As the Remedy fanboy of GamingTrend, let me welcome you to my preview for FBC: Firebreak. Remedy has always approached weird games in the best way, and FBC: Firebreak (hereafter referred to as Firebreak) is no different. I always love how the team doesn’t ever shoehorn themselves into a genre, alongside making something unique and true to themselves. After playing Firebreak for three hours, I found myself not only questioning how long I'd played, which felt like thirty minutes, but ready to dive in again for my next job.

You are… well, not equipped for this situation. With the Oldest House experiencing quite the scare from the Hiss invasion, you are an accountant, secretary, or whoever else is employed at the FBC who is suddenly thrust into duty. After putting on a makeshift hazard suit assembled from whatever you can get your hands on, picking up a gun, and strapping on a “Crisis Kit” McGuyvered from what’s left, it’s up to you to take care of problems that arise inside the agency. Or Linda from Archives will have to step up; if you die, it’s up to everyone to volunteer, or the world might end as we know it.

Starting up your run will be familiar to anyone who’s built a loadout in an FPS before. There are a few different weapon choices (nothing like the Service Weapon Jessie wields in Control, these are regular human armaments), three Crisis Kits, and different grenades available. Perks are another aspect of the formula, but in our short time with this build, those weren’t unlockable via the in-game currencies you’ll earn (all with gameplay, no real money spent here). Even so, perks will be an important part of the experience, with several layers of buffs to choose from – like gaining health faster while healing – and boosts to your teammates choosing similar perks. Things could change a bit in the release build, but it looks like you could have upwards of nine perks active, although some slots could be used to buff one perk to its maximum effect.

The three Crisis Kits are the most integral piece of the FBC puzzle. These kits give you a tool to take into your job, and it’s smart to know where you’re going in the Oldest House when you pick them. For instance, in the very first job, you’ll definitely want to have someone take a Splash Kit to douse the fires that pop up along the way. That said, every kit has a significant function that will benefit your squad once inside. I’d just make sure in a group of three that each of you picks a different kit.

Once my team was all kitted out, we headed into the first level: Hot Fix. Also, thank you, Remedy, for keeping the pop-up and intro sound effect for entering an area from Control for Firebreak. At the beginning of Hot Fix, your job is extremely simple. Go in, repair fans, get out. At the moderate level of difficulty and with only the first clearance level unlocked, it was a cinch to finish Hot Fix. I felt like a first-class FBC operative. That said, it’s so fast of an initiation, I was underwhelmed by the introduction. It was a similar experience in the first encounters with the next two jobs: Paper Chase (destroying sentient sticky notes) and Ground Control (collecting radioactive leech pearls), with a quick five to ten-minute runtime. Thankfully, Remedy is just warming you up to the experience, because there’s a lot more on the way.

As soon as we upped the clearance level, the crap hit the fan. Not only did it feel like the Hiss were everywhere, but the way these levels open up is outstanding. It’s almost like another world exists on the other end of the steel doors blocking your way. Once inside these new areas, things get even more intense, with your team fighting against multitudes of Hiss as you attempt to complete your objectives, which also become a bit more complex.

For instance, in the fourth clearance level, I went from a simple button sequence to fix a fan in Hot Fix to having to load up barrels to chuck into a paranormal furnace. Nothing too crazy, but with how many Hiss are coming at you, it's best if things don't become too complex. This system makes me want to explore more of the clearance levels and open up the Oldest House to find what lies in its deepest vaults, nooks, and crannies. Although, you'll have a lot more Hiss to battle the further in you go.

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Speaking of fighting back, let's discuss the combat. The pacing sits perfectly between Call of Duty and Rainbow Six; it’s not too fast but also not too slow. Left 4 Dead is also a good comparison, with the co-op and PVE similarities easy to see as you play Firebreak. The shooting feels good and solid, and my favorite gun was the submachine gun, which does a moderate amount of damage with a good rate of fire. The double-barrel shotgun was also good, but even though it can take out a Hiss in a single shot, the reload is a bit long for me. Where the fun really comes in is the augments: those objects of power that add extra oomph to your Crisis Kit, like a teapot that lets you shoot flaming ordinance from the Splash Kit. They might take a second to earn, but they're worth their weight in gold when you're engaging a powerful Hiss.

