
Remedy’s Wildest Game Yet? FBC: Firebreak Ditches Tradition | Image Source: www.ign.com
HELSINKI, Finland, March 20, 2025 – Reparation Entertainment, the study behind narrative centers like 𝐂𝐨𝐧𝐭𝐫𝐨𝐥 , 𝐀𝐥𝐚𝐧 𝐖𝐚𝐤𝐞 , and 𝐌𝐚𝐱 𝐏𝐚𝐲𝐧𝐞 , is boldly far from its solo formula. FBC: Firebreak, a chaotic, three FPS coop players throwing cuttings, stirring FOMO and kissing sticky monsters. Yeah, really.
Located in the oldest dazzling and difficult reality of 2019 𝐂𝐨𝐧𝐭𝐫𝐨𝐥 , FBC: Firebreak is Remedy’s first multiplayer company. Unlike its predecessors in history, this next title promises an accessible playability with minimal commitment. As Mike Kayatta’s director explained at a virtual press event, the idea is to “create a space for people who can’t play every day,” according to IGN. It’s not about grinding. That’s funny.
The game should start in the summer of 2025 on PlayStation 5, Xbox Series X/S and PC. Even better, it will be launched in Game Pass and PlayStation Plus Extra/Premium on the first day: a great accessibility victory. Remedy even aims to make Steam Deck verified and optimized for lower quality PCs, with high-end support like DLSS 4, lightning location and NVIDIA Reflex.
What is FBC: Firebreak?
FBC: Firebreak is a first person cooler set six years after the events of 𝐂𝐨𝐧𝐭𝐫𝐨𝐥 . The interdimensional threat known as his own still persists in the oldest House, and Director Jesse Faden (the protagonist of 𝐂𝐨𝐧𝐭𝐫𝐨𝐥 ) launched the Firebreak Initiative, a group of civilian volunteers in charge of cleaning up chaos.
Forget everything you expect from a Remedy game. There are no cutcens. The story remains there, but is organically woven through play, environmental design and character interactions. The idea? Jump, play a quick mission – or “Job” – and log in. Not down. No pressure. Just a well-designed rarity. According to Kotaku, these Jobs are customizable in difficulty and length, allowing players to evaluate rewards and XP based on the duration of their engagement.
Each mission allows players to choose a crisis kit – essentially a load – that includes tools, improvised weapons and strange increases modified. Think: garden gnomes that cite lightning, kettles that bite boiling water, and pig benches that create tornadoes of pieces. They’re idiots, but by the way.
Is it still the cure universe?
Yes, and no. FBC: Firebreak lives in the so-called Remedy connected universe, which means it shares a time line and tradition with 𝐂𝐨𝐧𝐭𝐫𝐨𝐥 and 𝐀𝐥𝐚𝐧 𝐖𝐚𝐤𝐞 . But you don’t have to play these games to understand what’s going on here. According to Polygon, Kayatta emphasized its dual objective: to protect fans of 𝐂𝐨𝐧𝐭𝐫𝐨𝐥 from being forced into an unknown genre, and to protect new players from the feeling they lack without background knowledge.
That said, the game is canonical. He expects references to characters and family concepts. Remedy even shook the potential of 𝐂𝐨𝐧𝐭𝐫𝐨𝐥 characters to appear, but is not designed to close in 𝐂𝐨𝐧𝐭𝐫𝐨𝐥 𝟐 directly. The world is expanding, but in rare terms.
Will There Be Story Updates?
Remedy confirmed that there will be no historical arches or dramatic narrative falls. According to IGN, the game world will remain essentially static – a remarkable release of other live service games. Instead, FBC is supposed to be a consistent experience that everyone can come back to without feeling left behind.
How do you play?
Gameplay-wise, FBC: Firebreak is inspired by Left 4 Dead 2, Back 4 Blood, and even Destiny 2. Missions, or Jobs, are multi-step tasks full of enemies, objectives and ridiculous risks. The first mission, “Paper Chase”, showed players fighting against an infestation of their employees and sticky notes, leading to a chief fight against “Sticky Ricky”, a creature that totally embraced Post-It.
