There is something really exciting in FBC: FirebreakRemedy's Take of first -person cooperative handles. I have been trying to identify a Wow Factor since I attended the demonstration led by the game developer last week, but I concluded that it is a combination of multiple great characteristics combined perfectly together. FBC: Firebreak It is set at the sterile headquarters of the Federal Control Office and presents the characteristic dark surrealism of Remedy, but is also infused with a good dose of nonsense and mechanical depth. The result feels like a modern Left 4 Dead In the best possible way, only with whistle instead of zombies and three players instead of four.
Left 3 deadsomeone?
FBC: Firebreak takes place six years after the end of Control. The oldest house, which used to be the power seat for the FBC, has been sealed with the inner whistle, and now is the time to eradicate the invasion and lift the blockade. The agency is sending the Firebreak team, a unit composed of government volunteers without additional combat training and little hope of leaving alive. As a member of Firebreak, a special team is given, it has registered on the back and locked inside the headquarters with the whistle and each unfortunate employee that is infested. Good luck.
The game is broken down by Jobs, which are essentially personalized missions in specific regions of the oldest house. All works have three zones, but otherwise each one has a unique objective, crisis and environment. After selecting a job, you can customize its execution by establishing the level of threat and the level of liquidation: the threat level determines the difficulty of combat and the amount of rewards at stake, while the level of authorization establishes the amount of areas it must erase and the type of rewards.
“I will say that we have more than three levels of liquidation, and you enter some quite interesting things, such as corrupt elements that appear during the work,” said game director Mike Kayatta.
Before the game begins, each player can select one of the three crisis kits, loads designed with specific plays styles in mind. The crisis kits come with a tool and an element each. The jump kit is based on electricity and has the electrokinic load impactor, a type of Jackhammer portable device with a conductive metal plate at the end, capable of hitting in enemies or boosting in the air. It also has the boombox, which reproduces music to attract enemies before exploiting. The FIX kit gives you a large key that can repair machinery and wobble, and also includes a turret that you have to hit with the key to assemble. The Splash kit is for all water signs: it presents the fluid injector operated by the crank, an industrial water cannon that can extinguish fires and soak the enemies so that they are prepared for additional damage, in addition to a humidifier, which sprayed water cured in a wide area.
“A good way to see all this is that you are going to combine the level of threat and the level of authorization and the type of work you want to play to create your own load, your own experience, exactly the session you are looking for with any group you are playing that night,” Kayatta said.
Firebreak squad members have their own investigation advantages or update spaces. You buy benefits with currency gained during the works, and the stacking updates of the same type strengthen its effect. Equip three advantages of the same type lends that capacity to close teammates as well.

“For example, an advantage could give it the characteristic that each lost bullet has the opportunity to return to its clip, or the ability to extinguish jumping up and down, which is how it works, of course,,” said community manager Julius Fondem. “If you equip only one advantage, you get its effect. Simple, direct. If you equip two of the same type, you get a stronger version of that advantage. And if you equip three of the same type of advantage, you can share its effect with your close crew partners and increase the competition of your kit, increase the slots you should play, providing the opportunity to play with many different constructions and strategies.” “.” “
Kill siss is fine and elegant, but collecting currency is an important objective of each race in FBC: Firebreakalso. The currency is used to buy new equipment and cosmetics, as well as benefits. Regardless of whether you really escape a living job, you are rewarded with XP and competitions by the team you used. You can only get currency finding it in the environment and escaping successfully with it (and your life).
“In the end, Fire It's about efficiency, “Fondem said.” You can not fail the objectives, but the more time it will pass by, the more whistle it will appear to stop it, increasing the possibilities that your crew dies at work. That means that the more time you spend exploring for the currency, the more risk you will be inviting and more difficult will eventually return to the headquarters of a single piece. “
Speaking of currency: promises remedies, it will not charge for critical content after launch.
“We want to keep all our players together, which means that all the content after playable launch, such as Jobs, will be free for everyone who has the game,” Fondem said. “We will support the game by offering cosmetic content paid too.”
The remedy work showed in the media information session (and appears in today Future Games Show Spring Showcase) It was Paper Chase, a mission full of sticky and yellow flying notes, sticky note monsters and a sticky note like the final boss. It is set in a classic FBC office space, concrete walls and blood orange carpet, and players have to eradicate the rogue, multiplying adhesive notes and whistle. Small paper squares revolve through the air and adhere to the player's face, covering the screen sometimes, in the midst of explosions, flashing lights and bullet showers. At one point, a player places a Piggy bank in his melee weapon and breaks it in the whistle, shouting: “Go back, Piggy is coming out!” Activate an AOE wind effect on nearby enemies. There are environmental factors with which to get and a variety of weapons to deploy (shotguns, machine guns, rifles, guns, water cannons, turrets, grenades, electrified impact devices, boomboxes and, in general, paper chase seems a very good time.

A lot of iteration has been taken to reach this point. And as a result FBC: Firebreak It is not limited to three players just to differentiate themselves from a slightly similar 16 -year game with a four in its title.
“The reason we did three players squads, really, was like an organic peculiarity of development,” Kayatta said. “We really started trying with four players. I think he didn't feel so well. It was a bit more difficult to understand where people were. That is something that is, as, not required, but definitely useful in this game. And it simply feels like, with all the chaos and all the funny systems that come out, three felt well over time. So that is that. And yes, you can play only or duo.”
FBC: Firebreak will come out this summer, and go to PlayStation 5, Xbox Series x/S and PC through Steam and Epic game storeIn addition, one will be available on Game Pass and PlayStation Plus. You will admit the cross game. Remedy points to a “lower minimum” PC specifications requirement and game optimization for Steam Deck. Still, FBC: Firebreak It will be sent with full light tracking support, DLSS 4 with multiple frame generation and NVIDIA reflex capabilities.
This article originally appeared in Engadget at https://www.engadget.com/gaming/fbc-firebreak-first