FBC: Firebreak is a multi -person control FPS, which I didn’t know I wanted

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The control was the game of the year Ign in 2019-I was one of the many editors who voted for this-but even I was skeptical, when Remedy, a studio known from the story of great stories for one player in a third-person games, announced that he is doing the game in multiplayer. This project turned out to be FBC: Firebreak, a PVE multiplayer three -person shooter, set six years after the events of the inspection. And in the demonstration version, which I saw, it quickly became clear that my skepticism was completely unjustified. Firebreak is refreshingly original in the saturated space, delightfully strangely among the sea of ​​the same army and/or science fiction, and perhaps the best, does not require a huge commitment, such as many of its contemporaries. As the director of the game Mike Kayatta put it: “It’s not about daily check -in. We are not interested in monthly grinds. We don’t want to give anyone a second job.” Say this again, Mike, for people in the back.

FBC: Firebreak is a three -member FPS cooperative, with, if what is promising is not, without nonsense. You can play for 20 minutes or a few hours, if you want, with unlocking perk and fresh combinations among characters that keep freshly in the case of repetitive runs. But what the hell do you do here, back in the oldest home, with a number of bizarre weapons in your hands? Basically, you are a volunteer of the first respondents in the oldest home, when everything goes seriously sideways. Your characters are secretaries, guards and other “normal” professions that listened to the service of the service. The Federal Control Office would not say that you are possible to spend, but … you can spend.

When you log in to play, choose work (aka mission) and a crisis set (basically, your load) before determining the level of threat (difficulty) and the level of check -in, which determines how many zones you will play on the run. The zones are separated by limiting doors that will take you to the next stage of work. And the work I saw is called Paper Chase and is set in a fairly mundane office section of the FBC building. Syczce is spreading from you and your two teammates, they work together to beat them.

Of course, you can get out of there as soon as you can, if you want, but if you want to get currencies that allow you to improve and buy fresh equipment, you must safely escape with them. The longer you spend the exploration of the currency, the harder it is to return to the headquarters in one piece.

Speaking of equipment, just there FBC: Firebreak begins to distinguish itself from other shooters for many players. Many pistols are charmingly unusual, and most of them are home -made, like a hand -rolled snowball pistol, which can throw fires (or your friends who are fire) and immersing the monster of the sticky not. Or a cobbled infusion, which, when it is equipped with a suitable nozzle, can fall storms in a room full of bad guys. Or a vast key, which, when a chick toy with the banks of the pig is attached, causes a coin vortex to throw opponents. Don’t worry, however; There are still staples such as a machine gun and a shotgun-from which the latter is intended after soaking or stopping one of the sticky monsters.

Many pistols are charmingly unusual, and most of them are home.

Oh yes, about them: the whole meaning of this particular task is to eliminate all sticky notes before they mastered the entire brutal building. Pay attention to the number of sticky notes remaining to be destroyed in the upper left corner. In fact, he will go up as the mission progresses, because at the end they face … a giant sticky monster. Think Sandman from the end of Spider-Man 3, but made of sticky post-IT notes instead of sand.

But it’s not just a strange weapon. There is also a comical game mechanics at the university, such as the office supply shelf, which complements the ammunition, a makeshift tower, which you build after literally throwing it from the box to the floor, a stereo speaker that keeps the hiss to a distance, and a rinse station that washes all aggressive sticky notes from your face. Unlocks’ benefits also introduce more spices and diversity to the game. A few examples that I saw: Profit, in which every missed missile has a chance to return to your clip, and the other, which allows you to extinguish, jumping up and down. In addition, if you receive two of the same profits, you will receive a fossil version. If you get three, you can share the profit effect with nearby teammates.

By the way, in case you wondered, you don’t have to have three people to play. You can play solo or in duets. Meanwhile, Remedy is aimed at a lower minimum computer specification than usual, but at the opposite end of the FBC spectrum will also support DLSS4 with a multi -fucked generation, as well as NVIDIA reflex and full radius tracking. It will also be verified and then passes into Xbox and PC Game Pass during the first day with PlayStation Plus Extra and Premium. Finally, there is a content plan after launching, which medicine is not yet ready to be made available, and will be paid cosmetics, but this is the scope of microtransactions.

To be straightforward, I haven’t really played FBC yet: Firebreak, so I have to be careful before my enthusiasm. But so far it certainly seems to seem a vision test. This is almost certainly not a multi -person shooter in a very good way. And the fact that it is an online game that does not require a huge time commitment to enjoy a refreshing return to the days on which it was the norm.

Ryan McCAffrey is the editor -in -chief of Ign Previews and host of both weekly Xbox Show Ign, Unlocked podcastand also our monthly (-ISH) intelligence program, Ign unfiltered. He is a guy from North Jersey, so he is “Taylor Ham”, not “pork roll”. Debatt with him on Twitter at the address @Dmc_ryan.

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