Each player selects one of three unique crisis kits before a mission. These include tools such as a fluid axis (yes, it is a water gun), improvised devices such as BOOMboxes and modified increases. These increases, mainly paranature artifacts, define the style of each kit. For example:
- Garden Gnome (AI9): Summons a lightning storm. Be warned — it doesn’t distinguish friend from foe.
- Piggy Bank (AI16): Attaches to a wrench and creates a coin tornado after impact.
- Teapot (AI44): Fires boiling water and makes your weapon immune to overheating — but now it damages allies.
As players progress, they unlock the benefits of research that can accumulate and share with their teammates. These advantages, similar to the Personal Mods of 𝐂𝐨𝐧𝐭𝐫𝐨𝐥, 𝐨𝐟𝐟𝐞𝐫 𝐛𝐮𝐠𝐬 𝐬𝐮𝐜𝐡 𝐚𝐬 𝐫𝐞𝐥𝐨𝐚𝐝𝐢𝐧𝐠 𝐥𝐨𝐬𝐭 𝐛𝐚𝐥𝐥𝐬 𝐨𝐫 𝐬𝐞𝐥𝐟-𝐞𝐱𝐭𝐢𝐧𝐠𝐮𝐢𝐬𝐡𝐢𝐧𝐠 𝐣𝐮𝐦𝐩. 𝐈𝐟 𝐲𝐨𝐮 𝐡𝐚𝐯𝐞 𝐭𝐡𝐫𝐞𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐬𝐚𝐦𝐞 𝐚𝐝𝐯𝐚𝐧𝐭𝐚𝐠𝐞𝐬? 𝐘𝐨𝐮 𝐬𝐡𝐚𝐫𝐞 𝐢𝐭 𝐩𝐚𝐬𝐬𝐢𝐯𝐞𝐥𝐲 𝐰𝐢𝐭𝐡 𝐜𝐥𝐨𝐬𝐞 𝐚𝐥𝐥𝐢𝐞𝐬.𝐩><𝐡𝟑>𝐅𝐁𝐂: 𝐅𝐢𝐫𝐞𝐛𝐫𝐞𝐚𝐤 𝐟𝐨𝐫 𝐚 𝐥𝐢𝐯𝐞 𝐠𝐚𝐦𝐞?𝐡𝟑><𝐩>𝐒𝐨𝐦𝐞𝐭𝐡𝐢𝐧𝐠 𝐥𝐢𝐤𝐞 𝐭𝐡𝐚𝐭, 𝐛𝐮𝐭 𝐧𝐨𝐭 𝐥𝐢𝐤𝐞 𝐲𝐨𝐮 𝐭𝐡𝐢𝐧𝐤. 𝐑𝐞𝐦𝐞𝐝𝐲 𝐚𝐯𝐨𝐢𝐝𝐞𝐝 𝐮𝐬𝐢𝐧𝐠 𝐭𝐞𝐫𝐦𝐬 𝐬𝐮𝐜𝐡 𝐚𝐬 “𝐨𝐧-𝐥𝐢𝐧𝐞 𝐬𝐞𝐫𝐯𝐢𝐜𝐞” 𝐨𝐫 “𝐛𝐨𝐭𝐭𝐥𝐢𝐧𝐠.” 𝐀𝐜𝐜𝐨𝐫𝐝𝐢𝐧𝐠 𝐭𝐨 𝐭𝐡𝐞 𝐨𝐟𝐟𝐢𝐜𝐢𝐚𝐥 𝐏𝐥𝐚𝐲𝐒𝐭𝐚𝐭𝐢𝐨𝐧 𝐛𝐥𝐨𝐠, 𝐚𝐥𝐥 𝐟𝐮𝐭𝐮𝐫𝐞 𝐣𝐨𝐛𝐬 (𝐦𝐢𝐬𝐬𝐢𝐨𝐧𝐬) 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐟𝐫𝐞𝐞. 𝐓𝐡𝐞𝐫𝐞 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐩𝐚𝐢𝐝 𝐜𝐨𝐬𝐦𝐞𝐭𝐢𝐜𝐬, 𝐛𝐮𝐭 𝐧𝐨 𝐜𝐨𝐧𝐭𝐞𝐧𝐭 𝐢𝐬 𝐛𝐥𝐨𝐜𝐤𝐞𝐝 𝐛𝐲 𝐭𝐢𝐦𝐞 𝐨𝐫 𝐥𝐢𝐦𝐢𝐭𝐞𝐝. 