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FBC Firebreak Hands-On: Saving the Office With Super Soakers and Shotguns

A preview for Remedy Entertainment’s squad shooter showed off its weird and fun co-op action, like Left 4 Dead meets Ghostbusters.

Minutes into my mission, I’m having second thoughts. Gunning down a dozen zombie-like enemies is a lot for a lowly office worker in the Federal Bureau of Control. At first, it’s hard to have faith in my gear — a backpack water jug with a cannon for drenching enemies. But then my fellow FBC squad mate (a secretary or middle manager, I forget which) uses his kit to zap all the soaked foes at once. With our third coworker slamming their wrench into anything that moves, we barely manage to fix up some broken fans before sprinting for the elevator as the doors close on the enemy horde.

Welcome to FBC Firebreak. Media got a chance to play the game for a few hours in an online preview ahead of its release on June 17. 

Six in-game years after the events of Remedy Entertainment’s seminal 2019 game Control, the FBC headquarters is still partially occupied by the otherworldly Hiss invaders. But the brave workforce of the FBC has stepped up, and as one of the agency’s rangers or secretaries or middle managers, it’s up to players to drive them out of the offices. 

FBC Firebeak is a departure for Remedy as its first game built to be multiplayer rather than its decades of single-player adventures. But the studio’s newest title is a smaller-scope «AA» game, unlike the flagship AAA releases like Alan Wake II, Control and its other prior hits. However, Firebreak’s $40 price tag (or $50 for the deluxe edition) that matches its more modest scope will be welcome to players reeling from the sticker shock of $80 games coming from Nintendo and Microsoft.

In my preview, I could see how Remedy is attempting to blend its signature style of weird, funky gunplay into a multiplayer setting, and mostly succeeds. There’s a lot of character to the world it’s built, and players will likely enjoy taking on the role of supernatural emergency responders as a change of pace from the gunplay-heavy squad shooters they know. But diehard fans of the studio’s storytelling-heavy approach will have to adjust to the new game’s fast co-op pace.

And they’ll have to get used to its difficulty, because FBC Firebreak is hard.

I’ll give you an example: My two squad mates — one of whom was CNET video editor Sean Booker —  and I dropped into one of the three missions available to us. We each picked a gun and one of three equipment backpacks, each offering unique tools that work best when combined — a key way the game encourages teamwork. We set the mission to normal difficulty, and out we went.

The mission (or «job» in Firebreak talk) we chose was Paper Chase, wherein our squad is tasked with cleaning up a plague of supernatural Post-it notes. Like other areas of FBC headquarters, the offices we explored — faithfully recreated with ’60s shag rugs and retro decor from 2019’s Control — had been warped by the invading Hiss, making things even stranger. That meant we weren’t just fighting Hiss-possessed FBC workers clawing and shooting at us — we also had to gun down humanoid golems made of Post-its.

Our third squad mate dropped out due to GPU compatibility issues, so our CNET twosome cleared out gobs of Post-its haunting the office floor, all while getting slammed with unending hordes of enemies. We ran out of bullets pretty quickly. My colleague Booker had a mechanic’s kit with a mean wrench he could swing around — it also let him repair gadgets scattered around the level faster. Meanwhile, my backpack water blaster did little more than stagger enemies, relying on a one-two combo with the shock kit carried by our now-dropped-out squad mate.

With my weak melee and frequent deaths, Booker and I barely made it back to the elevator to finish the job. For the rest of our preview, we stuck to the easiest difficulty.

Squad up or die trying

Technically, you can drop into a «job» all by your lonesome, but I wouldn’t recommend it. They’re built to be challenging for three people, and I can attest how it’s a difficult enough experience with two, even on an easier setting. Four-person squads just weren’t balanced, as Remedy developers previously told me, which made sense as I fought tooth-and-nail through narrow hallways, roomy offices and spacious mines that would’ve felt crowded with more than two other teammates.

