Remedy Entertainment’s games, such as Alan Wake 2, Control, and Max Payne, are typically linear, single-player, third-person narratives filled with cutscenes and dialogue, culminating in defined endings. However, FBC: Firebreak deviates from this formula, offering a fresh approach that may not suit all Remedy fans, but has piqued my curiosity for its distinctiveness.
Recently, I participated in a digital preview for FBC: Firebreak, a first-person co-op shooter set for release later this year on Xbox, PS5, and PC. The developers shared insights into their design philosophy for this Left 4 Dead 2-inspired game, answered questions, and showcased a mission.
Overview of Firebreak
FBC: Firebreak is situated within the Control universe, which is part of the larger “Remedy Connected Universe,” also including Alan Wake. It takes place approximately six years post-Control, amid the ongoing infestation of the interdimensional Hiss within the Oldest House. With supplies dwindling and desperation mounting, the Bureau, led by Control protagonist Jesse Faden, has established an emergency response team, the Firebreak Initiative, to combat the Hiss.
What stood out was Remedy’s acknowledgment that FBC will not feature cutscenes, aiming for a pick-up-and-play format for players. This reflects their commitment to ensuring accessibility regardless of player experience or the number of hours invested.
FBC as a Flexible Experience
Another highlight is the focus on fun and the randomness of content, which is intended to resonate with the chaotic world of Control. During the event, a mission dubbed Paper Chase was demonstrated, showcasing teamwork among players fighting against the Hiss and managing clutter from sticky notes. This gameplay reminiscent of Left 4 Dead 2, emphasized cooperative strategy against waves of enemies.
Players will utilize unique kits equipped with various tools to influence gameplay significantly and are encouraged to work towards shared objectives, experiencing a dynamic and immersive environment. Post-mission, teams can encounter challenging boss fights, showcasing distinctly themed encounters aligned with the Control universe.
No Time Pressure for Players
In addressing the decision to limit play to three participants instead of four, developers expressed concerns about maintaining manageable gameplay. Players can opt for solo or duo experiences without AI bots. Remedy aims to facilitate easy engagement without cumbersome narratives or pressures that make the game feel like an additional responsibility.
For those considering the long-term viability of the game, Remedy indicated that FBC won’t have a fixed endpoint. Instead, it will promote ongoing engagement with players unlocking new perks and gear as they tackle increasingly difficult challenges. The game aims to remain accessible without major narrative shifts, creating a constant yet static gaming environment.
Scheduled for release later this year on PS5, Xbox Series X/S, and PC, FBC: Firebreak will also be available from day one on Game Pass and PS Plus, marking a strategic move by Remedy to ensure the title finds its audience and avoids pitfalls encountered by other recent online titles like Concord.