𝐍𝐨 𝐬𝐞𝐚𝐬𝐨𝐧𝐬. 𝐓𝐡𝐞𝐫𝐞 𝐚𝐫𝐞 𝐧𝐨 𝐭𝐢𝐦𝐞-𝐥𝐢𝐦𝐢𝐭𝐞𝐝 𝐞𝐯𝐞𝐧𝐭𝐬. 𝐎𝐧𝐥𝐲 𝐮𝐩𝐝𝐚𝐭𝐞𝐬 𝐰𝐡𝐞𝐧 𝐭𝐡𝐞𝐲 𝐚𝐫𝐞 𝐫𝐞𝐚𝐝𝐲 𝐚𝐧𝐝 𝐨𝐧𝐥𝐲 𝐢𝐟 𝐲𝐨𝐮 𝐰𝐚𝐧𝐭 𝐭𝐨 𝐩𝐚𝐫𝐭𝐢𝐜𝐢𝐩𝐚𝐭𝐞.𝐩><𝐩>𝐖𝐡𝐞𝐧 𝐚𝐬𝐤𝐞𝐝 𝐚𝐛𝐨𝐮𝐭 𝐚 𝐛𝐚𝐭𝐭𝐥𝐞𝐟𝐢𝐞𝐥𝐝, 𝐊𝐚𝐲𝐚𝐭𝐭𝐚 𝐬𝐚𝐢𝐝:𝐩><𝐛𝐥𝐨𝐜𝐤𝐪𝐮𝐨𝐭𝐞 𝐜𝐥𝐚𝐬𝐬="𝐰𝐩-𝐛𝐥𝐨𝐜𝐤-𝐪𝐮𝐨𝐭𝐞 𝐢𝐬-𝐥𝐚𝐲𝐨𝐮𝐭-𝐟𝐥𝐨𝐰 𝐰𝐩-𝐛𝐥𝐨𝐜𝐤-𝐪𝐮𝐨𝐭𝐞-𝐢𝐬-𝐥𝐚𝐲𝐨𝐮𝐭-𝐟𝐥𝐨𝐰"><𝐩>“𝐖𝐞 𝐰𝐢𝐥𝐥 𝐧𝐨𝐭 𝐡𝐚𝐯𝐞 𝐚 𝐭𝐢𝐦𝐞-𝐥𝐢𝐦𝐢𝐭𝐞𝐝 𝐜𝐨𝐧𝐭𝐞𝐧𝐭 𝐝𝐞𝐥𝐢𝐯𝐞𝐫𝐲 𝐦𝐞𝐜𝐡𝐚𝐧𝐢𝐬𝐦… 𝐧𝐨𝐧𝐞 𝐨𝐟 𝐭𝐡𝐞𝐬𝐞 𝐜𝐨𝐧𝐭𝐞𝐧𝐭 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐩𝐮𝐛𝐥𝐢𝐬𝐡𝐞𝐝 𝐢𝐧 𝐭𝐢𝐦𝐞-𝐥𝐢𝐦𝐢𝐭𝐞𝐝 𝐫𝐨𝐭𝐚𝐭𝐢𝐨𝐧. »𝐩>𝐛𝐥𝐨𝐜𝐤𝐪𝐮𝐨𝐭𝐞><𝐩>𝐓𝐡𝐢𝐬 𝐦𝐞𝐚𝐧𝐬 𝐭𝐡𝐚𝐭 𝐢𝐟 𝐲𝐨𝐮 𝐞𝐧𝐭𝐞𝐫 𝐞𝐯𝐞𝐫𝐲 𝐝𝐚𝐲 𝐨𝐫 𝐩𝐥𝐚𝐲 𝐨𝐧𝐜𝐞 𝐚 𝐦𝐨𝐧𝐭𝐡, 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐨𝐧 𝐚𝐧 𝐞𝐪𝐮𝐚𝐥 𝐟𝐨𝐨𝐭𝐢𝐧𝐠 𝐰𝐢𝐭𝐡 𝐲𝐨𝐮𝐫 𝐟𝐫𝐢𝐞𝐧𝐝𝐬. 