Review

Control Review - An Action-Packed Paranormal Portal

  • First Released Aug 27, 2019
    released
  • XONE
  • PS4
  • PS5

A return to form for Remedy Games.

Editor's note: Following the launch of the PlayStation 5 and Xbox Series X|S, developer Remedy Entertainment has released Control: Ultimate Edition. This new version of Control includes all of its previously released DLC, including its story expansions The Foundation and AWE, and comes with new improvements over the last-gen version. Below are our impressions of how Control: Ultimate Edition runs on PS5, written by Phil Hornshaw. You can also read our full PlayStation 5 review for an in-depth breakdown of the console. Continue after the break for the original Control review.

Control is gorgeous and intense on the PlayStation 4 and Xbox One, but the Ultimate Edition on the current generation of consoles is Remedy Entertainment's excellent 2019 game at its best. Control Ultimate Edition is a prettier, more stable way to enjoy Remedy's strange paranormal world, and on PlayStation 5, it works in the great features of the DualSense to elevate the experience even more.

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Now Playing: Control Video Review

The primary difference between the original edition of Control and the Ultimate Edition is the latter's enhanced graphics. The Ultimate Edition offers two different modes: Performance, which prioritizes frame rate, and Graphics, which leverages the hardware for better textures, lighting, and ray tracing. In both modes, though, the difference between the Ultimate Edition and the standard version of Control is stark. These are drastic improvements over Control on the PS4 and make an already beautiful game look and play even better.

The graphics-heavy mode is something to behold. Control is full of reflective surfaces, whether they're glass office walls or puddles of water or blood in its dark, brutalist halls. With ray tracing enabled, the game becomes full of gorgeous, real-world reflections, with protagonist Jesse's face appearing on the screens of TVs as she watches films created by Dr. Casper Darling, and Control's stark lighting and cinematography finding mirrors in wet concrete floors. Control's art direction was already impressive, but it achieves even more on the newer hardware to create endless beautiful frames.

No Caption Provided

Graphics mode sacrifices frame rate for those pretty images, but it never chugs or runs poorly (unlike the base game on PS4 Pro)--its frame rate looks to be on par with the last generation of hardware, but with more stability. Flipping to the performance mode sacrifices those beautiful reflections in favor of a silky 60fps, but Control looks great in both modes. The smoothness afforded by the higher frame rate definitely works to make combat feel a little more intense and responsive, but both modes work extremely well, so choosing one comes down to personal preference.

On PS5, Control Ultimate Edition benefits from the DualSense controller's haptic feedback. The intensity of Jesse's footsteps when she's running or walking are translated to the controller, as are the different firing modes of the Service Weapon as you let loose with the automatic Spin or charge up a big blast with Pierce. Best, though, are Jesse's powers, with the controller adding oomph to the massive blast of a melee attack and capturing the whistling catch as you use telekinesis to grab hold of a piece of concrete. The haptics add just a little something extra to Control, helping to make Jesse's powers and weapons feel distinct and impactful.

With its graphical add-ons, the stability and performance enhancements, and the inclusion of all of Control's DLC, the Ultimate Edition really is the best way to experience Control--and the PS5's haptics really add an extra layer of intensity to a game that already feels great to play. If you haven't experienced Control yet, this is the best way to do so. If you have, this is a good excuse to jump back into its beautiful, strange, inventive world once again. -- Phil Hornshaw, 2 February 2021. Our original Control review by Peter Brown, first published in August 2019, continues below.


When you're so used to games that ease you in, the confronting nature of Control is immediately compelling. There's plenty of time to get to know characters, study the environment, and gradually pick up new mechanics and skills, but Control's sinister atmosphere is impactful, sending a rush of questions through your head from the moment you press start.

Who is Jesse Faden? Why does she seem both lost and found on her first day as director at the Federal Bureau of Control? How can she possibly maintain her composure in the face of the haunting ethereal and material distortions that have overtaken the bureau? You may only have some answers to these questions by the time the credits roll. While being vague or opaque could be viewed as a flaw in other games, obfuscation is part of what makes Control so spellbinding. Impressively, the mysteries grip ever tighter as you navigate the bureau's headquarters in search of answers. Knowledge is power, but it frequently opens doors to possibilities you never knew existed--doors that are better left shut, so far as Jesse and surviving FBC members are concerned.