There are other tools at your disposal to take into jobs, like grenades, deployable equipment to use with your backpack kit and a rechargeable super ability (which we didn’t get far enough along to tinker with) — all gradually unlocked as you level up. Decked out in more gear, we stood a better chance of withstanding hordes of enemies. When I slammed down a jug filled by my water backpack that sprayed healing in a radius around it, we withstood waves of foes that had previously wiped us out.

But we still weren’t eager to tip the difficulty back up to normal, and how much players struggle may be a make-or-break point for Firebreak’s player experience. It’s a balance that could be tweaked in many ways before the game comes out in June, from enemy health and behavior to kit effectiveness and ammo availability. Remedy reinforced that the preview we saw was a work in progress, so I’d expect some tinkering to come, but the game walks a tricky line in encouraging (and borderline requiring) cooperation through its unique mechanics and tasks while allowing player flexibility — after all, the strangers filling your online co-op squad will come in a variety of skill levels and attitudes.

In its current state, getting swamped by wave after wave of Hiss while feeling my kit’s inadequacy is a bit worrisome. The game shows promise with its unique setting, gameplay and niche in the multiplayer shooter space — one that favors weirdness and intriguing mechanics over sweaty gunplay.

Co-op in the Alan Wake universe

As the FBC Firebreak developers explained in our briefing before the preview, the game was designed with three core pillars. The most obvious of those was on display when we booted up the game: there should be as little standing between players booting up the game and getting to the action. No cutscenes, plot diversions or dense dialogue to get in the way of jumping into a job.

That leads to the game’s second pillar: every player gets the same content — no progression roadblocks or paid DLC to split up a squad. For the $40 entry fee, players will get whatever the Firebreak developers introduce to the game — which at the moment are two additional jobs coming sometime after the game’s launch. 

This ties into one of my main annoyances during the preview: progression felt too slow to unlock enough items that made me feel effective in the field. It makes sense if Remedy wants a longer progression runway to keep players coming back — for new equipment, better weapons and more cosmetics to outfit their Firebreak workers.

The last pillar was the one I saw the least of — mainly because we didn’t see much of the game: that FBC Firebreak delivers action and moments found «only in Control.» From the preview, this bore out in the reliance on kit equipment over guns — even without my third squad mate following up with an electricity blast, I discovered my water gun could stagger enemies when charged up, leaving my other squad mate to batter them with his wrench. This mixes in a dose of absurdity with the frenetic terror of Hiss hordes.

In practice, FBC Firebreak feels like a mixture of Left 4 Dead and Ghostbusters, which is a fun and funky blend that shakes up the tired squad shooter genre. But its focus on quickly moving players in and out of jobs leaves little room for the kind of secret-hunting and lore-digging that defined past Remedy games. To that end, it’s tough to imagine whether the studio’s diehard fans will embrace Firebreak’s loops running the same missions without heavy storytelling, let alone standout moments like Control’s Ashtray Maze or Alan Wake II’s We Sing musical sequence. 

Firebreak’s developers previously told me they don’t believe those memorable moments really fit in a multiplayer game, especially if it means forcing players to relive them repeatedly. They’re probably right, but it means the new game will need to rely on emergent moments born from unpredictable, often ridiculous situations — the kind of had-to-be-there memories that help a game stand out.

With no more of FBC director Jesse Faden’s story until Control 2, and no required story content in Firebreak, the new game seems poised to truly stand on its own. And without any detail on how Firebreak ties into the greater Remedyverse storyline shared across the studio’s games, or how much lore it has tucked away waiting for players to discover, Firebreak will sink or swim based on how fun it is to run around as an office drone saving your workplace with wild gadgets and guns. A lot of that remains to be seen. 

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I Used to Tell People Wi-Fi 7 Routers Were a Waste of Money. CNET’s Lab Data Just Proved Me Wrong

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My Camera Test: Comparing the $499 Pixel 10A With the Galaxy S25 FE, Motorola Edge

The Pixel 10A’s cameras are similar to those on the 9A, but it still performs quite well compared to other phones in its price range.

