Remedy, renowned for delving deep into their work for multiple years at a stretch, only to surface with unique, sometimes mind-bending single-player games like Max Payne, Alan Wake, and Control, has expanded significantly recently, managing numerous projects concurrently. Alongside the upcoming remakes of Max Payne and Control 2, Remedy is diving into uncharted territory with FBC Firebreak – a three-player co-op PvE first-person shooter set within The Oldest House, familiar to fans from Control. I recently had a peek at an early preview of this game, which aims to blend the studio’s trademark peculiarities with the user-friendly accessibility of contemporary multiplayer shooters. However, its most impressive aspect might be what it chooses not to become: a time-consuming commitment akin to a second job.
In the game Firebreak FBC, groups of three players embark on tasks known as Missions or Jobs. Their objective is to purify different parts of the volatile Oldest House while battling The Hiss using an assortment of weapons that echo Remedy’s signature style. During my observation of a mission titled Paper Chase, FBC emergency responders had to navigate swarms of infected agents armed with diverse tools such as a heavy hammer resembling a piggy bank. The climax involved confronting a massive boss monster composed of countless sticky notes, reminiscent of both Office Space and Ghostbusters’ chaos.
In the demonstration, various “Kits” were showcased, each tailored to a specific style of gameplay and functioning harmoniously within a three-person team. The Jump Kit focuses on electricity skills and boosts mobility; the Fix Kit is more defensive with a large wrench for melee attacks; the Splash Kit is designed as a support class, capable of altering the environment using a water-based arsenal.
The game can be played either individually or with two players, but the creator emphasizes that it was primarily designed for a team of three to tackle swarms of Hiss enemies. Each task within the game consists of three zones, each offering distinct objectives, settings, and obstacles. With each zone progressively increasing in difficulty and concluding with a boss battle, those playing without many allies might find themselves overwhelmed, but it’s still possible to complete the game.
In a unique blend, the game featured stylish visuals, creative weaponry, intense battles, and witty office humor that brought to mind Control. However, due to its first-person viewpoint and the repeatable mission structure, it also evoked thoughts of Left 4 Dead.
Mike Kayetta, the game director, shared with me that while the team drew inspiration from contemporary shooter games to shape FBC Firebreak, they hold Left 4 Dead (L4D) in high regard as an influential co-op classic. He stated, “No other game is exactly like FBC Firebreak, and there shouldn’t be. Particularly when it comes to cooperative gaming, L4D remains unparalleled. There have been advancements and changes in games since then, but I firmly believe that anyone entering this field should approach the original L4D with admiration and reverence.
In my experience of composing a reflection piece about Left 4 Dead, I discovered that the absence of any metagame – like battle passes, leveling systems, or endless content unlocks – is seen by certain developers as an obstacle for creating a game like it nowadays. Some developers mentioned this to me during our conversations for that particular article. Unlike modern games such as FBC Firebreak, Firebreak doesn’t completely eliminate all those elements; there are still opportunities to level up and tailor loadouts, but one unique aspect of this game is its avoidance of penalizing players if they don’t adhere to its play schedule. Notably, the creators have no intentions of turning it into a live-service game in that regard.
Kayetta explained that the majority of their decision was influenced by being gamers themselves and taking into account gamer feedback. Many people are overwhelmed with the abundance of great games available, making it difficult to keep up with their backlog. The suggestion to play just one game, or feel guilty for not playing enough of it, seems unfair, especially since they have limited time due to family commitments. They suspect that they may not be alone in this feeling.
Interestingly, I too find myself in a similar situation with two children at home, often finding that games demand my full focus, causing me to abandon games I enjoy due to the need to optimize their strategies effectively. The sentiments expressed by Kayetta resonate deeply with me, and I’m sure they echo many of your experiences as well. Within Remedy, this feeling was so prevalent that the game director admitted he couldn’t remember a single instance where someone advocated for a different approach and instead supported the idea of making the game more akin to a traditional live service. “I can’t think of a single example,” he said, emphasizing his conviction in this choice.
The game FBC Firebreak won’t abandon support after launch. Instead, it will receive free updates with fresh missions and additional content. However, the focus is more on those players who are deeply engaged with the game; they can purchase paid cosmetics if they wish. It’s not a requirement to keep playing, but rather an option for those who genuinely want to be part of the gaming community. There won’t be any limited-time offers or daily login requirements, as stated by Remedy.
According to Kayetta, the distinction between post-launch support and a live-service game can be vague as opinions differ on what constitutes a live service. At Firebreak, we’ve never aimed to follow or defy trends. Instead, our focus has been on determining what would benefit our players and contribute to the community we want to create. Additionally, we considered what was fair to expect from our players in return. This is the approach we ultimately adopted.
It brings a sense of nostalgia to listen to a team discussing a multiplayer game in such a familiar way, reminding me of the countless hours I invested in Left 4 Dead. Back then, I played without worrying about the anxiety-inducing metagame systems that now often keep me engaged with games I truly appreciate but sometimes only play to tick off their requirements. Many live-service games have chosen to provide battle passes that don’t expire as a solution, but it barely helps since new battle passes are always being introduced. Sometimes, I even find this system to be more bothersome, like when I returned to Halo Infinite and discovered I had nearly a dozen older passes to complete if I wanted to catch up with the current content.
From what I understand about Firebreak FBC’s progression systems, I’m excited that I’ll likely be motivated to fully explore them on my own accord. Given my appreciation for Remedy’s creations and the captivating gameplay demo I’ve seen, I’ll undoubtedly be searching for hints of their interconnected universe throughout the game levels. It’s reassuring to know that my actions will stem from my personal interest, rather than following directives from an unseen authority figure.
The game titled FBC Firebreak is set to debut on PC, Xbox Series X|S, and PS5 this coming summer. Positioned as a “moderately-priced option,” the title will break new ground by simultaneously launching on both Xbox Game Pass and PlayStation Plus on its release day, an unusual but exciting move!
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2025-03-21 01:13