If you've played past works from Remedy Games, you will instantly recognize the studio's footprint. Control's story plays with grim truths and strange themes. Everything is a serious matter, except when it isn't and a dark sense of humor creeps in to offer a momentary respite--which, yes, includes plenty of FMV shorts. The combat system is designed for you to be equal parts agile and destructive, bearing a notable resemblance to the studio's Microsoft-exclusive, Quantum Break. Combat aside, that game felt like a step removed from what Remedy does best. Control feels like Remedy has found its footing again.

There is one major aspect that is decidedly new for Remedy: Control is non-linear, built in the vein of a metroidvania and filled with reasons to retrace your steps over time. This approach is largely handled well, though if there's any aspect of Control that feels lacking it's the handling of the map. It's an unreliable tool presented in a top-down fashion that often feels like more trouble than it's worth. Multi-level areas overlap with one another (you can't isolate them, or zoom in for a closer look) and it's practically impossible to track specific locations you have or have not visited. Broad areas can be tracked, sure, but not, say, a single meeting room in the executive branch.

This would be a major issue if not for two things: The signage in the world is surprisingly helpful, and ultimately, Control makes wandering the halls of "The Oldest House" a consistent pleasure. If you aren't in awe of the architecture, you're probably getting your kicks from a battle that pops up when you least expected it.

No Caption Provided

Referring to the FBC headquarters as a house is a bit misleading, though you'll grow to understand how in time. In practical terms, it is a massive multi-story facility that screams government, with angular interiors formed in stone and metal, with minimal flourish. It has the outward appearance of an orderly place of process, which, while true, undersells the reality therein, or the lack thereof.

The dance between fact and fiction is at the heart of Control's setting and a fascinating narrative that unravels in Jesse's mind through a series of inner monologues and psychic projections. There are exchanges between characters that move certain elements forward, but so much of Control hinges on Jesse's discoveries and her interpretations of their meaning. Even though you're clued into her thoughts, there's an underlying element that Jesse fails to explain because, to her, it's matter-of-fact. Whatever it is has always been a part of her, creating a gap of understanding that you, for the most part, can only hope to fill in with your own inferences. There's a constant desire to know more, yet to also maintain distance from the truth in order to preserve the mystery. It's to Control's credit that it effortlessly facilitates this exchange.

If it's otherworldly, if it seems to defy explanation, odds are the FBC is running tests to discover the underlying cause and contain the consequences from the outside world. Deep within the guts of the house lie experiments and studies that dig into paranormal disturbances, the collective subconscious, and alternate dimensions. The FBC posits that entities from beyond our realm have used objects of power--archetypical things that we know and take for granted--as gateways into our world. After years of the FBC gathering these strange objects for study, the house has become an amplified conduit for a force known as The Hiss, which can reshape and move matter. The source of this power, a dimension known as the Astral Plane, has crept into the bureau, and some far-off corridors bear its telltale monochromatic, geometric motif. Occasionally, you will get pulled into this strange world to undergo skill trials, but your visits are always short, which helps preserve the mystique in the long run.

No Caption Provided

Back in the "real" world, lowly agents and high-ranking FBC enforcers have been corrupted en masse. Many float harmlessly in mid-air, chanting strange mantras in boardrooms, hallways, and research facilities. Generally, if there's headroom, there are floaters. The more aggressive of the bunch pop into existence before your eyes as you explore the bureau. They, like Jesse, fight with a mix of guns and telekinetic powers. They are generally fun adversaries, and battles are punctuated by some incredible special effects. Furniture and small props are whipped into a frenzy when you hurl a desk from a cubicle and into a group of enemies. Sparks and colorful plumes of energy fill the air when a nearby explosion cuts through the incandescent trails left behind by the hiss.

