Latest news with #FBC


Cision Canada
6 hours ago
- Business
- Cision Canada
Zita Botelho, watersheds and sustainability champion, appointed new CEO of the Fraser Basin Council
VANCOUVER, BC, July 22, 2025 /CNW/ - The Fraser Basin Council is pleased to announce Zita Botelho as its new Chief Executive Officer, effective August 18, 2025. Zita brings a depth of experience in sustainability leadership and cross-sector collaboration, with a focus on water governance, environmental policy, and reconciliation. She joins FBC as the founding director of Watersheds BC and previously served in a senior leadership role at the B.C. Ministry of Environment. She steps into the role at a pivotal time, as the organization prepares to enter its next strategic chapter. "When I think about B.C.'s future, I think about what will hold us together: our relationships with each other, with land and water, and with the systems that shape our health, livelihoods, and communities," Zita remarked on joining FBC. "For Indigenous, rural, and urban communities across the province to thrive, we must build trust, honour Indigenous rights, and work in ways that reflect our shared responsibilities. I'm excited to join the Fraser Basin Council team and help carry that work forward." "We are delighted to welcome Zita Botelho as the next CEO of the Fraser Basin Council," said Janet Austin, Chair of the FBC Board of Directors. "She is a proven leader, a respected collaborator, an advocate for Reconciliation, and a champion for inclusive, forward-thinking solutions to our most complex sustainability challenges. Her experience and enduring relationships across sectors and communities make her ideally suited to lead the Council into its next chapter." The Board also extends its deepest gratitude to David Marshall, who has led the Council with vision and dedication since its inception in 1997. Under his guidance, FBC has become a trusted convener and catalyst for sustainability across British Columbia, with a track record of impact in watershed health, clean transportation, climate action, and community resilience. "David Marshall has left an extraordinary legacy," said Austin. "He has shaped a model of collaborative leadership that has had a profound and lasting influence across B.C. and beyond. We are deeply grateful for his service and his abiding commitment to a more sustainable and equitable future." Reflecting on his time with the organization, David Marshall added that "after 28 amazing years with FBC, I want to extend my heartfelt thanks and appreciation to this remarkable organization for having served as its CEO. It has been an honour and a privilege to work along side such dedicated colleagues, partners and communities. I am deeply grateful for the trust, collaboration, and shared vision that have defined this journey. I wish Zita much success as she leads FBC to a new phase of evolution, growth and exciting new opportunities in advancing sustainability throughout British Columbia. Zita holds an MA in Environmental Studies from the University of Victoria and a BA (Hons) in Political Studies and Geography from Queen's University. She brings over 20 years of experience across the public, non-profit, and private sectors, with a career focused on aligning ecological health with community resilience and economic well-being. At the B.C. Ministry of Environment, she led the development of Living Water Smart—BC's Water Plan and the policy foundation for the Water Sustainability Act. As founding director of Watersheds BC, she helped shape provincial investment in watershed security and co-led the delivery of $42 million to more than 100 projects through the Healthy Watersheds and Indigenous Watersheds Initiatives. Zita is known for her commitment to collaborative governance, reconciliation, and inclusive process design that brings people together to solve complex challenges. The Fraser Basin Council brings people together to advance sustainability in British Columbia. Established in 1997 to address watershed work in the Fraser Basin, the Council continues with a breadth of sustainability projects throughout B.C. today. Its strategic priorities are to take action on climate change, support healthy watersheds and water resources, and build sustainable communities and regions. FBC's program work includes support for flood mapping and tools, community wildfire roundtables and disaster risk reduction, energy efficiency initiatives, low-carbon transportation, watershed projects, wildlife protection and ecosystem restoration, and the advancement of reconciliation throughout all facets of work. The Fraser Basin Council is a charitable non-profit society that brings people together to advance sustainability throughout British Columbia.


