
With FBC: Firebreak, Remedy wants to tell a different kind of story
Firebreak is set a few years after the events of Control, after which a building known as the Oldest House — the NYC headquarters of the Federal Bureau of Control, a government organization that investigates the supernatural — was sealed off to prevent a deadly force called the Hiss from getting out. But there were still people inside. While many of them were FBC bureaucrats and office workers, Firebreak follows members of the titular emergency unit, who serve as the first responders keeping everyone else (relatively) safe. That means venturing out into the Oldest House to fix machinery, eradicate the Hiss, and investigate other paranormal situations. Also, there are a lot of sticky notes, and you have to shower quite a bit.
I was able to play through a few missions of Firebreak at Remedy's offices, and the game feels very different from the studio's previous work. It's a first-person shooter that relies heavily on cooperation. In each mission, you and two other players are let loose in the Oldest House to complete specific goals; in one of them, we had to repair the machinery that controlled the building's ventilation, and in another we had to clear away a growing wave of sticky notes that covered every surface. In some cases, the missions had multiple layers to them. After clearing out the sticky notes, for instance, we eventually fought our way to a gigantic boss monster made of even more stickies.
In some ways, Firebreak seems like a traditional multiplayer shooter. You can equip different types of guns, toss grenades, and you're often up against hordes of the Hiss, which behave a lot like swarming zombies. As you progress, you earn currency to put toward upgrading your gear, and you can purchase new skins and sprays like in Fortnite. Each player also has to select a 'crisis kit,' which includes both special abilities — like letting you jump high in the air — as well as specific tools. One has a wrench for repairing machines, while another has a hose for putting out fires.
In my brief experience, the game's structure necessitated coordination. You can't just run into the Oldest House, guns blazing, and expect to survive. Over voice chat, my team was constantly yelling directions and warnings at each other, giving a heads up that a fresh wave of Hiss was coming or sending the person with the right tool to repair something. Often, these repairs were life-or-death necessities. Scattered around each level were facilities to refill your ammo or shower (which removes status ailments and also replenishes your health), but they often lacked power, meaning you couldn't get bullets or health until you got them up and running.
It was a chaotic mess (in a good way), but as with Control, what struck me most about Firebreak was the world itself. It's just so delightfully weird, infusing a bland office space with a sinister tone. Office cubicles become cover in shootouts, while those sticky notes are like an invasive species, smothering everything — including you, if you can't make it to a shower in time. Unlike Control, however, Firebreak is reliant almost entirely on its world to tell the story. There are no cutscenes to watch or audio logs to uncover. Instead, you sort out what's happening by being in this place, and both listening to the little bits of chatter between characters and observing the state of the Oldest House. Or you can try to suss it out anyways, but I'm still not sure why a giant rubber duck started following me in one level.
Kayatta likens this storytelling technique to hearing stories from firefighters in the field. 'We're not telling a beginning to end story,' he explains. 'A lot of that is because the people inside the game are talking to themselves, and they're filling that narrative space for us.' The decision was made in part so as not to interrupt a bunch of friends playing together, letting you and your co-op partners fill in the space with your own chatter. But the structure is also designed to help Firebreak work for two audiences simultaneously: Control fans and newcomers.
'The important thing for us is that if you played Control, you signed up for a single-player, exploration, character- and story-focused experience,' Kayatta says. 'It was super important that we didn't say, 'Ha ha, curve ball, now you need to go find two friends and play a cooperative game that is a totally different genre from a different perspective.' That feels terrible. Those people need to be protected so that they can go from Control 1 to Control 2 and experience the journey that we promised them. And we are absolutely going to make that happen. On the other hand, we also want this to be rewarding and fulfilling for them [if they do play Firebreak ].'
Meanwhile, he says that 'then you have what we hope is a large audience who actually has never played Control … we wanted to make sure that they could understand the world and didn't feel the constant pressure to go back and play Control.' That means a balancing act between having enough narrative to be interesting to new players and feel distinctly Remedy, but without so much direct storytelling that Firebreak becomes required reading for anyone waiting to jump into Control 's sequel. And if you do want to dig further into things like the Hiss or what an Altered Item is, you can always play the original Control or dig into a Wiki (or maybe one day watch a movie or show). When it comes to how much you want to dig into Firebreak 's narrative, Kayatta says that they 'want it to be up to you.'