Google’s $499 Pixel 10A uses nearly the same cameras as last year’s Pixel 9A, but I wanted to see how its photos directly match up to its midrange Android rivals: the $650 Samsung Galaxy S25 FE and the $550 Motorola Edge.

I traveled with all three phones around St. Petersburg, Florida, checking how flexible each was in different environments, from bright outdoor settings to an indoor coffee shop and an evening brewery. All three environments can be challenging for the small image sensors on each phone. 

While I find the cameras on all three phones to have different strengths and weaknesses depending on the setting, I’m quite impressed with how the Pixel 10A keeps up. In my tests, the photos include lots of detail, even though certain settings appear to involve a lot of processing to improve them.

Wide and telephoto cameras

Starting with photos taken on the sidewalk in downtown St. Petersburg, I notice that all three phones handle bright sunlight slightly differently, especially how it’s depicted on the street.

For the Pixel 10A, the sun provides a slight exposure mark over the Bay First sign at the top of the frame, but it remains fairly cordoned off to focus on the rest of the streetscape. Zooming in, you can see the Century 21 location, but the street is captured in the most detail, with the phone’s camera maintaining its natural gray color.

For both the Galaxy S25 FE and the Motorola Edge, the sun has a more pronounced effect on the rest of the image. The pavement’s color is notably brighter. I also find both the S25 FE and the Edge have slightly more clarity on the business signs on the Bay First building, including the aforementioned Century 21 logo.

Since the S25 FE and the Edge each include a telephoto camera that supports 3x optical zoom, I took a photo at that zoom with each phone. The Pixel 10A uses digital zoom on the phone’s 48-megapixel wide camera, but a lot of the scene’s detail remains preserved.

The Pixel’s zoom photo provides a clear view of the 7th St N sign, the trees and the plants. However, if you look further back at the next intersection, you’ll notice that the 7th St S sign and the Colony Grill are much harder to see. It’s those smaller details that are captured by the S25 FE and the Edge, both aided by telephoto cameras, making them more visible.

Of the three zoom photo examples, I feel like the S25 FE has the best color reproduction while also retaining details like the signs further back. Even though the photo was taken with the S25 FE’s 8-megapixel telephoto camera rather than its 50-megapixel wide camera, the colors remain complementary when comparing the 1x to the 3x. Meanwhile, the Edge’s 10-megapixel telephoto camera looks quite a bit different from the 50-megapixel wide camera — the whole image has a more yellowish hue.

Ultrawide cameras

Moving inside the Southern Grounds coffee shop, I decided to use the ultrawide cameras to capture my sausage, egg and cheese on toast. The three photos came out wildly different.

The Pixel 10A’s 13-megapixel ultrawide and S25 FE’s 12-megapixel ultrawide have a more balanced set of colors and details, in my opinion. The wheat toast appears lighter in the Pixel’s photo than in the darker hues captured by both the S25 FE and the Edge.

When zooming into my notebook, however, the Pixel and S25 FE captured more of the page markings, details that blur together more in the photo taken by the Edge. While the Edge’s 50-megapixel ultrawide camera is a higher-spec number, I noticed it had a harder time distinguishing toast levels, giving more of it a darker look. If I hadn’t eaten it myself, I’d have thought it was burned based on the Edge’s photo.

Night photography

Moving over to a nighttime setting, I used the three phones to take photos outside of 3 Daughters Brewing. I felt like all three did a decent job at producing the colors of the building, but they differ in how they handle light sources.

Both the Pixel and the S25 FE tone back the glare produced by the various lighting fixtures. Meanwhile, the Edge’s photos show noticeable streaks that dominate the sky. When inspecting the photos more closely, I find that the Galaxy captured a sharper view of the furniture, like in the Connect 4 set next to the blue chairs in the center of the frame. The same details are visible in the Pixel’s and the Edge’s depictions of the scene, but they appear smudgy by comparison. 