Scoop
08-07-2025
- Politics
- Scoop
Tonga's King And Queen In Fiji For Historic Chiefly Investiture
Margot Staunton, RNZ Pacific senior journalist The King and Queen of Tonga are being feted in Fiji during historic ceremonies to present three chiefly titles to Ratu Tevita Uluilakeba Mara this week. The prestigious titles of Turaga Tui Nayau, Sau Ni Vanua Ko Lau and Tui Lau are being bestowed upon Ratu Tevita, the son of Fiji's first prime minister, the late Ratu Sir Kamisese Kapaiwai Tuimacilai Mara. Hundreds of people gathered on Nayau Island in Lau - northeast of Fiji's main island - on Tuesday for a grand ceremony to witness the island's kingmakers present Ratu Tevita with the first title, Turaga Tui Nayau. Ratu Tevita, a former military general, fled to Tonga in 2011 and went into exile after the then Prime Minister Frank Bainimarama wanted him tried for treason. He had fallen out with one of his right-hand men when he was removed from the military's 3FIR platoon. The Bainimarama administration banned him from entering Fiji again - something that only became possible after the government of Prime Minister Sitiveni Rabuka came into power in December 2022. Today's ceremony was highly significant because the titles have been vacant for more than two decades, following the death of Ratu Tevita's father in 2004. The state broadcaster FBC reports that the state visit by King Tupou VI and Queen Nanasipau'u symbolises the shared heritage and deep historical and cultural ties between Lau and Tonga. "The visit will strengthen bilateral relations and regional collaboration between our two nations. It represents the deep bonds of friendship, cultural and historical links, and our shared commitment to advancing regional peace and prosperity of the Pacific family." The FBC said the visit provides the two nations with an opportunity to deepen cooperation on mutual priorities, such as climate change, economic resilience and sustainable development. The people of Lau are reportedly excited by the prospect of renewed leadership and unity. "The historic transition symbolizes the strengthening of connections across the Lau group and ushers in a new era of solidarity among the vanua," the FBC said. According to Ratu Tevita has drunk from a traditional installation cup and is proceeding to the sacred pools for the customary cleansing rites. Ratu Tevita, also known as Roko Ului, is being guarded by Bati Leka and Bati Balavu. The leader of the Matanivanu clan of Vuninaya Akuila Qalo, 63, will confer the title, which was given to Ratu Sir Kamisese in 1969. The paramount chief of Macuata and a former president Ratu Wiliame Katonivere; the paramount chief of Rewa and former opposition leader Ro Teimumu Kepa; and the paramount chief of Namosi, Ratu Suliano Matanitobua, are part of the ceremony. A government delegation, including the Minister for iTaukei Affairs Ifereimi Vasu and other government stakeholders, is attending the ceremony. The Maori Queen Te Arikinui Kuini Nga Wai Hono i te Pō will attend the ceremony to present the other two titles to Ratu Tevita on Thursday at Tubou village. A100-man Guard of Honour is being accorded to King Tupou in Suva at the State House ahead of Thursday's ceremony. King Tupou is set to meet the Fijian President Ratu Naiqama Lalabalavu, and then attend a State banquet before leaving for Tubou village in Lakeba for the ceremony. Local media report that the King and Queen will be in Fiji until Saturday.


The Verge
19-06-2025
- Entertainment
- The Verge
FBC: Firebreak is missing Control's weird charm
With FBC: Firebreak, Remedy Entertainment has entered the world of the first-person co-op shooter. Set in its Control universe — specifically the site of the first game, the brutalist nightmare office called the Oldest House — players control a member of the titular three-person team of the Federal Bureau of Control (FBC), tasked with addressing various containment breaches. Unfortunately, all the aspects that make Remedy's worlds so intriguing are completely absent in this bare-bones co-op shooter, which offers nothing for either longtime fans or those invested in existing shooters. Players in Firebreak are like firefighters or disaster responders, with each member occupying a different role: mechanic, water carrier, electrician. Across five recurring levels, teams must work to stop the spread of corruption, called the Hiss (a mysterious red entity that turns people into raging zombies and other types of creatures). Objectives vary from destroying Post-it notes to fixing fans, all while being assailed by swarms of various nightmare monsters. Control, the central foundation of Remedy's wider connected universe that also includes Alan Wake, is at its core weird. It's how Remedy developers have described it — to me and others — allowing for fluctuations between the terrifying, the quirky, the odd, and the hilarious. The Bureau itself is a government agency tasked with containing bizarre items and reacting to huge and strange world events: for example, a traffic light that, when it flashes red, sends people to different locations, or a fridge that eats people if you stop looking at it. In Remedy's universe, FBC workers document, monitor, and research these sorts of items with the gray-faced enthusiasm of every bored researcher. The number of times the toy duck teleports needs to be logged as much as how many coffee filters need to be replaced in the break room. That stone-faced reaction to the weird is only mildly present in Firebreak, with brief interactions with mission provider Hank Wilder, the security chief, detailing bizarre tasks in a slight monotone. Even