Remedy Entertainment, the Finnish studio known for developing the first two Max Payne games, Alan Wake, and Control, is providing updates on FBC Firebreak, their upcoming multiplayer game. This title is part of an expanded universe connected to Control, with its narrative set six years after the events of that game. The Federal Bureau of Control (FBC) continues to operate under Protective Lightweight Services (PLS) in the aftermath of the Hiss invasion. Within this tense environment, players take on the roles of agents from the Firebreak cell, a special unit tasked with handling ongoing paranormal disturbances at the Old House. Indeed, the building remains active and eerie, presenting an unpredictable challenge for the agents involved. In essence, these agents face a significant and demanding task ahead.
From a gameplay perspective, Remedy Entertainment opts for a three-player cooperative experience. Each mission, referred to as a “Job,” necessitates precise coordination and a significant amount of improvisation due to dynamic environments and unconventional enemies such as a screaming armchair or a vengeful horde of sticky notes (true story). Players can personalize their equipment and playstyle through the use of “Altered Augments,” paranormal modules that enhance combat with additional versatility. There are no enforced classes or fixed roles; players have the freedom to adapt, which is a positive aspect of the game design.
No Battle Pass, no loot boxes, no drama. It is important to note that FBC: Firebreak will avoid the pitfalls associated with pay-to-play models. Remedy Entertainment has specified that there will be no combat pass, no disguised microtransactions, and no limited-time events. The aim is to provide a fun, accessible experience free from fear of missing out (FOMO) pressure. This choice is refreshing in 2025.