FBC: Firebreak
has had a bit of a mixed reception since its launch last week. One of the most common criticisms levied at the co-op game is its severe lack of weapons, which is quite a sizable issue for a
first-person horde shooter
.
There are just six weapons in
FBC: Firebreak
at launch. But there’s more to a loadout than just its primary weapon. Players are also able to take a grenade and special item with them into each of
FBC: Firebreak
‘s Jobs, along with their Kit’s unique utility weapon. The Fix Kit gets a wrench, the Jump Kit gets an electric gun, and the Splash Kit gives players a big water hose. These Kit utility weapons are a little lackluster at first, but after a few upgrades they can really shine, especially once players unlock the Altered Augments, a great gameplay addition that walks a fine line well.
FBC: Firebreak Strikes a Careful Balance With its Weapon Augments
FBC: Firebreak’s Weapon Augments Explained
Each of
FBC: Firebreak
‘s utility weapons
has a unique Altered Augment that acts as the utilities’ final upgrade. These Altered Augments equip the weapon with an Altered Item, which, for those who haven’t played
Control,
is a seemingly ordinary everyday item that’s been imbued with unpredictable paranatural energy.
In gameplay terms, these Altered Augments give players’ utility weapons a powerful new attack. The three Altered Augments are as follows:
-
Fix Kit – AI16 Piggy Bank:
Delivers a powerful AoE blast when striking an enemy, and releases a coin-flinging tornado that slowly makes its way back to the player -
Splash Kit – AI44 Teapot:
Turns the Crank-Operated Fluidic Ejector into a flamethrower that damages enemies and applies the burn status effect -
Jump Kit – AI19 Garden Gnome:
An unassuming garden gnome that can be launched at enemies to produce an unpredictable lightning storm that damages and stuns enemies and allies alike
Unlocking
FBC: Firebreak
‘s Altered Augments has just been made a lot easier, with Remedy’s first update decreasing the time needed to obtain essential upgrades.
FBC: Firebreak’s Weapon Augments Channel Control’s Greatest Strength Without Sacrificing Continuity
One of
Control
‘s greatest strengths was its gameplay, more specifically the mechanics introduced in its mid-late game.
Control
‘s gameplay
begins to shine when players unlock the ability to telekinetically launch objects at enemies, and it feels like it’s firing on all cylinders when players obtain the paranatural ability of flight.
Given the premise of
FBC: Firebreak
, it seemed unlikely that
Control
‘s best mechanics would be carried over to the co-op shooter. In
Firebreak
, players take control of a team of faceless, expendable grunts sent to fix the Oldest House’s biggest problems. Naturally, they’re not nearly as powerful as the
Federal Bureau of Control’s new Director, Jesse Faden
.
But
FBC: Firebreak
doesn’t let Jesse have all the fun. By framing these abilities as Altered Items and giving them a lengthy cooldown between uses,
FBC:
Firebreak
‘s Altered Augments
give players a taste of that paranatural power without jeopardizing the importance of Jesse’s character, or diminishing her role in the Remedy Connected Universe, thus striking a very careful balance.