There are only a few unique enemies or bosses to speak of, but by and large the AI, in conjunction with a great variety of architectural layouts, makes every fight feel engaging. Whether a simple encounter or a complex assault, you have to approach combat with a juggling act in mind, shifting between expending ammunition and psychic energy when one or the other is depleted. You also have to learn how to defend against and recover from harm. The only way to heal in combat is to pick up essence dropped by fallen enemies, which often requires you to throw yourself into the fray while also protecting yourself from further damage.

New powers come with story milestones, but weapon forms are crafted from collectible materials. Their stats, and Jesse's, increase with the application of randomized ranked mods dropped by enemies and found in hidden containment chests. You will likely come across hundreds of mods, but because you can only hold and use a limited amount, you will end up dismantling most of them to make space in your inventory. Mods can make a tangible difference, especially once you start to find high-ranking ones, but they can't make up for a lack of skill or understanding of Jesse's tools during the game's greatest tests.

No Caption Provided

Control is a great-looking game in general, from the overall art design to the technical execution, but combat is a notable standout in that regard. While the experience on PC can be tuned to run at a consistently smooth frame rate, the PS4 version (playing on a PS4 Pro with supersampling enabled) can exhibit stuttering when fights are at their most chaotic--no issues were spotted with the Xbox One version. This, thankfully, is an uncommon occurrence, but it definitely clues you in to how taxing the special effects and real-time physics are.

With a fair amount of extracurricular exploration, it took me about 15 hours to get to the end of Control's campaign. Though I watched the credits roll, there are still plenty of side quests for me to tackle. Jesse isn't the only sane person in the bureau after all, and the handful of key NPCs that populate each sector have co-workers gone missing or projects left abandoned that might put the bureau at future risk. They not only give you more reason to spend time in Jesse's shoes, but the supporting cast is great across the board, brought to life with excellent voice acting and top-notch character design. They aren't deep characters and your conversations never go very far, but I'm more than willing to help them in their time of need, if only to see what quirky or oddball thing they say when I return.

No Caption Provided

One of my favorite aspects of Control, now that I've got room to breathe, is spending quality time with its collectible texts and videos. I've managed to read most of the in-game materials while pushing through main missions and tackling optional pursuits, but there are so many fascinating threads to pull on that it's easy to imagine new possibilities lying in wait; if only I studied the evidence a little closer, or considered a new angle, maybe the missing pieces of Jesse's story would come into view. These tidbits can be educational, disturbing, and at times wildly entertaining, and they have inspired me to look deeper into topics like Jungian psychology.

It's not often that a game invades my thoughts the way Control has. I'm at the point where I want to consume every last thing it has to offer. And if I'm honest, it also makes me want to go back and replay Remedy's past games, too. Sure, it's a faulty metroidvania in some respects, but there are so many exceptional qualities afoot that Control handily deflects any momentary ire. I can't wait to take part in discussions about the game, to see what others have figured out, and to better understand where it all fits into Jesse's story.

Control is featured as one of our favorite PS5 games.

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The Good

  • Gorgeous art style that effectively evokes dread and awe
  • Fascinating sets breathe life into the imposingly rigid environment
  • Fearlessly doles out complex concepts that inspire curiosity and imagination
  • Stylish combat deftly mixes gunplay and super powers

The Bad

  • A confusing map that can complicate navigation

About the Author

Peter finished Control in roughly 15 hours, but he can't wait to continue exploring the bureau in search of every little secret that remains. He played primarily on PS4, but also spent some time testing the game on Xbox One and PC. Complimentary review code was provided by 505 Games.
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hugoadan

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good score for a good looking video game, can't wait to get my hands on it!

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odolwa99

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Edited By odolwa99

New IPs and single player focused games are about the only reason I still bother with gaming anymore. More of this, please!

21 • 
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Terminator95

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@odolwa99: sadly these single player games take a long time to make and they can't steal $ from you with out online microtransactions . All games must be online for the companies to take all of our $ mhuaaaaaa

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CraigTL

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@odolwa99: I am right there with you. I am a single player campaign kind of guy and this is exactly what is needed.

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odolwa99

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@craigtl: That goes double for AAA games!

