Control is better in terms of cohesiveness, but while games were trying to be movies back in 2010, only one game actually managed to execute on that narrative design tenet, and everybody ignored it because it tried to be a TV show rather than a movie. I'm talking about Alan Wake, a game with the kind of narrative beats that would still be impressive today, the kind of scripting that wouldn't be possible if Remedy had stuck to their original open world plan (sorry RPS nerdlords, but you're more wrong than how things come back from Maine cemetaries). The first three chapters (i.e. half the game) is a little repetitive because it's mostly running through the forest, but the story keeps a brisk enough pace to hand-wave it away. Quantum Break executes story stuff almost as well as Alan Wake and is still really good, but it doesn't really have That Thing that makes something truly special, like what Alan Wake has.