player character barks demonstrate this. One of the player voice options is called 'Pencil Pusher,' who, when receiving friendly fire, screams that such actions 'violate office policy.' Health restoration involves characters huddling in a shower together; you can fix equipment by hitting it with a wrench. As someone obsessed with Control, I was eagerly anticipating a return — particularly in the shoes of ordinary personnel, rather than the almost godlike head of the agency, Jesse Faden (who you play in Control). But that sense of unease that plays off the quirkiness is not here. The Oldest House and its enemies feel like little more than an aesthetic, or even a kind of mod, for a generic co-op shooter. There is no sense of progression, no overarching goal to which you are working. Levels and tasks repeat. There aren't even creepy big-level bosses, like the terrors in Control, except in one area. You will have seen all the game has to offer within a few hours, since each level has only three or four stages (with each successive stage in the same level taking you further in), and some stages can be completed within three to four minutes. As an example, one stage involves destroying replicating Post-it notes. Once you have destroyed a sufficient number, you rush back to the elevator as a horde descends. The second stage requires the same objective, only this time you gain access to a second area to destroy more notes. The third stage repeats this, only you go further in and face a boss. All end with rushing back. While the game offers modifiers — such as harder enemies and corrupting anomalies that can slightly keep you on your toes — the core aspect wears out quickly. I do not feel I am making any headway in clearing out an entire level, since once cleared, there's no indicator our team made any difference. The only incentive is to obtain better gear. At least the game doesn't push microtransactions and is quite generous in its rewards, especially on harder difficulties. You also level up various roles independently: playing mainly as the mechanic, you will have to start from scratch if you switch to, for example, the electrician role. These roles do feel distinct, as you are given different gear and abilities. The mechanic can almost instantly repair broken equipment, a very useful skill given how many broken machines there are. But the game is filled with various hazards, such as fire and gunk, which the water soaker character — with their water cannon — can negate. Shooting feels good, but guns are standard: shotguns, machine guns, pistols. Don't expect weird weapons like the Service Weapon from Control. This is meat-and-potatoes destruction. That's precisely what disappointed me: ordinary workers in a world where fridges eat people is what made me love Control, and the idea of being able to play one of the lowly workers was exciting. Yet that charm is largely absent. I barely felt part of the FBC and it didn't seem like I was containing anything. In Control, you would clear rooms and see the game world change permanently. Obviously a co-op shooter can't do things in the exact same way. But why not tie something like this to the host player? If I have to see the same level three times, progressing further each level, why not show some permanent change from a previous run? There's no indication the world is reacting to the Firebreak team's efforts. In reality, Firebreak feels like one of the multiplayer modes that used to be tacked on to big-budget single-player games (think Mass Effect 3, for example). If players don't feel like they're making a difference as part of a team trying to stop an outbreak, why should we bother? The levels are akin to hero-shooter arenas, devoid of the deep lore of a Remedy game. At least with hero shooters, playing against other people keeps play constantly fresh. This felt like it was stale within a few hours, an avocado of a game. I genuinely don't know who Firebreak is for. Longtime fans of Control won't find collectibles, environmental storytelling, or anything to even read. And those looking for meaningful multiplayer shooters have plenty of options already. This is a strange dim light for a studio that usually produces brilliance. FBC: Firebreak is available now on the PC, PS5, and Xbox Series X / S. It's also available for Game Pass and PlayStation Plus subscribers.


Tom's Guide
18-06-2025
- Entertainment
- Tom's Guide
Remedy's new Control co-op shooter is best played on Game Pass and PlayStation Plus — here's why
Remedy is one of my all-time favorite game developers, so when I was offered the chance to jump in and play its latest release on PS5 — the three-player co-operative first-person shooter, FBC: Firebreak — I jumped at the opportunity. Set within the enigmatic world of Control, FBC: Firebreak casts players as members of the eponymous response unit, Firebreak. The pitch, then, is essentially Left 4 Dead, Deep Rock Galactic, or even Helldivers 2 mapped out within the corridors of The Oldest House. The FBC is still contending with The Hiss (the enemies you fought as Jesse Faden in Control) and other threats, and it's down to you and your pals to fend them off. The game's launched on Steam, the Epic Games Store, and on Xbox and PlayStation consoles. It costs $39/£32 at launch, but is also available to play day one via PC Game Pass, Game Pass Ultimate, and on PlayStation Plus (on the Extra/Premium tiers)... and that's definitely the way to play. FBC: Firebreak is Remedy Entertainment's new three-player co-operative first-person shooter. Set in the world of Control, it sees players volunteering to take a stand within the Federal