FBC Firebreak Review

FBC: Firebreak – A Review That’s as Chaotic as the Game Itself

If Control was Remedy’s sleek, supernatural power fantasy, FBC: Firebreak is its drunk cousin at a corporate retreat—clumsy, unpredictable, and somehow still endearing. This cooperative spinoff trades Jesse Faden’s telekinetic flair for the glamorous life of a janitorial strike team armed with water guns, wrenches, and a shocking disregard for workplace safety. The result? A game that’s equal parts hilarious, frustrating, and inventive—often within the same mission.

The Premise: Office Space Meets Eldritch Horror

You and two friends (or randoms with questionable teamwork skills) play as the FBC’s “Firebreakers,” the poor sods tasked with cleaning up supernatural messes in the ever-shifting nightmare that is the Oldest House. Think Left 4 Dead, but instead of zombies, you’re battling sentient sticky notes, radioactive leeches, and a traffic light with a vendetta. The tone is pure Remedy—equal parts absurd and ominous—though the game assumes you’ve played Control, leaving newcomers as confused as a Hiss-corrupted intern.

The Gameplay: Controlled Chaos (Mostly the Chaos Part)

Firebreak’s best moments come from its systemic madness. Soak enemies with the Splash Kit’s water gun, then watch your Jump Kit buddy electrocute them into confetti. Fix broken machinery with a wrench, only to accidentally trigger a sprinkler system that douses your entire team mid-firefight. It’s a game where the line between “brilliant strategy” and “unintentional slapstick” is thinner than a Post-it note.

But like any good Remedy project, there’s a catch: the game’s balance is as stable as a Hiss-possessed elevator. Early missions swing between laughably easy and “why are there 50 enemies in this broom closet?!” The “Clearance” system forces you to replay chunks of levels to progress, which feels less like replayability and more like corporate-mandated overtime. And while the class-based kits (Fix, Jump, Splash) encourage teamwork, their starter versions are about as exciting as filing paperwork—until you grind upgrades to unlock their true potential (like a piggy bank that explodes into a tornado of porcelain shards).

The Verdict: A Flawed but Fun Anomaly

FBC: Firebreak is a game of extremes. At its best, it’s a riotous co-op experience with creative objectives and Remedy’s signature weirdness. At its worst, it’s a repetitive slog with guns that feel like they’re shooting wet noodles and progression systems that initially feel designed by a sadistic HR department.

Final Score: 7/10 – A messy, uneven, but often delightful experiment. Perfect for fans of Control’s world or anyone who’s ever wanted to power-wash a Lovecraftian office building. Just bring friends—and maybe a therapist for when the traffic light turns red.

“Like Helldivers 2 on LSD, but with more paperwork.”

Highlights:

  • The sheer joy of combining water and electricity like a deranged science fair project.
  • The piggy-bank tornado (yes, really).
  • A community so patient, they’ll wait at the elevator for you like your mom waiting up past curfew.

Lowlights:

  • Progression that initially feels like a part-time job.
  • Guns that range from “satisfying” to “why does this SMG sound like a stapler?”
  • The invisible screaming monster from Control—still the worst, somehow.

FBC: Firebreak is a game about cleaning up supernatural disasters, and ironically, it could use a little more polish itself. But if you can embrace the chaos, there’s fun to be had in this gloriously weird janitorial simulator.

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