Mainio listaus @Pursi 
Uutena tietona IGN:ln vahvisti, että launchissa on 5 tehtävää. Ennestään tiedossa oli, että julkaisun jälkeen loppuvuodelle 2025 tulossa kaksi lisää.
IGN:ssä myös tällainen kysely (kuva alla). No/Yes suhteeseen ei tietenkään kannata luottaa, kun ei tätä artikkelia avaa muut kuin Firebreakista kiinnostuneet, mutta mielenkiintoinen tuo tilaajapalvelu vrt. ostaja -suhde.
Yksi huomio on, että ei nämä previewt oikein kerää katsojia, mikä vain vahvistaa jo tiedossa olevaa faktaa, että pelialalla on hyvin haastavaa saada huomiota - jopa Remedyn kokoisen AAA-studion. Esim. IGN preview video oli kerännyt about 5k katsojaa tunnissa. Muistelen eilen Helldivers 2 kontenttipäivityksen Youtube-trailerin keränneen useita satoja tuhansia viewseja tunnissa.

Yllä olevan valossa tilaajapalveluissa julkaisu vaikuttaa jälleen erinomaiselta valinnalta, kun on vaikea uudelle pelille löytää näkyvyyttä. Jos peli on pelaajien mielestä hyvä ja hauska, on tilaajapalveluista laaja pohja word-of-mouthille, joka on sitä kaikkein parasta, tehokkainta ja halvinta markkinointia.
Alle keräsin @Pursi kattavan listan jatkeeksi muutamia sattumanvaraisia lainauksia videoilta ja artikkeleista isoimmista pelimedioista. En ole tietenkään näitä kaikkia kokonaan tietenkään lukenut, mutta selasin videoiden loppuminuutit ja artikkeleiden viimeisen yhteenvetokappaleen, josta myös lainaukset poimittu.
Lista pelimedioiden lainauksista
IGN
The always online co-op shooter road is a daunting one for any developer to choose to walk right now. But after playing Firebreak, I’m confident that there’s a strong foundation here, and when combined with injections of Remedy’s unique quirky personality I think it can carve its own niche in the space
Eurogamer
Its potential is up there with the games other Remedy staff reference in casual chit-chat around the studio’s corridors, from Helldivers 2, yes, to Darktide, Payday, Deep Rock Galactic or even Overcooked
Gamesradar
It took a while, but after some unlocks it does become clear that weird Remedy inventiveness is present in FBC: Firebreak after all, just in a slightly different form. It does mean that the game might be a bit less ‘pick up and play’ than I thought it might be, rewarding groups who can work together and taking a while to fully get to grips with a loadout (even if that’s just because it takes time to unlock it, equip it, then realize how it works)
Game Rant
There are still questions about how the full experience will unfold, especially in terms of progression balance and long-term depth, but what’s already here makes a compelling case for FBC: Firebreak’s potential. It’s accessible without being shallow, silly without being throwaway, and chaotic without being frustrating. Whether players are chasing millions of sentient sticky notes or trying to survive malfunctioning fire-suppression systems, every moment is infused with Remedy’s trademark weirdness and mechanical sharpness. If the final release can stick the landing, FBC: Firebreak might just become one of the most unexpectedly replayable games of the year.
Gameinformer
FBC: Firebreak is weird, both aesthetically in-game and as a product, but after playing, my hesitation at this weirdness has been replaced by enthusiasm. Online shooters are a competitive field, but Remedy isn’t interested in competing – it hopes to coexist.
VGC
Otsikko: With FBC: Firebreak, Remedy says it’s made a Control shooter ‘for Dads’
FBC: Firebreak is a step in an unexpected direction for one of gaming’s most innovative studios. While hardcore Remedy fans may not be happy with the lack of narrative focus, the game is certainly enjoyable to play, and everything it told me about the game’s progression system is encouraging. Ultimately, Firebreak will live or die on whether or not players are willing to give it a try, a gamble that many other games in the genre have faced in the past and continue to face. Thankfully, the game will be released in both PlayStation Plus and Xbox Game Pass, which I think is Firebreak’s best shot at really sticking in a market that’s difficult to break into.
Crucially, the gunplay is fun, The Oldest House is an incredible setting for any video game, and Remedy Entertainment‘s trademark weirdness can still be felt, even if it’s not quite as strong.
Ja sitten vähän kritiikkiäkin, samoilla RPS on samoilla linjoilla gunplaysta kuin @Verneri_Pulkkinen tänään Inderesin Firebreak-videolla.
RockPaperShotgun
Otsikko: FBC: Firebreak is a great time, for a shooter with terrible guns
And, indeed, among those unlocks might be some more convincing guns. They might be the very best guns ever! But making you work to build up to that is a baffling choice when first impressions are this underwhelming. Knocking down the Hiss’s health seems like an easy partial fix to me - Firebreak thrives on the sort of entertaining messiness that means 20 weak enemies would suit it’s vibe better than 10 spongy ones. Otherwise, as varied as your abilities look to get once you’ve spent some time with Firebreak, I’m a little concerned the Oldest House will remain shaky until Remedy fix the foundations. Until then, "most interesting co-op shooter with the absolute worst guns’ is still, you know, pretty interesting.
PCGamesN
My one overarching concern is that it took me a while to warm to FBC Firebreak. Most of my positive thoughts stem from the final half of my preview session, rather than the first. While I don’t want to end on a skeptical note, I’m worried about how long it takes to get up to speed on Remedy’s latest. It’s sure to get its hooks in you once it switches out of first gear, but it’s not as immediately enjoyable as some of its rivals.
I’m still genuinely excited to play more of FBC Firebreak. I can’t wait to take on the remaining jobs and bosses I didn’t get to see, test out the other kits, and crank those difficulty settings way up to maximise the chaos. In a sea of multiplayer games that demand so much of your time, live strictly by their seasonal calendars, and often feature overly complicated gameplay mechanics and systems, Firebreak feels like a breath of fresh air.
Positiivisten vibojen keskellä on kuitenkin hyvä muistaa, että kun porukkaa lennätetään Remedyn toimiston koristeltuun pelibunkkeriin, niin toimittajalla on aika luonnollinen bias lopettaa preview positiivisiin saatesanoihin - muuten saattaa seuraava kutsu preview-testaukseen “hävitä postissa”
Tässä mielessä keskustelua pelaajien pelitesteistä, jos julkisia pelitestejä vielä tulee, kannattanee seurata kun ovat filtteröimättömiä (niin hyvässä kuin pahassa
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Lopuksi, huomasin ilokseni Tuomas Puhan (Remedyn viestinnästä) todenneen, että esiin tulleet muutamat kritiikin aiheet ovat valideja, ja että palautteisiin on jo reagoitu 