Bureau of Control's (FBC) headquarters, which is still under siege from the Hiss and other otherworldly anomalies. Players choose one of three character classes and put their weapons and wacky gear to use in a variety of objective-based missions as they defend The Oldest House during the ongoing assault. Additional platforms: $39 @ Steam | $39 @ Xbox Store I put dozens of hours into Helldivers 2 in total, but eventually burned out on the gameplay loop not long after the 50-hour mark. FBC: Firebreak, unfortunately, is a game that I don't think can even sustain anywhere near that kind of playtime. Admittedly, Remedy has been up front about not wanting FBC: Firebreak to be an all-encompassing live-service experience that capitalizes players' attention and punishes them if they can't (or don't want to) log in every single day. It's a refreshing stance, at least: I'm sure I can't be the only player who doesn't want to feel trapped by another game that wants me to log in for bland, daily quests or minimal rewards. Unfortunately, though, FBC: Firebreak arrives feeling like a fairly shallow experience, even as a game designed for only occasional co-op play. The mission types (or 'Jobs') that you'll be taking on just aren't that engaging. Take 'Paper Chase,' for example. Here, you'll be tasked with eradicating thousands of self-replicating sticky notes (and avoiding being consumed by them in the process). It's a unique mission type, but it's not that fun to play in practice. "Paper Chase" ultimately is little more than running around, gunning down waves of Control's 'Hiss' enemies, occasionally facing "Powerful" sub-bosses, or shooting 'shufflers' (FBC members who've been turned into sprinting sticky note monsters). Meanwhile, you're left trying to find ways to destroy sticky notes glued all over each section of the level. Once you're done, rush back to call the elevator, defending your position while you wait, and leave: job done. Missions offer you a choice of difficulty settings and "Levels", but these only really expand the number of map sections and increase the number of objectives you'll have to complete Missions offer you a choice of difficulty settings and "Levels", but these only really expand the number of map sections and increase the number of objectives you'll have to complete. Sure, the top-level caps things off with a big set piece... but after confronting "Sticky Ricky" a few times, that, too, will grow stale. Missions at the top difficulty level can be further complicated by Altered Items, objects that cause environmental effects such as augmenting gravity or causing enemy corpses to explode, but these don't liven the experience up significantly enough, either. Given other missions task you with riveting objectives like stuffing a container full of radioactive pearls harvested from giant leeches or shooting pink gunk off turbines, I'd have welcomed more out-there diversions. Realistically, after only a few runs through every Job, I already feel like I'd seen everything FBC: Firebreak has to offer. Worse still, playing beyond that point only made me more confident in my opinion. It doesn't help that the game also feels a tad stingy when it comes to offering up the necessary resources to work through your Requisitions table and build out your combat options. You start with a choice of the three Kits, each of which gives you a tool used to complete different tasks within a level (a wrench for repairing or building useful bits of tech in the field, for example), a weapon, and a grenade. Completing missions will earn you Samples, which you can use these to unlock new cosmetic armor sets, weapons, sprays and other gear items, or you can spend them on 'Research', unlocking perks (which confer typical abilities like longer sprint times and faster reloads to elemental weapon augments and some more left-field options). I'd suggest avoiding cosmetics, where you can. You'll need to spend Samples on new duds to unlock fresh pages of gear, but I'd bet players would much rather have the resources to expand their arsenal. You'll want to replace your substandard equipment if you plan to invest more time in Firebreak. Plus, it's worth remembering this is an FPS; it's not like you're going to be spending much time looking at that sweet new helmet you just bought for your intrepid FBC agent, is it? I think FBC: Firebreak will only really land for players who can make the experience fun for themselves, making it more of a hangout game. The Firebreakers themselves are fun enough to inhabit; combat feels punchy, and Remedy's humor and tone are still there, but what I've played hasn't convinced me to stick around. The gunplay's solid, but the progression and repetitive nature of the game's Jobs left me feeling stifled, and I'm convinced only the most unlock-hungry fans will want to commit to its grinds. Ultimately, this is precisely why I recommend curious players should only check FBC: Firebreak out via Game Pass or PlayStation Plus. That way, you can hop in for a few hours, see what the game's got to offer, and leave. You'll get to see what Remedy's cooked up, safe in the knowledge you've only invested your time (and a subscription fee) into a co-op shooter that just doesn't stand out in this crowded market.


The Verge
17-06-2025
- Entertainment
- The Verge
Posted Jun 17, 2025 at 10:46 AM EDT
Andrew Webster Firebreak with me. Remedy is working on a full sequel to Control, but in the meantime there's FBC: Firebreak, a co-op shooter set in the same universe that launches today. For more on what the studio is aiming for with Firebreak, you can check out this story I wrote in May.