Yeah, that's what made me purchase it as well.Wait, this is a metroidvania? that's amazing, don't know how I missed that, this just shot way up on my most anticipated list and is a day one purchase for sure.
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Following the lukewarm reception to Quantum Break, Finnish developer Remedy would've been excused for playing things safe – making a sequel to Alan Wake or perhaps doing contract work for a big publisher – but instead they've created Control, and it may well be the best thing they've ever done.
Because this is an early mission, Jesse's supernatural powers are limited to telekinesis, instant dodge-warps, a temporary energy shield, and a transforming gun (pistol or shotgun) whose ammo slowly regenerates. Juggling these four powers was easy to do, as the game's special-ability meter didn't fully deplete during my playtime. A Remedy developer confirmed that later missions and higher difficulties will include more powerful energy-draining maneuvers, so careful use and smart juggling of the gun's slowly refilling ammo will come into play. (A screen in the below gallery hints to more morphing-gun attachments to come, as well.)
For now, that meant simply flexing the game's early superpower muscles, and gosh, did it feel good. Warp-dodging past enemies, aiming the morphing pistol, and using random physical objects as throwable weapons—I quickly hit a nice groove in zipping around like some X-Men character who'd been kicked out of Xavier's school for being too awesome. And Remedy's combat arenas are designed to emphasize Jesse's strengths by making sure attacks are always coming from above and below, thus forcing her to keep her wits and strategically consider which ability to bust out for each takedown.
The handsome lighting models and per-object motion blur from Quantum Break are back for this newer game, only with even more tantalizing distortion and color trickery. In particular, doing damage to the mutated humans who stagger-run in your direction will cut open some sort of dimensional hole, through which intense oil-slick rainbows flit to and fro until you kill a baddie in a technicolor explosion. The game's blur effects also figure in nicely with the levitation system: when you pick things up and violently fling them at foes, they move in a supernaturally ultra-fast way that looks like it somehow makes sense in a real-world physics system. Plus, like most everything in this game, those flung objects go "kaboom" in colorful fashion.
It's also on PC and its a great game. I don't know why people dislike it. Apart from that really bad boss fight it was great. Feels like Xbox's The Order 1886 that gets shit on because it was linear shooting game and everyone thought that this was "so last gen" at the beginning of this generation. I'd wish there were more of these kind of games.Quantum Break apparently being disappointing bummed me out (though I never would've played it anyways, as it's an Xbox exclusive).
Hope this is a return to form.
Oh, don't think I've read about multiple difficulty settings before.
Since this game actually has health bars and stuff for enemies, I'm really hoping there's a setting to turn off the objective indicator on screen without turning off the whole HUD. Playing Alan Wake hudless is even more intense, but that has the whole horror vibe going for it, I don't think Control would benefit as much.
My worries at the moment are all about enemy variety, which is Remedy's weakest point in all of their games, but seems like it would hurt this one the most.
Mate, you just made my day. Thank you so much!There are no multiple/choosable difficulty levels in Control, that's a misunderstanding in the Ars Technica article. We do have some missions/content that's far more challenging than the story missions, but all the balancing is something we are working on right now.
We got a good enemy variety, I think you'll be positively surprised.
I'm just looking at the Interface options in our game right now and yeah, at least currently, you can turn on/off a bunch of things like mission overlay, health/energy bars etc. I hope we ship with that stuff!
There are no multiple/choosable difficulty levels in Control, that's a misunderstanding in the Ars Technica article. We do have some missions/content that's far more challenging than the story missions, but all the balancing is something we are working on right now.
We got a good enemy variety, I think you'll be positively surprised.
I'm just looking at the Interface options in our game right now and yeah, at least currently, you can turn on/off a bunch of things like mission overlay, health/energy bars etc. I hope we ship with that stuff!
Quantum Break apparently being disappointing bummed me out (though I never would've played it anyways, as it's an Xbox exclusive).
Hope this is a return to form.
There are no multiple/choosable difficulty levels in Control, that's a misunderstanding in the Ars Technica article. We do have some missions/content that's far more challenging than the story missions, but all the balancing is something we are working on right now.
We got a good enemy variety, I think you'll be positively surprised.
I'm just looking at the Interface options in our game right now and yeah, at least currently, you can turn on/off a bunch of things like mission overlay, health/energy bars etc. I hope we ship with that stuff!
It's not, it's on pc too. That's where I'll play it eventually.
Also, did you not play Alan Wake either because of that?
Nice to hear about enemy variety. What about environment variety? We know that the whole game is set inside the building but, seeing as you have assured yourselves creative licence inside, did you use it to the furthest possible? Without spoiling obviously. Some people are turned out by thinking it's all offices and such.
Kiitos ja onnea with your new game!
I said what I said. Next year.
I heard this game is influenced by the book House of Leaves.
Thoughts?
It's also on PC and its a great game. I don't know why people dislike it. Apart from that really bad boss fight it was great. Feels like Xbox's The Order 1886 that gets shit on because it was linear shooting game and everyone thought that this was "so last gen" at the beginning of this generation. I'd wish there were more of these kind of games.
There are no multiple/choosable difficulty levels in Control, that's a misunderstanding in the Ars Technica article. We do have some missions/content that's far more challenging than the story missions, but all the balancing is something we are working on right now.
We got a good enemy variety, I think you'll be positively surprised.
I'm just looking at the Interface options in our game right now and yeah, at least currently, you can turn on/off a bunch of things like mission overlay, health/energy bars etc. I hope we ship with that stuff!