If you’ve played Left 4 Dead or any sort of zombie horde game, the Hiss will be a familiar foe. These possessed opponents come in like a flood, brain-dead but ready to beat you up. As you progress, you’ll fight different variations you’ll remember from Control: security with guns, hovering chair Hiss, along with heavy enemies wielding grenade launchers and gatling guns. These heavies can get frustrating at times, as the spawns aren’t very consistent, meaning you may get a bundle of them in the next wave. There are also a few oddball enemies like the clusters (orbs that heal Hiss) or sticky note monsters. Overall, the menagerie of foes is a fun one, but that can easily get overwhelming if you’re not careful.

One of the more interesting aspects of gameplay is status effects. Learning these was key in our runs, as the Crisis Kits directly correlate to them. If the Hiss are on fire, they are more powerful; if wet, they are nerfed a bit. There are more status effects out there, but I’ll let you find those out yourselves. Using the Splash Kit, I was able to knock back Hiss with it, not only soaking them to make them easier to take out, but also stunning them physically. One of my friends used the Jump Kit, which features what looks like a shock paddle from a defibrillator, and we had this poor group of Hiss in a daze, stuck as our third friend shot them. We also figured out the usefulness of the kits outside of the Hiss, my dousing the fire on my compatriots, or the Jump kit in shocking the fans on. It’s a fun idea that Remedy has clearly thought through, and I look forward to figuring out new ways to use these and new equipment that pops up as you earn it.

Earning new things is similar to a battle pass, with a Requisition page at the main menu. You’ll spend your currencies here, but thankfully, you aren’t forced to stick to a line of items. Purchase a thing or two on one page, and you’ll be able to move to the next. Given Remedy’s efforts to stay away from FOMO battle passes, this is a great use of this system.

I think what will draw people to Firebreak is twofold: the ease of engagement and hilarious co-op chaos. First, while it’ll take a second to learn the systems in play, Firebreak is simple in concept, with a formula just about anyone can pick up. It didn’t take me long to feel comfortable, and the sliders for difficulty and clearance level ensure your investment in a job is rewarding, both in timeframe and challenge level.

Secondly, the comical cooperative aspect. My friends and I were cackling as we made mistakes, took on large hordes, and especially when a “high-level” Hiss appeared. They may only be more of a bullet sponge (they aren’t reserved to heavies), but when Courtney Murphy shows up, we started yelling about how Courtney from Accounts Payable was out to get us. While the intensity feels high, this isn’t a competitive game, meaning you never feel unfairly wrecked by the game, just maybe by your choice to slide the challenge higher.

This chaotic nature feels at home in the atmosphere Remedy is so well known for, with fantastic visuals, the incredible environments of the Oldest House, perfectly placed ambient soundtrack, and banter between the agents. When I went to pick up a buddy, I remember hearing, “Our shift ain’t over”, which brought a snicker from me. The getaway sequence is probably the most heart-pumping of all, with the more intense musical tracks coming into play as you try to get back to the elevator you came in on. Surviving is your mantra, with the team fighting an oncoming horde as the elevator comes back down. Getting out is a rush, and thankfully, even if you die you still get some rewards; escaping just comes with more.

At the end of writing this preview, I just want to play more of FBC: Firebreak. This is something that looks like a wonderful break in between all the competitive shooters I play, one that will especially bring some laughs and fun with friends. You can certainly play Firebreak by yourself, but I would certainly recommend finding a group for this one. There is more than enough chaos and chuckles to go around. FBC: Firebreak releases June 17th on PlayStation 5, Xbox Series consoles, and PC, alongside being Day One on Xbox Game Pass Ultimate and PlayStation Plus Extra and Premium.

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