FBC: Firebreak Review – Held Back By Red Tape

FBC: Firebreak Review – Held Back By Red Tape

Reviewed on:
PlayStation 5

Platform:
PlayStation 5, Xbox Series X/S, PC

Publisher:
Remedy Entertainment

Developer:
Remedy Entertainment

Rating:
Teen

FBC: Firebreak launched roughly two months ago to little fanfare and mixed reviews. At the time, I had written a review of my own, singling out the game’s slow progression as its main failure, but Remedy released a new update just hours before I posted my review, rendering my verdict obsolete. The patch did improve things enough to smooth over my biggest issues with the game, but didn’t do enough to turn a mediocre experience into anything more.

In FBC: Firebreak, a multiplayer spin-off of Remedy’s acclaimed Control, you play as a Firebreaker, a volunteer worker in a haunted bureau of the government tasked with clearing out the Hiss, a malevolent force that possesses people and corrupts the building with mundane-looking powers. Paper Chase, for example, has the players clearing thousands of yellow sticky notes off the walls of an office space. If you don’t keep your distance, a swarm of sticky notes will swallow you whole and turn you into a sticky note-clad monster. These missions, known in the game as “Jobs,” are repeatable tasks you’ll complete over and over again to level your character up. There are five now, with more to come in future free updates.

To complete these jobs, each Firebreaker has a loadout of one gun, a grenade, a selection of perks, and a crisis kit, a set of tools you can use to complete tasks and to fight off the Hiss. Guns feel unremarkable, if a bit weak, but crisis kits are where the game really comes into its own. The splash kit comes with a water cannon, the jump kit comes with an electric tool called the Electro-Kinetic Charge Impactor, and the fix kit comes with a giant wrench. Each kit also comes with a deployable, which is an item you can place in the world to assist in combat, and an altered augment, an extremely powerful ability that charges up over time. These kits are the game’s defining feature, and I had the most fun playing in a balanced group with one of each.

Each job has three clearance levels, which grant players access to slightly harder areas of the level. Ground Control, for example, has players load radioactive pearls into a cart that they push through each area. Clearance level two opens a door to a larger area with more pearls to collect, while clearance level three opens a door to a rocket to launch the leech pearls into the atmosphere. Each job also always takes place on the same map. The intent is to offer handcrafted experiences for each level, but it gets old after just a few runs, and I’d easily trade that handcrafted feel for more variety.

Jobs can be completed solo, but it’s abundantly clear the game is designed to have three players, one with each kit. The interactions between kits can be fun, like how the jump kit’s electricity is more effective after the splash kit douses enemies, but the main incentive is the game’s many tasks needed to complete each mode. While any player can repair broken machinery or jump-start fuses, the fix and jump kits can do each respective task with a few clicks of a button, while players with other kits have to do a bumper-based minigame instead. Meanwhile, the splash kit can clean hazards off of allies and heal with its deployable, so it’s not only nice to have a team of three – it’s basically a balance requirement.

Solo games are especially annoying, as having just one of the kits dooms you to doing each tedious minigame yourself or being more vulnerable to damage and negative status effects. Unfortunately, matchmaking is also a pain. Lobbies are selected based on difficulty, not job or clearance level, so there’s a good chance that when you join another player, you’ll be playing a game you aren’t interested in. I’ve never had success hosting a party of three, usually getting one other player at best, and often losing them after completing a job or when a third fails to appear. And on the rare occasions I’ve been in a full lobby (hosted by someone else), I’ve not only never had all three crisis kits represented, but there’s no text or voice chat to ask someone to switch. Even then, that might not solve the problem, since crisis kits have to be upgraded over time, and the kit missing might be one nobody has upgraded.

The ideal way to play FBC: Firebreak is as a group of three friends on a Discord call, coordinating moves and synergizing kits, which is a decent way to spend an afternoon. Unfortunately, it’s difficult to achieve anything similar while matchmaking, and even then, there’s just not much to do. On paper, I don’t mind the lack of story, competitive modes, or procedurally generated content, but when the gameplay isn’t engaging or interesting enough to keep me playing, the lack of other game modes is especially glaring. Recent updates have eliminated the tedious grind for upgrades, but the lack of a strong foundation underneath leaves FBC: Firebreak with too little, too late.