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aross2004

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InB4 it should have gotten a 10!

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gamingdevil800

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Having gotten the game over the weekend I'd give it a 7/10 I get the impression not everyone will like it. Gunplay and powers are fun. Acting is good. Yet I felt like they could of been way more creative with environments like parallel universes/realities are at play yet only two locations felt really bizarre to me. Like they could of put a forest or something inside the building if they wanted. A woman also talks about the building shifting and water/a shark moving into a room full of an execs but you never really see anyway that crazy but there are "inception" style moments.

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CraigTL

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@gamingdevil800: True if you are going to create a universe like this you may as well go all out and push the boundaries.

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xxmavr1kxx

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@gamingdevil800: How long is it. 10 hours?

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gamingdevil800

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@xxmavr1kxx: About 10 if you only focus on the main story but there are loads of side quests you can do. Even once you have completed the main story you can explore the building to finish side content.

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Crazy_sahara

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@gamingdevil800: Yakuza side quest makes control look interesting.

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xxmavr1kxx

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Edited By xxmavr1kxx

@gamingdevil800: Ok. Thanks. I heard 10 hours and then I didnt know if that was everything or Just main story. Ok well thats a little bit more comforting. Maybe I will get it tomorrow then.

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off3nc3

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Glad i pre-ordered this looks like a top notch game from the GET-GO.

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deactivated-5e79aaefd0bf5

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@off3nc3: You pre-ordered this? Wow, you're brave. I'm still on the fence.

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off3nc3

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Edited By off3nc3

@bluzima: yea I took the plunge even though i almost never pre-order games outside Playstation Exclusives , I'd say it was worth it but I expected alot more , the gunplay and character power usages with telekinetics we're insanely fun.

Sadly I don't see any replay value in it , but for 36 euro's i don't regret it :) got a hell of a deal on it.

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cejay0813

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Edited By cejay0813

@bluzima: didn’t preorder but I do plan on picking it up today based on the feedback. And yes, at full price. Take a chance and support the devs. It’s like people refuse to pay full price unless the game blows them away. It’s ok paying full price for a good game and everywhere I’ve seen has pretty much said this is a good game.

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deactivated-5e79aaefd0bf5

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@cejay0813: I think I might like it because I am a sucker for conspiracy theories but the thing is I'm from Australia and Epic doesn't have AUS pricing yet so $59.99 becomes nearly $90 for me. I'm not sure if that's worth 10 hours of game when longer games are releasing soon. I wish money wasn't a factor but it is limited for me >.<

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CraigTL

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@bluzima: thats a bummer, I feel this game will see a price drop in 3 months.

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deactivated-5e79aaefd0bf5

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@craigtl: Hope so, I feel like $39.99 would’ve been a more reasonable price

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Terrorantula

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Another Microsoft flop... when are they gonna catch a break and invest in a good developer?

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xantufrog

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xantufrog  Moderator

@Terrorantula: dude, save it for SW. It would also help if you knew what you were talking about before posting potshots like this

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CraigTL

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@Terrorantula: You tried but, the reviewer played the game on Xbox..... its not a console exclusive.

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TerrytheGnome19

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@Terrorantula: Another Sony exclusive flop. When will people learn?

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cejay0813

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@Terrorantula: obvious troll

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GustavoB

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@Terrorantula: it’s not from Microsoft therefore it’s not a flop.

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Obiroid1

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@Terrorantula: Another Microsoft flop? They can't catch a break if they get blamed for flopped games they had nothing to do with.

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xxmavr1kxx

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@Terrorantula: So Sony has the marketing rights to this game, along with exclusive side missions to the PS4 only. I dont think that would be happening if MS was publishing this game.

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TexasStuBaby

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@Terrorantula: You're so anxious to say anything negative about MS you don't even pay attention that it's not an Xbox exclusive. LOL

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tonyleo01

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@Terrorantula: what does MS have to do with this game?

9 • 
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santinegrete

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As long as I don't see an M9 pistol that carries 4 magnum bullets and has a fun-killing recoil, I'll be ok. That thing killed my joy in QB.