𝐈𝐭 𝐢𝐬 𝐚 𝐫𝐞𝐟𝐫𝐞𝐬𝐡𝐢𝐧𝐠 𝐩𝐨𝐬𝐭𝐮𝐫𝐞 𝐢𝐧 𝐚 𝐠𝐞𝐧𝐫𝐞 𝐭𝐡𝐚𝐭 𝐨𝐟𝐭𝐞𝐧 𝐩𝐮𝐧𝐢𝐬𝐡𝐞𝐬 𝐩𝐥𝐚𝐲𝐞𝐫𝐬 𝐟𝐨𝐫 𝐡𝐚𝐯𝐢𝐧𝐠 𝐚 𝐥𝐢𝐟𝐞 𝐨𝐮𝐭 𝐨𝐟 𝐩𝐥𝐚𝐲.𝐩><𝐡𝟑>𝐖𝐡𝐚𝐭’𝐬 𝐭𝐡𝐞 𝐫𝐞𝐚𝐥 𝐭𝐚𝐫𝐠𝐞𝐭 𝐡𝐞𝐫𝐞?𝐡𝟑><𝐩>𝐅𝐢𝐧𝐚𝐥𝐥𝐲, 𝐑𝐞𝐦𝐞𝐝𝐲 𝐢𝐬 𝐧𝐨𝐭 𝐭𝐫𝐲𝐢𝐧𝐠 𝐭𝐨 𝐜𝐨𝐦𝐩𝐞𝐭𝐞 Call of Duty 𝐨𝐫 Fortnite . 𝐓𝐡𝐞𝐲 𝐚𝐫𝐞 𝐧𝐨𝐭 𝐥𝐨𝐨𝐤𝐢𝐧𝐠 𝐟𝐨𝐫 𝐞𝐧𝐠𝐚𝐠𝐞𝐦𝐞𝐧𝐭 𝐬𝐭𝐚𝐭𝐢𝐬𝐭𝐢𝐜𝐬 𝐨𝐫 𝐡𝐞𝐚𝐝 𝐭𝐚𝐛𝐥𝐞𝐬. 𝐈𝐧𝐬𝐭𝐞𝐚𝐝, 𝐭𝐡𝐞𝐲 𝐰𝐚𝐧𝐭 𝐭𝐨 𝐦𝐚𝐤𝐞 𝐚 𝐠𝐚𝐦𝐞 𝐭𝐡𝐚𝐭 𝐢𝐬 𝐚𝐜𝐜𝐞𝐬𝐬𝐢𝐛𝐥𝐞, 𝐞𝐧𝐝𝐥𝐞𝐬𝐬𝐥𝐲 𝐫𝐞𝐩𝐞𝐚𝐭𝐚𝐛𝐥𝐞, 𝐚𝐧𝐝 𝐫𝐚𝐫𝐞𝐥𝐲 𝐜𝐡𝐚𝐫𝐦𝐢𝐧𝐠. 𝐒𝐨𝐦𝐞𝐭𝐡𝐢𝐧𝐠 𝐲𝐨𝐮 𝐩𝐥𝐚𝐲 𝐰𝐢𝐭𝐡 𝐟𝐫𝐢𝐞𝐧𝐝𝐬 𝐒𝐚𝐭𝐮𝐫𝐝𝐚𝐲 𝐧𝐢𝐠𝐡𝐭 𝐰𝐢𝐭𝐡𝐨𝐮𝐭 𝐰𝐨𝐫𝐫𝐲𝐢𝐧𝐠 𝐚𝐛𝐨𝐮𝐭 𝐛𝐞𝐢𝐧𝐠 𝐮𝐩 𝐭𝐨 𝐝𝐚𝐭𝐞.𝐩><𝐩>𝐏𝐥𝐚𝐲𝐞𝐫𝐬 𝐜𝐚𝐧 𝐜𝐡𝐨𝐨𝐬𝐞 𝐭𝐡𝐞𝐢𝐫 𝐨𝐰𝐧 𝐥𝐞𝐯𝐞𝐥𝐬 𝐨𝐟 𝐭𝐡𝐫𝐞𝐚𝐭 𝐚𝐧𝐝 𝐜𝐥𝐚𝐫𝐢𝐭𝐲 𝐛𝐞𝐟𝐨𝐫𝐞 𝐞𝐚𝐜𝐡 𝐦𝐢𝐬𝐬𝐢𝐨𝐧, 𝐞𝐬𝐬𝐞𝐧𝐭𝐢𝐚𝐥𝐥𝐲 𝐜𝐡𝐨𝐨𝐬𝐢𝐧𝐠 𝐭𝐡𝐞 𝐝𝐢𝐟𝐟𝐢𝐜𝐮𝐥𝐭𝐲 𝐚𝐧𝐝 𝐧𝐮𝐦𝐛𝐞𝐫 𝐨𝐟 𝐜𝐨𝐧𝐭𝐚𝐢𝐧𝐦𝐞𝐧𝐭 𝐚𝐫𝐞𝐚𝐬 𝐭𝐡𝐞𝐲 𝐰𝐢𝐥𝐥 𝐟𝐚𝐜𝐞. 𝐓𝐡𝐞 𝐡𝐢𝐠𝐡𝐞𝐫 𝐭𝐡𝐞 𝐭𝐡𝐫𝐞𝐚𝐭, 𝐭𝐡𝐞 𝐠𝐫𝐞𝐚𝐭𝐞𝐫 𝐭𝐡𝐞 𝐜𝐡𝐚𝐥𝐥𝐞𝐧𝐠𝐞, 𝐛𝐮𝐭 𝐭𝐡𝐞 𝐠𝐫𝐞𝐚𝐭𝐞𝐫 𝐭𝐡𝐞 𝐫𝐞𝐰𝐚𝐫𝐝𝐬. 