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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. 

Technologies

Microsoft’s Nadella says AI needs an ‘emergency brake’ that humans control

Nadella joined other tech moguls and researchers in calling for stronger safeguards and, in some cases, for the pacing of frontier development.

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– Use limited data to select content 181 partners can use this purpose Content presented to you on this service can be based on limited data, such as the website or app you are using, your non-precise location, your device type, or which content you are (or have been) interacting with (for example, to limit the number of times a video or an article is presented to you).

These Cookies and SDKs are used to collect data about your browsing habits, use of the Services, your preferences, and your interaction with advertisements across platforms and devices for the purpose of delivering targeted advertising content, both on our Services and on third party sites.

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Technologies

Kremlin Confirms Putin Transmitted Iran’s War Resolution Plan to Trump

The Kremlin says Putin relayed Iran’s proposal for ending the war to Trump, while Trump announced a Russian diesel supply deal that drew sharp criticism from Zelenskyy.

Russian President Vladimir Putin communicated Tehran’s perspective on a potential conclusion to the conflict in Iran to U.S. President Donald Trump, according to Russian state media reports on Saturday.

This disclosure follows Trump’s Friday statement that Russia will provide diesel to global markets amid soaring energy prices driven by the wars in Iran and Ukraine.

Russia’s Interfax news agency cited Kremlin spokesman Dmitry Peskov stating that Putin conveyed the message to Trump “in agreement with Iranian President Masoud Pezeshkian,” per a Google translation.

Additional Russian media accounts indicate Putin spoke with Trump by phone after meeting Pezeshkian on the margins of a summit in Turkmenistan.

Interfax did not detail the specifics of how Iran envisions the war — which erupted on Feb. 28 with U.S. and Israeli airstrikes on Iranian targets — reaching an end.

The White House did not immediately respond to Verum’s emailed request to confirm the reported conversation between Putin and Trump.

Russia supply deal

Trump announced Friday that Russia will deliver more than 4 million tons of diesel to the global market under an arrangement he said he agreed with Putin during a phone call.

Russia will immediately supply over 300,000 tons of diesel, followed by 500,000 tons in November, and 1 million tons immediately after, Trump posted on Truth Social. Moscow will then provide another 3 million tons of diesel contingent on the condition of Russia’s refineries, Trump added.

The Treasury Department temporarily waived sanctions on Russian diesel through April 2027 under a general license issued Friday.

Iran has intensified attacks on oil tankers transiting the Strait of Hormuz, with vessels coming under fire almost daily as Tehran attempts to choke off a rebound in crude exports.

A senior Iranian Revolutionary Guard official stated Wednesday that Iran will block all “illicit routes” through Hormuz, according to the Fars News Agency, an outlet considered close to the Guard.

The surge in tanker attacks coincides with crude oil exports from the Middle East rebounding in September to prewar levels, largely because the U.S. military escorted ships through Hormuz along Oman’s coast.

An interim agreement signed in June between the U.S. and Iran to pause hostilities to allow for negotiations quickly collapsed.

‘Gifts to Putin’

Ukrainian President Volodymyr Zelenskyy immediately denounced Trump’s diesel deal with Putin. Ukraine’s leader warned that easing sanctions without a commitment from Russia to de-escalate the war will only prolong it.

“Gifts to Putin will not bring peace or any benefit to the civilized world,” Zelenskyy said in a social media post. “Russia will ‘repay’ the diesel with further terror and perfidy. Allowing Russia to sell petroleum products is an investment in a war that must be ended, not prolonged.”

Diesel prices have surged worldwide as Ukraine has pounded Russian refineries, forcing Moscow to ban diesel exports to global markets. Iran and its Houthi allies have also attacked refineries in the Middle East, further constraining fuel supplies.

Trump faces mounting political pressure to lower fuel prices ahead of the November midterm elections. Republicans confront competitive races in conservative strongholds like Iowa, where farmers feel the pinch of high diesel prices.

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Technologies

AI is Changing How Lawyers Work — and Putting the Billable Hour Under Pressure

AI is reshaping the legal industry by reducing the time needed for routine tasks, challenging the traditional billable hour model, and changing how lawyers learn and practice.

Artificial intelligence is now used by almost 90% of legal professionals in the U.K. and Ireland, and it’s putting one of the profession’s oldest conventions — the billable hour — under the microscope. That’s according to legal software company Clio’s U.K. & Ireland Legal Insights Report 2026.

It found that among firms using AI, almost 80% said they can handle more work without increasing resources, while over 70% said it cut costs by absorbing administrative work once done by support staff.

As a result, AI is challenging some of the assumptions on which the legal profession was built, forcing firms to reevaluate how their lawyers spend their time, how they charge for it and how new lawyers learn the ropes. You can’t charge 16 hours for something that takes 16 secondsNick Rowles-DaviesLexolent Some of the U.K.’s biggest firms are already putting this into practice.

A&O Shearman has worked with legal AI company Harvey to develop artificial intelligence agents for tasks, including reviewing loan agreements and analyzing regulatory filings, which it says can complete in minutes work that previously took several hours. Slaughter and May, meanwhile, has rolled out Harvey across all practice areas this year, including for regulatory research and document analysis.

Billable hour pressure The billable hour is central to the business model of many law firms, but when AI significantly reduces the time lawyers spend sifting through and drafting documents, the economics are no longer so straightforward. “You can’t charge 16 hours for something that takes 16 seconds,” Nick Rowles-Davies, founder and CEO of legal finance fund Lexolent, based in London and Dubai, told CNBC.

About one in five firms that have widely adopted AI report difficulty meeting billable-hour targets, according to Clio’s report. Globally, senior legal leaders expect the share of work charged by the hour to fall from 72% to 44% over the next two to three years, according to a Deloitte survey.

Routine work is the most exposed, Rowles-Davies said. “If you’ve got standard documents and you’re just putting in detail, then clearly that’s an automatic process.” But complex legal work still requires human judgment, he added, particularly when interpreting AI output and determining the right strategy for a client.

Lawyers [are] telling us that their day is getting betterJoshua LenonClio

AI and workloads

Whether AI efficiencies ultimately make lawyers’ working lives better may depend on what firms do with the time they get back. Clio’s report found that 51% of legal professionals work evenings, but only 32% want to, while 22% work weekends compared with 11% who would choose to.

Joshua Lenon, Clio’s New York-based lawyer-in-residence, believes some lawyers are already seeing the benefits. “Lawyers [are] telling us that their day is getting better,” Lenon told CNBC, as AI becomes more commonplace.

“People are really looking at these tools and saying, ‘This is making work better.’”

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