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In doing so, the studio loses its own goals and allows its strengths to fall into the dust.
The name implies that the bunker in concrete isn’t a typical office building but a center of energy that is supernatural, in which things don’t go smoothly. The moment you step into the area of chaos, the situation quickly becomes clear that normality hasn’t made an appearance in the security screening in this area.
In just a few steps, we can see how the picture of the FBC director hanging on the wall changes into the picture of Jesse. Before we think about what’s going on, an alarm sounds, and we know the answer to the question: Director of the FBC has killed himself. Life and , by using his weapon, we have his job immediately.
These initial, confusing moments are a bit emblematic of how Control handles its story and worldbuilding. Each answer brings new questions, but they’re not always addressed at all or are only solved through various collections of tapes, files, and TV tapes.
Control, however, is a game that outsources a lot of the storytelling to non-essential elements and requires us to disrupt our play to put the story out on our own. The players who do not will face difficulty getting the game to work.
The word “surreal” rapidly transforms into “doesn’t matter” since this forced acceleration ultimately damages the plot and the gameplay and, therefore, the enjoyment.
A. The Swiss Army Knife in the shape of a gun
Fun is definitely in Control due to the unique combat system. While we have only Jesse’s latest service weapon to use, It can be transformed into various types as the game grows. A typical pistol could transform into a type of shotgun, a smaller minigun, or a laser gun that can shoot over long distances.
In the course of the story, and while exploring the structure, it is also possible to find new variations to the arsenal of just one weapon. But, they don’t exceed the standard +20 damage , for instance, an increased firing speed. So, there’s been more space for wilder possibilities in this instance, especially considering that Control uses the supernatural but is very cautious.
Combat game being expanded incrementally with new weapon choices and abilities stimulates the mood and makes appearance top-of-the-line thanks to the effect of storms during combat. But even the most exciting action becomes dull over time when you face a mix of four enemy types in two rooms, and the primary missions aren’t very varied other than “Run through the map from A point to B.”
Who dares, unfortunately, doesn’t always win
Let’s look at the most exciting addition for Remedy players: the Metroidvania strategy of Control. You can unlock the Oldest House through Jesse by using doors secured by security cards that vary in levels you slowly gather as the story unfolds.
With the Metroidvania approach and its departure from the linear practice common to all games, Remedy has dared several times, but the plan doesn’t want to come out at the final. This is a massive pity in light of the studio’s history and the possibility of Control’s program.