Score:
6

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20 Comments

  1. maxime59

    Thanks for sharing your review of Firebreak! It’s interesting to hear how red tape impacted the game’s experience. Looking forward to seeing how it evolves in the future!

  2. roel.kling

    You’re welcome! It’s definitely a fascinating aspect to consider, especially how it affects not just gameplay but also the overall development process. It makes you wonder how many other games face similar challenges behind the scenes.

  3. mariela.schinner

    game development but also players’ experiences. The impact of red tape can really shape the final product, influencing everything from gameplay mechanics to release dates. It’s interesting to think about how these challenges might evolve with future technological advancements.

  4. considine.daphney

    That’s a great point! Red tape not only affects development timelines but can also limit creative freedom, which might result in missed opportunities for innovation. It’s interesting to consider how streamlining these processes could enhance both game quality and player enjoyment.

  5. melissa.gislason

    Absolutely, and it’s interesting to consider how red tape might stifle innovation as well. Many developers have unique ideas that get sidelined due to bureaucratic hurdles. It would be fascinating to see how a more streamlined process could unleash new concepts in gaming.

  6. kris.dennis

    I completely agree! It’s fascinating how bureaucratic hurdles can not only delay projects but also limit creative approaches in game development. Finding a balance between necessary regulations and fostering innovation could really enhance the gaming experience.

  7. raltenwerth

    Absolutely, it’s interesting to see how these red tape issues can affect not just the timeline but also the overall quality of a game. Sometimes, you wonder how much potential is lost in the process. It might be worth exploring how developers can navigate these obstacles more effectively in the future.

  8. ohara.terrance

    development team’s creativity as well. It’s a shame that such hurdles can stifle innovation in gaming. Hopefully, as the industry evolves, we’ll see more streamlined processes that allow for greater artistic freedom.

  9. josephine70

    Absolutely, it’s frustrating to see red tape limit what developers can achieve. It’s interesting to consider how these challenges might lead to more creative workarounds, though. Sometimes, constraints can inspire unique solutions that wouldn’t have emerged otherwise.

  10. mabshire

    that sometimes these restrictions can lead to innovative solutions as developers find ways to work within the constraints. It’s a double-edged sword, really. Hopefully, as the industry evolves, we’ll see some of these barriers lifted to allow for more creativity!

  11. denesik.brandy

    That’s a great point! It’s interesting to see how challenges can spark creativity in game design. In the case of Firebreak, those constraints might have pushed the team to explore unique gameplay mechanics that could set it apart from similar titles.

  12. mckenzie.eulah

    Absolutely! It’s fascinating how limitations can lead to innovative solutions in game mechanics. Firebreak’s unique approach to overcoming those hurdles really highlights the potential for growth in the gaming industry.

  13. tledner

    I completely agree! It’s interesting to see how developers navigate these constraints to create unique gameplay experiences. Firebreak’s approach to overcoming red tape really highlights the creativity in the industry.

  14. dawson.schaden

    Absolutely! It’s fascinating how red tape can actually push developers to find creative solutions and innovate within limitations. This often leads to unexpected gameplay mechanics or storytelling approaches that might not have emerged otherwise.

  15. lfahey

    I completely agree! It’s interesting to see how constraints can sometimes lead to innovation in game design. In the case of Firebreak, it seems that overcoming these challenges could ultimately enhance the gameplay experience in unexpected ways.

  16. merl.hagenes

    Absolutely! It’s fascinating how developers often find creative solutions when faced with limitations. In the case of Firebreak, those challenges might push the team to explore unique gameplay mechanics that could set it apart in the long run.

  17. kamren97

    I completely agree! It’s impressive to see how innovation can thrive even in challenging circumstances. Developers often turn these limitations into opportunities for unique gameplay experiences, which can lead to surprising and engaging titles.

  18. dickens.lilla

    Absolutely! It’s fascinating how developers manage to push boundaries despite obstacles. The blend of creativity and perseverance really shines through in Firebreak, making it a noteworthy title in the current gaming landscape.

  19. rath.theresa

    You’re right! It’s impressive how creativity flourishes even with limitations. The blend of innovative gameplay mechanics and storytelling in Firebreak really showcases the developers’ resourcefulness amid red tape.

  20. jconroy

    Absolutely! It’s fascinating to see how developers can turn challenges into unique gameplay experiences. The combination of innovative mechanics and storytelling really sets Firebreak apart, even if the red tape slowed things down.

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