This type of scene needs to take advantage of a phone’s processing power in order to iron out visibility issues, and I do find that the Edge appears to come up short here in this regard, with a lot of noticeable image noise.

Selfies

Each phone takes selfies with noticeable differences in style and color choices. For this test example, I’m in a well-lit daytime room with natural light from a window. The 12-megapixel front-facing camera on Google’s Pixel 10A brightened up my face as if there was a light in front of me, and captured a decent amount of the details of my hair and face.

The front-facing camera on Samsung’s Galaxy S25 FE shows a noticeably darker color tone, but it still captures a similar shade of orange on the wall behind me. Of the three photos, I felt like the S25 captures the most details, including strands of hair, and defaulted to a closer crop than the other two.

The photos taken by the 50-megapixel selfie camera on the Motorola Edge feel a bit smoothed out. The orange color on the wall is noticeably different from the Pixel and the S25 FE, though it does capture a lot of my face details, from hair strands to the fabric textures on my shirt.

The $499 Pixel 10A camera keeps up and, in some cases, exceeds the detail captured by the slightly more expensive $550 Motorola Edge and $650 Galaxy S25 FE. I’m quite impressed by how the Pixel camera handles colors and low-light environments, but the phone’s processing work sometimes makes scenes appear brighter than they are in real life.

The Galaxy S25 FE is no slouch either, with a third telephoto lens for capturing more detail farther away. While I did find the Motorola Edge to struggle in low light, it is one of the lowest-cost phone options currently available for someone who must have a 3x optical telephoto camera.

But if you can live without the telephoto lens, the Pixel 10A’s low cost and photography abilities will likely be a good fit for most people.

Google’s Pixel 10A Looks Stylish for a Low-Cost Flagship Phone

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Today’s NYT Strands Hints, Answers and Help for March 14 #741

Here are hints and answers for the NYT Strands puzzle for March 14, No. 741.

Looking for the most recent Strands answer? Click here for our daily Strands hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle, Connections and Connections: Sports Edition puzzles.


Does today’s date seem memorable to you? If so, today’s NYT Strands puzzle might be easy. Some of the answers are difficult to unscramble, so if you need hints and answers, read on.

I go into depth about the rules for Strands in this story. 

If you’re looking for today’s Wordle, Connections and Mini Crossword answers, you can visit CNET’s NYT puzzle hints page.

Read more: NYT Connections Turns 1: These Are the 5 Toughest Puzzles So Far

Hint for today’s Strands puzzle

Today’s Strands theme is: A math teacher’s favorite dessert.

If that doesn’t help you, here’s a clue: 3.14

Clue words to unlock in-game hints

Your goal is to find hidden words that fit the puzzle’s theme. If you’re stuck, find any words you can. Every time you find three words of four letters or more, Strands will reveal one of the theme words. These are the words I used to get those hints but any words of four or more letters that you find will work:

  • RITE, SPIT, TIPS, STAT, STATE, GIVE, RUST, FINE, LAZE, SURE, PEAL

Answers for today’s Strands puzzle

These are the answers that tie into the theme. The goal of the puzzle is to find them all, including the spangram, a theme word that reaches from one side of the puzzle to the other. When you have all of them (I originally thought there were always eight but learned that the number can vary), every letter on the board will be used. Here are the nonspangram answers:

  • VENT, CRUST, FRUIT, EDGES, GLAZE, FILLING, LATTICE

Today’s Strands spangram

Today’s Strands spangram is HAPPYPIDAY. To find it, start with the H that’s six rows down and three to the right from the upper-left corner, and make — well, a pie shape.

Toughest Strands puzzles

Here are some of the Strands topics I’ve found to be the toughest.

#1: Dated slang. Maybe you didn’t even use this lingo when it was cool. Toughest word: PHAT.

#2: Thar she blows! I guess marine biologists might ace this one. Toughest word: BALEEN or RIGHT. 

#3: Off the hook. Again, it helps to know a lot about sea creatures. Sorry, Charlie. Toughest word: BIGEYE or SKIPJACK.

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