𝐁𝐞𝐭𝐰𝐞𝐞𝐧 𝐞𝐚𝐜𝐡 𝐚𝐫𝐞𝐚, 𝐩𝐥𝐚𝐲𝐞𝐫𝐬 𝐟𝐢𝐧𝐝 𝐬𝐚𝐟𝐞 𝐫𝐨𝐨𝐦𝐬 𝐰𝐡𝐞𝐫𝐞 𝐭𝐡𝐞𝐲 𝐜𝐚𝐧 𝐫𝐞𝐜𝐡𝐚𝐫𝐠𝐞, 𝐡𝐞𝐚𝐥 𝐚𝐧𝐝 𝐩𝐫𝐞𝐩𝐚𝐫𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐧𝐞𝐱𝐭 𝐬𝐭𝐚𝐠𝐞.𝐩><𝐩>𝐍𝐨 𝐫𝐨𝐛𝐨𝐭𝐬. 𝐈𝐟 𝐲𝐨𝐮 𝐝𝐨𝐧’𝐭 𝐡𝐚𝐯𝐞 𝐚𝐭 𝐥𝐞𝐚𝐬𝐭 𝐨𝐧𝐞 𝐟𝐫𝐢𝐞𝐧𝐝 𝐭𝐨 𝐩𝐥𝐚𝐲 𝐰𝐢𝐭𝐡, 𝐲𝐨𝐮’𝐫𝐞 𝐚𝐥𝐨𝐧𝐞. 𝐁𝐮𝐭 𝐑𝐞𝐦𝐞𝐝𝐲 𝐢𝐧𝐬𝐢𝐬𝐭𝐬 𝐭𝐡𝐚𝐭 𝐢𝐧𝐝𝐢𝐯𝐢𝐝𝐮𝐚𝐥 𝐦𝐢𝐬𝐬𝐢𝐨𝐧𝐬 𝐚𝐫𝐞 𝐩𝐨𝐬𝐬𝐢𝐛𝐥𝐞. 𝐈𝐭’𝐬 𝐣𝐮𝐬𝐭 𝐭𝐡𝐚𝐭 𝐝𝐞𝐬𝐢𝐠𝐧, 𝐚𝐧𝐝 𝐚𝐥𝐥 𝐭𝐡𝐞 𝐚𝐛𝐬𝐮𝐫𝐝 𝐭𝐨𝐨𝐥𝐬, 𝐚𝐫𝐞 𝐦𝐞𝐚𝐧𝐭 𝐭𝐨 𝐩𝐫𝐨𝐦𝐨𝐭𝐞 𝐭𝐡𝐞 𝐒𝐡𝐞𝐧𝐠𝐚𝐧𝐬 𝐚𝐬 𝐚 𝐭𝐞𝐚𝐦.𝐩><𝐡𝟑>𝐈𝐬 𝐭𝐡𝐢𝐬 𝐠𝐨𝐧𝐧𝐚 𝐰𝐨𝐫𝐤?𝐡𝟑><𝐩>𝐈𝐭’𝐬 𝐚 𝐛𝐞𝐭. 𝐑𝐞𝐦𝐞𝐝𝐲 𝐢𝐬 𝐤𝐧𝐨𝐰𝐧 𝐟𝐨𝐫 𝐬𝐭𝐫𝐨𝐧𝐠 𝐬𝐭𝐨𝐫𝐢𝐞𝐬, 𝐧𝐨𝐭 𝐟𝐨𝐫 𝐜𝐨-𝐨𝐩 𝐬𝐡𝐨𝐨𝐭𝐞𝐫𝐬 𝐨𝐟 𝐥𝐢𝐯𝐞 𝐚𝐜𝐭𝐢𝐨𝐧. 𝐁𝐮𝐭 𝐭𝐡𝐞 𝐢𝐦𝐩𝐫𝐞𝐬𝐬𝐢𝐨𝐧𝐬 𝐬𝐨 𝐟𝐚𝐫 𝐚𝐫𝐞 𝐩𝐨𝐬𝐢𝐭𝐢𝐯𝐞. 