FBC: Firebreak offers players an exhilarating co-op experience reminiscent of Left 4 Dead, as they face hordes of enemies in chaotic outcomes. The game, set in the Oldest House after the events of Control, reflects a 'punk engineering' ethos where players, having limited resources, resort to DIY methods for armament. This creative twist infuses the game with vibrant aesthetics while keeping true to its identity. Game directors emphasize that while they incorporate elements of DIY, they intentionally avoid straying into a purely Mad Max style, balancing creativity with coherence.
One of the terms that we used to describe the aesthetics at some point was 'punk engineering,'... They started building their own tools and modifying their body armor and everything.
...the game's setup goes, the Oldest House's agents have been locked away inside the liminal maze for six years... agents have resorted to do-it-yourself (DIY) methods to stay armed.
We also don't want to drift into what I would call Mad Max land... That's not to say there's no sense of self.
The objectives were varied, and the outcomes chaotic--the primary healing method is scrambling into a shower big enough to hold your whole team.
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