No matter which way you look at it, Firebreak is a big departure for Remedy. It's a new genre, an expansion into multiplayer, and the studio's first self-published game as it attempts to take more ownership of its own franchises. It's an opportunity to expand in a new direction while still attempting to stay true to what a Remedy game is. 'Forever we have had these very controlled single-player experiences, and we will continue to do that,' Kayatta says. 'But we ask the question with Firebreak: what is it like to share one of those spaces with your friends?'
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Cosmopolitan
4 days ago
- Cosmopolitan
8 of the biggest trends from Copenhagen Fashion Week to wear now, from dresses over trousers to polka dots
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Finnish brand Marimekko styled candy-colour stripes with clashing, graphic florals and knee-high ribbed socks. Danish label Caro Editions was founded in 2022, and upcycles luxury deadstock fabrics into new designs. Lace, gingham, tartan and satin were all worn together (and also seen on one-of-a-kind bags made in collaboration with Mulberry) for stylish yet surprising looks. We won't quote the infamous Devil Wears Prada line makes sense that floral dresses took centre stage at CPHFW this season. Cecilie Bahnsen, whose eponymous label usually shows in Paris, returned to her native Copenhagen for a special 10th anniversary presentation, much to the excitement of many (myself included). Sculptural flower and petal appliqué shapes are somewhat of the brand's signature, appearing on whimsical dresses, structural skirts and Asics trainers. Nicklas Skovgaard has become one of the most exciting designers to watch from Copenhagen, and his show was filled with voluminous, tulle-stuffed, floral-printed dresses (all worn with Scholl clogs, my personal shoe of the summer). Rave Review, another Danish label focussed on upcycling and re-purposing vintage fabrics, made use of floral bed linens by creating dresses, skirts and jackets. BRB, cutting up my old quilt as we speak... Silk scarves and bandanas have been trending in a big way this summer, and the effects of such could be seen across the Copenhagen runways. Baum und Pferdgarten went down the traditional route for its equestrian inspired show, with printed scarves knotted on top of blazers. Co-founder Helle Hestehave told Cosmopolitan UK: "We had long wanted to explore a theme centred around horses. During a walk through the old stables north of Copenhagen, the location of our show, we instantly knew we wanted to create a collection and presentation inspired by everything that unfolds at a horse race: from the guests attending, to the highly skilled jockeys, and the raw, authentic surroundings." MDKT Studio styled almost every look in its show with matching scarves that stuck out behind the wearer's heads, as if a gust of wind was permanently lifting them. And at The Garment, models wore triangle bandanas around their necks with ruffled romantic dresses and riding boots, creating a Western-inspired look. Yes, you have read this correctly. Millennials like myself are old enough to remember this trend the first time around, but it appears to be back in a big way. CMMN SWDN styled knee-length knitted and chiffon sleeveless dresses over tailored trousers, giving a more grown-up and polished take. Stel presented asymmetrical pleated skirts over technical and tartan trousers for a more grungy feel, and Skall Studio paired wide-leg jeans with a striped mini shift dress — basically, there's a way to wear a dress over trousers that suits everyone's style, so no excuses. Tartan and plaid are wardrobe staples — it almost feels redundant to refer to them as a trend they're such classics. However, you couldn't ignore just how much the pattern dominated CPHFW. Alis's Oasis soundtracked show gave big 90s vibes, alongside its plaid football shirts, skirts and bikinis. Newcomer Martin Quad's gothic monochromatic collection was punctuated by bursts of hot pink tartan, and Rolf Ekroth's majestic woodland presentation was brimming with clashing colours and patterns, all stitched together to create unique outerwear. You can't beat a bit of fringe for adding drama to an outfit. Anne Sofie Madsen had one of the buzziest shows of the season, largely thanks to her giant, metallic, rat-shaped handbags, but her statement fringed dress and hat were equally exciting. Stem, an innovative zero-waste production brand, hosted a weaving workshop which served as its fashion show. The raw hems of every garment created an un-done, rough-and-ready fringed effect. Herskind went for a more polished approach, with long leather fringed