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sethfrost

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Remedy games lose me at the 'supernatural'. Just not my personal taste. It is, as if they are re-doing their same concept again & again, like similar game studios - remaking the same game for decades.

I am also of the few who thought Alan Wake's story was cheesy and badly written ... if people praising it would have ever read a book past Stephen King or Harry Potter.


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PrpleTrtleBuBum

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@sethfrost: yeah but theyre one the very very few doing it. if you want full realism theres a lot from gta to cod to splinter cell to hitman to. then games like silent hill or bioshock that go out of the playfield right away.

there is such a thing as a passion and profiency of doing something

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sethfrost

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@PrpleTrtleBuBum: Indeed! I also feel like I am missing out on some quality game/gameplay. These devs certainly do make their games with passion.

It is just me, who sees the world grounded in reality ... and then something mystical, magical, X-Files-ey has to happen. I can suddenly shoot lasers with my hands kind of amazing, yet "force-grip" in Jedi Knight never bothered me.


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PrpleTrtleBuBum

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@sethfrost: i think thats the charm. everything is normal.. until it isnt

even with max payne i started to get a bit tired of the real stuff and then the game threw in silent hillesque moments and i was back fully enjoying it

in gta what you see is what you get. something like final fantasy goes so much over the top it also gets samey. remedy games are like good horror changing things. except when they make crappy games ofc

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brxricano

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@sethfrost: hi few person, im that other few person that uninstalled by the time i reached the lighthouse because that narration was so cringe and i realized, what has my pc monitor ever done to me? Why should i punch it? Thats not fair, let me digitally punch this garbo game instead. Dodging slowly is ?

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sethfrost

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@brxricano: HAHAHA! :D

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PlaystationZone

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Going get this full price because this game coming to be good but any day or week know that studio go to be part Sony studios if it true that Remedy and Sony talking business.

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JEF8484

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Looks awesome, though going to wait for a Holiday sale around 40ish. Finally getting through Divinity on the backlog, game is behemoth.

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bbq_R0ADK1LL

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Some alternate timeline version of me would really want to play this game.

Unfortunately, in this timeline, I played Quantum Break & didn't love it. I really wanted to, but it just wasn't my brand of fun. Exploration wasn't amazing, combat was paint-by-numbers, that TV episode thing they had going was kinda boring. The changes I made in the game had such a minuscule effect on the "TV show", it felt like the story was mostly playing out on its own.

Control looks like a slightly more polished version of that game (& thankfully, without the TV show gimmick) but I suspect it won't be my cup of tea, even though it does look kinda cool & I am intrigued by the premise. I hope other people find enjoyment in this game, but I think it's probably not for me.4

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deactivated-63d1ad7651984

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Can't wait to play it half price on Steam next year.

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deactivated-5efed3ebc2180

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@warmblur: I LOL'd and actually expect to do the exact same thing.

BTW, thanks to Xbox Game Pass on PC i can finally play Metro Exodus... I'm avoiding buying games for and from Epic Store like a plague, except the weekly freebies. I'm such an asshole, i know.

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Brian_Ghattas

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@WESTBLADE: You're not alone in that regard when it comes to the free games. Epic is giving away both Celeste and Inside Thursday. That's as good as it gets.

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deactivated-64c06b51403e7

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This, this is why I visit Gamestop!

Ma man Peter Brown done did it again!

Thanks.

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Holyman91

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@proceeder: gamestop sucks lmao

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deactivated-64c06b51403e7

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@holyman91: I don't know, man, I like most of the reviews.

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NSA_Protocol44

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@proceeder: Gamestop LOL

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videogameninja

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Edited By videogameninja

Extremely happy this game turned out so well.

I’ve been raring for an in depth satisfying single player experience for a while so I can’t wait to dive in and lose control.

-GOT THE REMEDY NINJA APPROVED-

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videogameninja

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@videogameninja:

Just wanted to give any out there who are a little weary of venturing into Remedy’s latest in the way of Control another take just in case they are still on the fence about the game itself or perhaps the genre being tackled.

Be forewarned… this is pretty long.

Control…

What can I say about this game?

