First glance at Control seemed like a weird mishmash of ideas, token powers, with some surreal world window dressing. Not immediately memorable to me and it hasn't caught bigger attention yet, but looking at it further, I think this might be Remedy's most exciting TPS since Max Payne 2. So, here's some reasons why:
Control's setting is the 'Oldest House.'
(images filched from Gamespot)
A strange nonsensical place disguised as a government building that shifts reality and spawns creepers. According to directors, it's inspired by 'New Weird' genre of sci-fi where abnormal phenomena may never be fully understood and attempts to do so lead to further confusion. This theme could potentially influence the gameplay at large:
But, whatever. Remedy always brings the narrative intrigue and it hasn't helped its last two games be more than interesting plot strings. The directors have stated that Control is different and their game efforts here are going to be unhinged and creative. I'm hoping so, but what are the impressions here? Is Control looking like a gem or another flash in the pan?
Control's setting is the 'Oldest House.'
(images filched from Gamespot)
A strange nonsensical place disguised as a government building that shifts reality and spawns creepers. According to directors, it's inspired by 'New Weird' genre of sci-fi where abnormal phenomena may never be fully understood and attempts to do so lead to further confusion. This theme could potentially influence the gameplay at large:
- Confirmed 'Metroid-Vania' design: Usually means further exploration when you return with better gear or powers. Why it's exciting here is that The Oldest House is a bizarre place where navigating it requires rituals (sequence of actions) that open rooms or shift reality. The ritual stuff looks scripted so far but combining it with exploration and gear could lead to some truly great navigation and discovery.
Power utility: There's minor stuff like the morphing gun modes and combat use of telekinesis, but more interesting is the levitation. It adds a big option for both movement and exploration that could gel well with the surreal locales or maybe puzzles. The strange setting means the later discoverable powers (hinted at) could be suitably weird/creative.
Combat flexibility/challenge: This goes with the broader use of powers, but the addition of levitation also adds another layer to the combat. A recently shown boss encounter necessitated the use of telekinesis for defense, levitation for movement, and shifting environment for cover. What's exciting is these powerful enemies can make combat more dynamic and varied compared to Remedy's most recent games, and the promoters hinted that this was not even a 'real' boss, hopefully meaning that these combat challenges are the tip of the iceberg.
Crazy story beats: The Oldest House is in disarray. The director is dead, everything's spooky, you're fighting to take back control. The gun symbolizes King Arthur's sword and you are the (potential) chosen one. Meanwhile, it seems the dead director is giving you cryptic pep talks from beyond, and the poor remaining employees are stuck guarding apocalyptic refrigerators. Neat.
But, whatever. Remedy always brings the narrative intrigue and it hasn't helped its last two games be more than interesting plot strings. The directors have stated that Control is different and their game efforts here are going to be unhinged and creative. I'm hoping so, but what are the impressions here? Is Control looking like a gem or another flash in the pan?