dresses and skirts being worn with giant fold-over clutch bags and sharp jackets. You might call it the pattern of the summer, but hell, I'm calling it the pattern of the year. You simply couldn't move in Copenhagen without hitting a polka dot, whether it was on the catwalks or the cobbled streets of the city itself. Caro Editions used the print throughout its collection, often doubling up with clashing colours and spot sizes. At Rotate, the final show of the week, polka dots were small and dainty, on sheer halterneck tops, jumpsuits and micro-shorts. Creative directors Thora Valdimars and Jeanette Madsen told Cosmopolitan UK: "This collection was created with the feeling of a sun-soaked summer getaway in mind. We got a lot of inspiration from the 70s, all reimagined with that Rotate twist. It's all about softness, fluidity, and elegant draping." At Rolf Ekroth, giant dots were painted onto T-shirts, jeans, jumpers, skirts and even model's faces. Multi-coloured beads featured heavily throughout Iamisigo's collection, creating bags, vests and even floor-length dresses. Creative director Bubu Ogisi said of her brand's ethos: "Heritage isn't backwards-looking — it's the past, the present and the future." At CMMN SWDN, models carried cross-body, tote and pouch style bead bags with their soft, tailored outfits. And at Gestuz, a beaded bra top had fringing right down to the wearer's knees, ticking off two trends in one. Rebecca Jane Hill is the Senior Fashion Editor at Cosmopolitan UK. She has previously contributed to publications including Vogue, Elle, Marie Claire, Harper's Bazaar, Refinery29, The Face, Glamour and Stylist. She started her own magazine, Sister, in 2012 whilst at university. Focused around feminism, fashion and culture, it went on to produce 12 globally stocked print issues, as well as countless events and partnerships. She closed the magazine in 2023. Rebecca has been an associate lecturer at London College of Fashion since 2018, where she teaches on the Fashion Journalism course. She is a passionate second-hand shopper and is constantly on the lookout for new design talent.


New York Post
22-07-2025
- New York Post
Shaq offers cruel two-word dismissal of Klay Thompson-Megan Thee Stallion relationship
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Engadget
18-07-2025
- Engadget
Remedy lays out its plan to fix FBC: Firebreak, which includes improved onboarding
Remedy has announced plans to fix FBC: Firebreak and restore the good will of consumers after a rough launch earlier this year. Many of the issues surrounding the launch were regarding the onboarding process, which the company acknowledges by saying that "many players come into the game and leave within the first hour." Remedy is trying to make that opening hour more welcoming to new players, so they don't "feel ineffective and confused as to what to do." It has already placed an introductory video in the game with a narrative to explain the world and how it relates to the developer's hit game Control , as FBC: Firebreak is set in the same universe. Remedy promises more of this type of "narrative onboarding" will come to the game later this year. To view this content, you'll need to update your privacy settings. Please click here and view the "Content and social-media partners" setting to do so. It's building a playable tutorial level, as the developer acknowledges it needs "to do a better job" teaching new players the core mechanics and features. It's also taking a page out of Nintendo's playbook and introducing more "pop up" tips that will appear at "relevant times" throughout the first couple of hours. The forthcoming updates aren't just about onboarding. Remedy will be adding three new heavy guns to the arsenal and introducing a modding system for weapons. The company will share more about this system "before September." It's also introducing "big changes to the way" players access missions and beefing up the missions themselves. The developer says it's refining several elements to increase the fun factor, going on to say that it will be "weeding out our least fun experience" and "focusing on our best experiences." There will even be new game modes and missions down the line. To view this content, you'll need to update your privacy settings. Please click here and view the "Content and social-media partners" setting to do so. Much of this is coming in the game's first major update, with a planned winter launch. For the uninitiated, FBC: Firebreak is a multiplayer FPS that places an emphasis on cooperative action. It's available on Game Pass and PlayStation Plus, so it could technically be "free" to check out any progress the dev has made since launch.