The first time the sticky note almost killed me in Remedy Entertainment FBC: Fire2019’s new multiplayer spinoff controllaughed loudly. The slow death brought about by the overwhelming horde of notes you are tasked with destroying is the most appropriate ending in a game that leans heavily towards satirizing corporate life.
The death of the fourth sticky note elicited a small smile and a bit of annoyance as I gradually blurted my vision and consumed my soul before reaching safety. The 10th is rarely registered. Rescuing myself from the death of a memo is just another task to interact with, so I was able to do the same, collecting a small amount of rewards, go back to doing everything over and redoing everything slowly to unlock new perks and upgrades. that’s right FBC: Fire Microcosm is a powerful, original, and fun collection of ideas that start with tension and break when stretched over a live service frame.
in fire, The oldest home supervisor sends a group of unnamed vacuum cleaners into the depths of the building to deal with hiss – controlEnemies from another dimension – and other issues. Medieval architecture control It exists, and fire Jives about corporate drudgers and small managers control To that whole spirit. Otherwise, it cannot be recognized as a control But the game, and it doesn’t make an effort to tell new stories or stories. The focus is entirely on work.

Image: Remedy Entertainment
Each job will send you to the oldest home, dealing with the horde of hiss and solving certain problems. This ranges from blowing away the pink goop, a suffocating generator, to blowing away a mountain of sticky notebooks before consuming a soul, harvesting pearls irradiated by a giant god. Shower Stall cures all status illnesses, washes away sticky notebooks, fire, radiation, and cleaners quip about desk work and sketchy history of bureau. It’s ridiculous in the best way and if you’re playing in a group, it’s very fun at least at first.
A great live service game knows how to keep things interesting for long periods of time by dripping meaningful upgrades at a fixed pace, unlocking and running new modes and goals. something It creates a sense of progression and encourages you to play again. fire It tells everything in advance about itself and remains unchanging afterwards. That static concept works in single-player games, but not in formats that require evolution. It feels like the remedies rely on the worst trends of live service games. can It will unleash something want – Instead of creating a unique way to approach formulas.
Characters start with one of three job kits. A splash machine that blows giant water bubbles. Or jump tool that generates charge. Each can make some of the mission easier by allowing tasks to be bypassed, such as charging the generator or repairing a broken machine. The repair kit is intended to double as a melee weapon, but when he hit a wrench or using standard melee attacks, I didn’t notice any extra damage or wonder. Splash kit removes negative effects and applies wet status, while jump kits electrify enemies.

Image: gripyajoystick-based relief entertainment
It takes time to process tasks without the right tools. This gives you a quick event that pushes dozens of buttons in a process that appears to be designed to create artificial tension. You can instantly recharge the battery using the jump kit, but it takes about 10 seconds to do it manually and risks being overwhelmed by a herd of hiss. The kit is a must, and it seems like a compromise. Remedies probably didn’t want to create the roles of rigid characters that are common in multiplayer shooters, but they also needed some structure to promote cooperation between players. Like most things fire, The novelty of each kit is exhausted after completing some tasks.
fire It is launched in 5 jobs, each with several difficulty levels and additional locations, and additional locations for you to complete. However, the actual job remains the same. The first job, the third stage of Hot Fix, is the same as the first stage, simply repairing the furnace fan in three larger areas rather than one or two. Although completing the same mission multiple times is the only way to gain improvements in your loadout, there is little incentive to continue playing.
There was never a enemy breed control” strengths, and fire There are even fewer types of hiss to plan. Along with gun-style enemies and sturdy enemies equipped with explosives, there is a standard zombie-like hiss that make up about 80% of enemies that appear at work. Small squads of hiss in the air appear from time to time, but these are rare. The “strong” enemies that must be defeated before the service elevator arrives will be pulled out of this pool. They behave the same as their standard counterparts, but have more health until they begin to encounter more strange creatures, like humanoid monsters who have challenged higher clearance levels and agreed to sticky notes.

Image: Remedy Entertainment
A small layer of strategies that force enemy types and map layouts to consider the best approach for a particular situation will help you maintain games such as games left 4 dead It’s because replaying the same mission multiple times will get old. Take a stealth approach, bypass large groups of enemies, or use your strongest weapon before your team moves to deal with the rest, or try the Grenade Launchers’ fire and luck. It’s not deep, but there are enough variables that will affect how your choices are deployed.
That decision is not here fireand even when you venture deep into your home, the maps do not lend to more dangerous or strategic situations. It’s the same and there may be an extra environment risk. Fire strengthens the hiss, but extinguishing flames takes a lot of time, so it’s better to eliminate hiss and ignore the flame completely. fireName of. The only difference between weapon choices is how quickly you reload until you unlock at least a handful of improvements. But that doesn’t happen for a few hours. Getting to that point feels like a chore without gratitude.
The perks and upgrades combine Remedy’s trademark eccentricity with the worst trends in the genre. Some of them are great like perks that make you run faster when you’re on fire – not only fun, but also help you get to arrive faster and safer. Most are typical of shooters and action games, including sprinting and strengthening shields, saving stamina and enduring more damage. They are lively and convenient, but nothing to excite. Comparative sparseness of standard upgrade prevalence and more Remedy style or even improvements fireThe disrespectful attitude of the sinister is a shame, but not as much as the way you get them.

Image: gripyajoystick-based relief entertainment
All perks cost the points you earn by completing missions and earn additional points to collect research files. Even successful missions where teams collect many research files will usually reward you with around 10 points. However, you will need to increase the player’s rank. This will take even more time. Getting new weapons and other loadout upgrades, including better hand rena bullets, is part of another annoying and boring process. fire These are in separate menus, but you won’t be able to access most of them until you clear the entire upgrade page. This costs dozens of points (new points). This will require you to spend on audio lines, sprays, new cosmetics and other things you need. It feels like crushing for it.
fire There are good starting points and neat combat improvements at endpoints, but the route between the two is shallow and not much has been realized. The tasks for each job are too simple and basic, and we can’t guarantee the time. fire I hope they spend it on replays. By the time you unlock these Endgame combat improvements, it’s not enough to make repeated boredom a fascinating prospect once again. In other words, there is not enough material to guarantee fire As a live service game.
Since then, certainly fire is a live service game, progression issues, a lack of versatility and creativity in upgrades, and all other nuisances can be ironed over time, and in some cases, ironed. More ways to play and actual incentives to continue playing will make a substantial difference, even if it’s shallow and doesn’t completely compensate for the repetitive mission design. However, at the time of release Fire: FBC Similar to other tasks: It’s best to get close with short bursts so you won’t burn out quickly.
FBC: Fire June 17th on Windows PC, PlayStation 5 and Xbox Series X. The game was reviewed on Windows PC using the PrerElease download code provided by Annapurna Interactive.