-If your past history is an indication of anything it’s a lot, Ninja.-

I think it’s fair to say that Control is one of those rare titles that manages to stand out from what we as gamers usually experience in our common everyday gaming rotation. No doubt some will see that as being Control’s greatest achievement and perhaps even garnering a top place in their favorite titles of all time. However, at the same time I can see just as many people saying they dislike or just “don’t get it.”

Why is that you say?

-Well, no. We didn’t ask that, Ninja. But, anyway…-

It’s because this game, probably more-so than any game I can think of in recent memory, is so different, strange, and unique that its going to polarize people. That’s just a fact.

The main reason for this divide is the story. To say it’s a head scratcher is almost as much an understatement as saying the graphics on the original NES are “just a little outdated.”

I can’t really see people years later when bringing up Control’s story saying things like “Yeah, it was ok” or “It was just average.” No, this game is in an entirely different category. This game is an extreme. There are going to be those that absolutely adore it and muse over it’s many abstract themes and concepts while an equal amount will say it is pretentious, over their heads, too artsy, or even “out there” to warrant being classified in the realm of more universally praised and acclaimed titles we as gamers are accustomed to.

For myself, this very thing is the main source of a divide in me. On the one hand Remedy paints an amazing picture of a world in which things of a more sci-fi and abstract nature all congregate in competition for its audience but it’s that very same strength that in many ways handicaps the overall flow and presentation of the narrative.

Without going into detail, so as not to ruin anything, I felt that this game leaves its audience in the dark more than it probably should. Now don’t get me wrong, I don’t feel games should spell everything out in terms of their story or characters to appease gamers (especially one’s where keeping its audience in the dark so to speak may potentially lead to bigger and bolder revelations later on.) but if any plot/storyline is going to go down this road then the payoff for engaging in such a risky move should well be worth it by the time those credits roll. This, unfortunately, is where I feel Control slips a little.

As a gamer I shouldn’t be 4/5th’s of the way through the story when suddenly I just now start to possibly understand why the main character is doing the things they are doing or even the motivations they have been trying to communicate from the beginning of the game to no avail.

It would be analogous to me and a friend sitting down playing a game in my living room as someone else just happens to materialize through the wall next to us and sit down. My friend might say “Hey, who is that? How did they just materialize through a wall?!” If I were to turn to them and say “Oh, that’s just Jeff” that would not be a satisfactory answer on ANY LEVEL.

What’s even worse is if that’s where the explanation ended. While a little rough around the edges that example exemplifies the same issues that Control’s story has.

From the very beginning of the game I felt like I wasn’t privy to some important information I should have been. It’s almost like playing the 2nd or 3rd game in a very intertwined and story rich narrative where you literally are picking up from where you left off in the previous installment. I know that may sound strange but until you experience Control I don’t think you will fully grasp just what it is I am trying to get across.

-Either that or because you’re just a poor communicator, Ninja.-

Now I haven’t fully completed everything (Platinumed/100%’d it.) but considering upon my first playthrough I had managed to amass roughly 70% of all trophies/achievements I think it’s fair to say I wasn’t blindly racing through in an effort to just complete the game.

UPDATE: I Just platinumed/100%’d it and my views are still the same.

In fact, I made it a point to scour every area I entered for notes, audio-logs, reports, any and everything that could be perceived as being vital or extraneous and that could potentially help flesh out more of the already obscure narrative unfolding all around.

Unfortunately, most of these strewn about pieces of info rarely offer anything that even remotely elicits the kind of response that makes retrieving them worth the invested time. As someone who harkens back to the days where scraps of paper with poorly constructed letters strewn across them (like in Resident Evil, or Silent hill.) helped add another layer of immersion to the world you were a part of the vast majority of Control’s glimpses into the mysterious world you inhabit don’t really add much and more often than not miss the mark.

So, the story is bad you say?

-Ugh, no we didn’t, Ninja. There you go talking to yourself, again.-

Not at all. It’s just unconventional and a really different approach than what we as gamers are privy to in our medium. In fact, get ready, I actually kinda’ liked it.

