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Is FBC: Firebreak Does have a comment on the monotony of labor under late phase capitalism? This is the only comprehensible reason that will be talented as a developer and talented as talented entertainment that is fundamentally unhappy to play.
Review information
Platform review: Ps5
Available on: PS5, Xbox Series X and Series S, PC
Release date: June 17, 2025
A co-up shooter spin-off set in the strange and amazing universe of Smash Hit Control, FBC: Firebreak It seems that it was as disappointing as possible from the ground. For its artificially padded progression and small selection of levels, for the brand artists of the characters and poorly designed players, there is very little choice here.
Certainly, everything works technically and works to work with at least insects, but it is harmful with faint appreciation when the studio piled up against the previous line-up of ground-breaking experiences of the studio. Alan Wake 2,
Out of control
I booted FBC: Firebreak Feeling Optimist, because its main concept is definitely complicated.
If you play as a firebreaker, special agents in the Fantasy Federal Control Bureau of Control (FBC) along with two other players worked to enter the abandoned districts of the bureau headquarters to include inaccessible supernatural forces in a team.
I fully consider the depiction of FBC in other measures sports and was excited to learn more about its internal functioning and detect new parts of the oldest house (mysterious, shifting cruelist skyscraper, where the events of this game and Control Take place).
Unfortunately, it has no story material FBC: FirebreakYou are introduced to Firebreak leader, and his assistant Jerry Hank, who navigates the small pinch while navigating through the main menu, but, at the top of the topical guidance of Hank during the mission, you meet all.
Worse than that, dialogue is never particularly entertaining, and the slap tone of these interactions seems to be a tade out of place. Control There was not a large -scale serious game, but FBC: Firebreak In fact, its comedy bends to its obstacle. This is a game that seems that it is trying a monkey Limit Really expand the source material so interesting.
It is also a shame that playable characters are all normal, masked goons. You can choose from a handful of different players, but it is impossible to invest in a hero with no other recognizable characteristics.
Even unlockable cosmetic items of the game fail to help them stand out. There is nothing about the possibility of grinding for hours to unlock the red helmet, which is not going to notice any really online lobby.
This is as if developers also knew, because it is often mandatory to unlock cosmetics to reveal new shop pages with more useful items.
dead-end job
This is one of the several decisions that have been made to pads the runtime of the game, which will otherwise be incredibly small.
Total only five missions, or jobs, as they are called in-games, are divided into every three stages. The first two stages are always very basic, often it takes just five or so many minutes to be clear.
They both feel like a futile filling compared to the third, which provides equal but more sufficient objective and sometimes a big boss fights to close it. The first two stages, of course, are mandatory because practically there will be no reason to bear them otherwise.
The missions themselves are at least ideologically interesting, but failed to redeem their most unique elements in pleasant ways. For example, paper chase, seems like a slam sting with novel idea of offices, taken by herds of supernatural sticky notes.
Sadly, the mission boils only for the shooting of surfaces included in sticky notes, which occurs as an on-screen number, which lasts the remaining notes for about fifteen minutes.
best bit
The hub area is home to your living quarters, some rooms that can be adapted on a large scale by spending the currency received on your trip. It is quite satisfactory to keep the items to make the space your own. Most can also be interacted to see unique animations.
During every mission, the waves of the part, humans have a masculine unit, beam around you. I can count the number of unique enemies on one side, the same enemy models can pop up endlessly without any variation.
Even with difficulty crank in all ways, the pacing of these waves also feels off-cilters, because there are often strange stretch where there is no enemy on the screen.
If the guns were really satisfactory to use, I will be able to forgive most of it. They are not. Generic appearances and sound effects are just six to choose, on one side.
Poor balance means that one, bolt action rifle, so terrible that you never want it in your loadout. Pump action shotguns and revolvers, on the contrary, are the most effective of the bunch so far, so there is no real reason for using anything else.
In crisis
Most marketing of the game has focused on crisis kits – three sets of abilities that you can choose in your mission.
There is a splash kit, provides a water cannon that can wash at annoying environmental effects (many of which can be out) or can remove the fire, quickly the jump kit with an electrical device for the charging generator, and the fix kit that allows you to repair the broken items quickly.
You can still complete all these functions without the respective kits, but the interaction takes the form of highly repeated button-mashing that quickly become old. Each mission has some components that can benefit from a particular kit, so there is no strategy in which you choose. Each match has three players, so obviously you need one of the bus. There are no real advantages or disadvantages of any individual kit, either, so it is really as simple as that.
Each kit can be upgraded three times to unlock new secondary and special abilities, including a powerful attack that provides a reception from endless shoots.
However, it only feeds in the biggest issue FBC: Firebreak: The fact is that the first hour is preciously terrible.
For some reason, you start with a broken gear that is ineffective. For example, a water cannon can explode a few drops of water at a time only at a time. Similarly, your firearms reduced the loss. You have to grind through a game after the game in this state until you have the necessary currency to get everything back in order of work, not those abilities and some allowances to promote your figures.
I do not understand this decision at all, because it makes it just a terrible first impression. It is easy to imagine most players downloading the game, experience one or two slogans with their artificially weak gear and abilities, and then uninstall it to reward it something else.
It is very difficult to recommend, unfortunately FBC: Firebreak In its current position. If you can simply log on and play with everything immediately, it may be able to provide co-op entertainment for a few hours before it is bored.
As it stands, what you are doing before experiencing its major features, will be ill.
Should I play FBC: Firebreak?
Play it if…
If you play it…
Simple use
Unfortunately, there is no dedicated accessibility menu FBC: FirebreakControl can be completely optimized on the console, however, and there are many options that allow you to tolerate tasks such as targeting the bottom spaces. There are complete subtitles in the game.
How I reviewed FBC: Firebreak
I played about ten hours FBC: Firebreak To launch a measure in the build-up on PS5 and Dualsense Wireless Controller using a copy provided by entertainment.
I experienced every mission that the game has to be introduced at least once, trying many weapons and each crisis kit. I played both Solo and Multiplayer, playing with random players using the underlying online matchmaking of the game, and participated in a few matches with other critics.
During my time with the game, I compared my experience with my time in other online-individual shooter games of uniform scope, which includes my time Wolfenstein: Youngblah, Rainbow of Tom Classes six extractionsAnd HELLDIVERS 2.
June 2025 reviewed for the first time