𝐈𝐆𝐍 𝐜𝐚𝐥𝐥𝐞𝐝 𝐢𝐭 ”𝐥𝐢𝐠𝐡𝐭𝐥𝐲 𝐫𝐚𝐫𝐞” 𝐚𝐧𝐝 “𝐫𝐞𝐟𝐫𝐞𝐬𝐡𝐦𝐞𝐧𝐭𝐬 𝐛𝐚𝐜𝐤” 𝐟𝐨𝐫 𝐬𝐢𝐦𝐩𝐥𝐞𝐫 𝐦𝐮𝐥𝐭𝐢𝐩𝐥𝐚𝐲𝐞𝐫 𝐝𝐚𝐲𝐬. Polygon 𝐞𝐦𝐩𝐡𝐚𝐬𝐢𝐳𝐞𝐝 𝐭𝐡𝐞 𝐬𝐭𝐚𝐠𝐠𝐞𝐫𝐞𝐝 𝐬𝐭𝐲𝐥𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐠𝐚𝐦𝐞 𝐚𝐧𝐝 𝐚𝐜𝐜𝐞𝐬𝐬𝐢𝐛𝐢𝐥𝐢𝐭𝐲. Kotaku 𝐩𝐫𝐚𝐢𝐬𝐞𝐝 𝐑𝐞𝐦𝐞𝐝𝐲’𝐬 𝐝𝐞𝐝𝐢𝐜𝐚𝐭𝐢𝐨𝐧 𝐭𝐨 𝐫𝐞𝐬𝐩𝐞𝐜𝐭 𝐩𝐥𝐚𝐲𝐞𝐫𝐬’ 𝐭𝐢𝐦𝐞.𝐩><𝐩>𝐎𝐟 𝐜𝐨𝐮𝐫𝐬𝐞, 𝐢𝐦𝐩𝐥𝐞𝐦𝐞𝐧𝐭𝐚𝐭𝐢𝐨𝐧 𝐢𝐬𝐬𝐮𝐞𝐬. 𝐅𝐁𝐂: 𝐅𝐢𝐫𝐞𝐛𝐫𝐞𝐚𝐤 𝐦𝐮𝐬𝐭 𝐥𝐚𝐧𝐝 𝐭𝐡𝐢𝐬 𝐬𝐨𝐟𝐭 𝐩𝐥𝐚𝐜𝐞 𝐛𝐞𝐭𝐰𝐞𝐞𝐧 𝐚𝐜𝐜𝐞𝐬𝐬𝐢𝐛𝐢𝐥𝐢𝐭𝐲 𝐚𝐧𝐝 𝐝𝐞𝐩𝐭𝐡, 𝐫𝐚𝐫𝐢𝐭𝐲 𝐚𝐧𝐝 𝐜𝐨𝐧𝐬𝐢𝐬𝐭𝐞𝐧𝐜𝐲. 𝐁𝐮𝐭 𝐰𝐢𝐭𝐡𝐨𝐮𝐭 𝐅𝐎𝐌𝐎, 𝐰𝐢𝐭𝐡𝐨𝐮𝐭 𝐜𝐨𝐫𝐫𝐞𝐜𝐭𝐢𝐨𝐧 𝐚𝐧𝐝 𝐰𝐢𝐭𝐡𝐨𝐮𝐭 𝐟𝐨𝐫𝐜𝐞𝐝 𝐞𝐧𝐠𝐚𝐠𝐞𝐦𝐞𝐧𝐭, 𝐢𝐭 𝐚𝐥𝐫𝐞𝐚𝐝𝐲 𝐝𝐢𝐟𝐟𝐞𝐫𝐞𝐧𝐭𝐢𝐚𝐭𝐞𝐬 𝐢𝐭𝐬𝐞𝐥𝐟 𝐢𝐧 𝐚 𝐬𝐩𝐚𝐜𝐞 𝐟𝐮𝐥𝐥 𝐨𝐟 𝐩𝐞𝐨𝐩𝐥𝐞. 𝐀𝐧𝐝 𝐭𝐡𝐚𝐭 𝐜𝐨𝐮𝐥𝐝 𝐛𝐞 𝐞𝐧𝐨𝐮𝐠𝐡.𝐩><𝐩>𝐖𝐞’𝐥𝐥 𝐤𝐧𝐨𝐰 𝐦𝐨𝐫𝐞 𝐰𝐡𝐞𝐧 𝐭𝐡𝐞 𝐥𝐚𝐮𝐧𝐜𝐡 𝐚𝐩𝐩𝐫𝐨𝐚𝐜𝐡𝐞𝐬. 𝐁𝐮𝐭 𝐟𝐨𝐫 𝐧𝐨𝐰, FBC: Firebreak * seems a sticky, strange and surprisingly reflective journey in chaos, the guy that only Remedy could throw away.