-Alright, Ninja. Now YOU don’t make sense. I mean, even more than usual.-

Even though I felt like I was constantly playing catch up as it pertained to what was going on in the main story that curiosity to find out what was around that next corner still propelled me forward.

I’m sure I could spend countless hours talking and debating about Control’s story…

-Or anything for that matter, right Ninja?-

(no doubt there will be a huge underground following willing to do the same in the next few weeks.) the main point I want to get across is that Control’s unorthodox approach to story is going to be the main thing that makes it a cult classic for many out there many, many moons from now.

While the story may be somewhat of an “acquired” taste the other areas that make up the game fall more in line with more orthodox parameters that gamers are used to.

Visually speaking Control is a great looking game. While I wouldn’t go so far as to say it had my jaw glued to the floor from one area to the next there were more than a few moments that made me sit back and say “wow.”

The one thing that did kind of get in the way from some of these great moments however was slowdown and blurriness from time to time. This was most apparent if I for some reason paused the game or went into the HUD/item selection/skills menus then back to the main game. For a few brief seconds everything would slow down and become blurred like my console was struggling to keep up with where it just left off. Normally things like this don’t bother me at all (like when a crazy amount of enemies engage in combat on the screen in other games.) but when I’m literally just pausing and unpausing… well, it’s kind of hard not to notice.

That aside, the graphics and presentation of character models and backdrops were great. From the first few moments you take control (There it is again!) of Jesse you know that Remedy has done their due diligence in crafting this game with a certain level of polish.

Much like in the visual department Control delivers when it comes to gameplay, especially as more abilities are acquired later on in Jesse’s journey through the Bureau. While some abilities add another layer to the usual over the shoulder 3rd person shooter mechanics we as gamers have all grown to love over the years other more notable abilities like levitation or telekinesis really up the fun factor.

In fact, during my entire playthrough using Jesse’s abilities watching various items being hoisted in front of me before I sent them sailing into some unsuspecting enemy was always satisfying. What’s even more impressive is when some of these abilities are upgraded further or unlock more latent abilities connected to them that things really start to become a party.

I noticed at the end of my playthrough I had yet to discover 1 or 2 abilities but the ones I did manage to unlock provided more than enough moments of glee that if I was told there were no others I wouldn’t have any qualms.

While I think I have touched on many of the main things that most people would be interested in there is one other area that I think needs to be addressed… namely, distinct moments that helped Control stand out and possibly could stand out for a long time to come.

The great thing about Control is that there wasn’t just one or two moments like this, but many. Whether it was watching as the walls all around you contorted in weird ways as you suddenly questioned what was up and what was down or being faked out by what some of those too impatient to sit through might feel was the conclusion to the game Control pushes the envelope when it comes to what we as gamers should expect from our medium.

For me personally, one moment that will probably stand the test of time is the Maze section of the game. Hearing an amazing soundtrack suddenly pounding in the back of my head as flocks of enemies gather around all while the very fabric of reality is twisted and contorted is not an easy thing to just forget. It’s an even harder thing to deliver in an engaging way that makes it unforgettable for all the right reasons. This is where Control shines.

So, will Control be just another one of those weird obscure novelty titles that make a little buzz for a month or 2 before being forgotten?

On the contrary, Control will stay in the minds of gamers long after that controller is put down.

While I wouldn’t go as far to say it’s one of the best games ever made (or even of this gen for that matter.) it is definitely worthy on some level of the praise it will no doubt garner and already has from the gaming world.

If perhaps Remedy had improved on some of those areas I touched upon earlier we would all be saying that Control is in fact one of the best games ever made but regardless of those issues, for all its unique quirks, it certainly remains one of the most unique.

TL;DR:Control is one of the most unique and incredibly different games I have ever played in all my years of gaming. That very same strength in many peoples’ minds however may also be its biggest stumbling block and as such there will be a divide as to whether or not this is the kind of title that is worthy of the praise already bestowed upon it.

That said, all the other components Remedy is offering (Gameplay, Graphics, etc..) are all top notch and will find little in the way of criticism.

-LOSE CONTROL NINJA APPROVED-

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