes, while another tasks your squad with collecting radioactive slugs from the ceiling of the Black Rock Quarry.

The structure of these Jobs is comparable to titles like Left 4 Dead; a team of up to three agents enters a level, works through a series of objectives, and pushes towards an extraction point. What prevents this loop from becoming stale is a robust set of customization options.

Players can select a Job’s Clearance Level, which extends its length with new areas and objectives. The Threat Level adjusts enemy spawns from a manageable few to an overwhelming horde. The final layer comes from Corruptions, optional modifiers that introduce wild effects like low gravity or causing all enemies to explode upon death, which drastically alters how a mission plays out and increases the potential rewards.

Synergistic Maintenance

Success in Firebreak depends on teamwork, a concept baked directly into its class-like “Kit” system. Players choose from one of three specialties before a Job begins. The Fix Kit allows for instant repairs on machinery with a swing of a wrench, bypassing the slow, vulnerable button-input minigames others must perform.

FBC: Firebreak Review

The Jump Kit provides electrical power and enhanced mobility, while the Splash Kit uses water to extinguish fires, wash away hazards, and cleanse status effects from teammates. These roles are designed to interact directly with one another.

For instance, an effective tactic involves one player dousing a group of Hiss with the Splash Kit, setting them up for another player with the Jump Kit to dispatch them with a powerful electric shock. This emphasis on cooperation is critical, especially as the Hiss swarm in large numbers.

The first-person combat itself feels capable and solid. While the weapon selection is not extensive, the guns are effective enough to handle the familiar threats from Control, ranging from basic possessed guards to the more unsettling, invisible Distorted Hiss that can tear through your defenses.

Climbing the Paranormal Ladder

Progression is framed as a form of bureaucratic advancement inside the FBC. Completing Jobs earns your agent “Lost Assets” and “Research Samples,” which are spent in two distinct areas. The Requisitions page functions much like the Warbonds in Helldivers 2; it is a permanent catalogue of unlockable weapons, new gear, and powerful “Altered Augments” that can transform your equipment, such as turning a simple water hose into a fire-spewing cannon.

Separately, the Research page is a tree of passive perks that grant bonuses to your character, from increased movement speed to the ability to share your perks with nearby teammates through Resonance. The entire system is built on play, with no option to purchase an advantage.

This player-friendly model means there is no pressure to grind before a season ends. You are free to develop your Firebreaker’s loadout by simply engaging with the game, slowly building a personalized set of tools to better handle the chaos within The Oldest House.

The Remedy Touch

Beyond the mechanics, the game is infused with a specific personality that sets it apart. The eerie, surreal aesthetic of Control is blended with a lighter, almost comical tone, driven by the radio chatter from your handler, Hank, and the sheer absurdity of the situations.

Fighting a boss monster made of sticky notes named “Sticky Ricky” is a perfect example of this offbeat humor. This quirkiness extends to the arsenal, where you can eventually unlock bizarre ultimate weapons like a lava-spewing teapot or a piggy bank that fires a storm of coins.

Firebreak finds its identity in this chaotic energy. It is a game designed for repeatable fun, where the experience is at its best when your team cranks up all the difficulty modifiers and works together to survive the beautiful, hilarious mess that ensues.

The Review

FBC: Firebreak

7.5 Score

FBC: Firebreak successfully translates the strange world of Control into a fun, chaotic cooperative shooter. Its strength lies in the excellent synergy between its class-like Kits and the high replayability offered by its customizable "Jobs." While the mission objectives can become repetitive and the narrative is intentionally light, its player-friendly progression and rejection of typical live-service pressures make it a refreshing and highly enjoyable experience with friends. It’s a solid foundation that finds its spark in emergent, team-based chaos rather than a deep, overarching story.

PROS

  • Excellent co-op synergy between the different Kits.
  • High replayability through customizable mission modifiers.
  • Player-friendly progression system with no FOMO.
  • Unique and charmingly bizarre aesthetic and humor.

CONS

  • Core mission objectives can feel repetitive over time.
  • Limited variety in weapons at launch.
  • Narrative is extremely light, existing mostly as context.
  • The initial gameplay can feel slow before more upgrades are unlocked.

Review Breakdown

  • Overall 7
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