Finland’s Remedy Gambles on Supernatural Co-op
New multiplayer title set in the Alan Wake universe.
Remedy Entertainment, known for story-driven games, has released “FBC: Firebreak,” a co-op multiplayer game set in the world of “Control” and “Alan Wake”. This marks a departure from their traditional single-player campaigns.
FBC: Firebreak’s Premise
Players become customizable agents of the Federal Control Department, tasked with containing a supernatural outbreak. The game evokes the chaotic energy of co-op successes like “Deep Rock Galactic” and “Lethal Company”, but with a distinct Remedy touch. Expect floating bodies, monsters made of office supplies, and ghostly lanterns amid the mayhem.
Level Design Standout
The game features a rich, interactive sandbox environment. Remedy questions established mechanics, turning repairs into quick-time events. Mission programming and environmental effects also receive innovative touches.
Missions Suited for Short Bursts
The modular mission system caters to players seeking quick sessions with friends after work, as the developers mentioned in an interview. Missions are divided into three segments, allowing players to tackle them piecemeal. Players can also adjust the intensity and level of corruption, which adds side objectives and exclusive rewards.
Gameplay Loop
After choosing a class, equipment, and mods, players select from five jobs divided into segments. Corruption levels add extra challenges and rewards. The game lacks text or voice chat in random matchmaking.
Chaotic Gameplay
Missions begin with a radio broadcast, followed by encounters with frozen anomalies and possessed employees. Players must activate stoves with electric pulses to thaw the anomalies. Hazards like burning stoves and freezing temperatures add to the chaos, requiring players to seek showers for healing and repair valves via quick-time events.
Unique Charm, but Flawed Execution
Though “FBC: Firebreak” possesses a unique charm and chaotic appeal, it falls short of being a must-play. Combat and missions feel underwhelming. Enemies lack self-preservation instincts and respond artificially to attacks.
Combat Lacks Impact
While Remedy has tried to add depth to enemy design, combat lacks a satisfying punch. The focus on objectives feels more interesting in concept than in execution.
Compared to “Control”, “FBC: Firebreak” lacks the satisfying physical-based powers that made the former’s action stand out. Instead, it settles for a sense of chaos and objectives that are cooler in approach than in execution.
Future Improvements Needed
The game’s setting and environmental interactions are strong points. However, more imaginative missions and a less repetitive structure are needed. According to Statista, co-op gaming is on the rise, with the market projected to reach $21.6 billion in 2024.
Final Verdict
“FBC: Firebreak” differs from Remedy’s other games, and it manages to not be a total failure. The variety of enemies and level of interactivity are sufficient. However, it only reaches a level of competence, with unimpressive boss fights and uninspired objectives. While it may find a niche audience, it’s hard to recommend over other co-op titles.
The game is launched with five works (missions) divisible
There will be free post -launch content, without fomo
Shooter action, but they are control powers
A canon spin-off in the Remedy connected universe
Designed for people with responsibilities and limited time
The game launches with five divisible missions and plans for free post-launch content. It offers shooter action within the Remedy connected universe and aims to be accessible for players with limited time.