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Remedy Entertainment

FBC Firebreak Review, Gameplay Impressions, Videos and Top Features

Chris RolingJun 17, 2025

FBC Firebreak from developer Remedy Entertainment isn’t the standard-fare entry into the online shooter space. 

Rather, it’s an unorthodox-but-refreshing debut to the scene from the developers behind Control, Alan Wake and other unique hits from over the years and leans into that background at every chance. 

A three-player online co-op experience with much going on and little in the way of demanding a player’s time like others in the space, Firebreak asks for a leap of faith and seems to offer a rewarding experience to those who make the jump. 

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Graphics and Gameplay

From a presentation standpoint, Firebreak had a pretty easy job. It looks good like any modern game, but has a setting and characterization so unique that it really stands out from the pack. 

The setting, Oldest House, was an uneasy yet engrossing locale in Control and that continues here. It’s gorgeous and detailed with sometimes-comforting music, yet unsettling in ways that makes the hair on the back of one’s neck stand. 

While the uncomfortable vibes don’t reach the highs of Control outright, it isn’t supposed to, either. Firebreak is careful to lean into the goofiness of the whole thing. Character quips are hilarious, enemy types and objectives can be outrageous and healing happens in… showers (and it makes sense in the world, too). 

Gameplay itself is slightly more traditional, but only when painting in broad strokes. 

Players pick what is essentially the game’s version of a class, of which there are three. To keep it generic, there’s a mechanic-like class who can fix stations for players to use, a healer with a spray cannon and a more offensive kit that deals damage. 

The beauty and synergy is in the communication and combination of skills. The “healer” soaking enemies before the offensive-minded class sending out an electric jolt has, well, shocking results, to keep it at its most basic. 

There’s some smooth elemental play going on in the world, too. Various water sources found in levels could quickly become a problem for enemies with an added jolt of electricity or two, for example. 

Friendly fire is enabled. That might be a point of frustration for some players, but here, it’s more just another dash of chaotic fun. In a similar vibe to games like Elden Ring, players will drop their loot upon death and need to trek back to that spot to recover it.

Basic mission structure is as expected. Players complete a basic rendition of a mission first, then re-enter it again with more complicated tasks and expanding levels, which can loop in boss fights to block progression. 

For those not on a mic, there’s a quality ping system in place that lets players mark things in the world of note, be it ammo stations, safe rooms, enemies, etc. 

As for how it feels, Firebreak might be a little more sluggish than some FPS veterans would hope. But the pacing feels right, if that makes sense. It’s a responsive game and fun to traverse once players get going after a smooth tutorial process.

Story and More

Firebreak might technically be a multiplayer game, but there is certainly some story going on within. 

After all, the game takes place roughly six years after the widely beloved Control and within the unique setting of Oldest House. 

Firebreak leans into the absurd possibilities to great effect. It throws a variety of different experiences at the player to cooperatively tackle. There are generic clearing-rooms missions, sure, but also tasks reminiscent of say, Nintendo’s Splatoon. 

Those who have any affinity at all for Control, Max Payne or even Alan Wake will be right at home here for that mixture of heartfelt storytelling that often gets injected with goofiness that helps the whole thing not take itself too seriously. 

Granted, Oldest House is a little dialed back here, though that’s to be expected. There’s a simplicity that needs to occur for multiplayer maps, especially when zooming in and traversing them in first-person mode. Those hoping to see the iconic Ashtray Maze or something similar will need to readjust expectations. 

General progression will feel familiar for those who play similar games. Players gather up currency (Lost Assets) to spend on perks and upgrades. This goes all the way up to unlocking new ultimate abilities that can dole out major damage or other crazy things.

Replayability will make for an interesting conversation with Firebreak. The game really respects a player’s desired time investment. They can tweak the clearance level, which will effectively decide the length of time of a round. Or, they can also adjust threat level, meaning difficulty of enemies encountered. So, technically, players could choose for a very short level with super-dangerous enemies. 

In other online areas, Firebreak has sketched out modern plans. Promised post-launch content includes major updates that add new jobs and systems, as well as the expected online gamut of patches as needed. 

Kudos all around, though. The game runs well and has a nice suite of options. That respecting a player’s time note is a very real thing. And there’s no pressure for this to be a second job like other online shooters, meaning a lack of never-ending daily missions or things gently shoving players in the back toward microtransactions.

Conclusion

FBC: Firebreak feels like it slots into a Deep Rock Galactic-like space. 

It's not contending directly with the Fortnites of the world. Rather, it carves out its own fun niche. Maybe it won't dominate those silly news items about an online game setting massive player counts (which inevitably fall and make more headlines anyway), but it has established an outstanding niche that should thrive.

In turn, the game should find a steady, loyal fanbase. It's just a good time with randoms, but especially friends. And in 2025, the lack of engineered grind for the sake of engagement and/or cash is something players are more tuned in to than ever.

Firebreak will need more content over time to keep players coming back, which given its self-aware humor already, it more than understands. It seems perfectly fine if players take a break, though, as it'll be there and a blast when they decide to come back.

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