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.

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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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christophersays

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FYI, that 'Control' base game (as of June 2021) is on Xbox Gamepass - so 'free' for those that subscribe. Check it out. Also note, that if you have a Xbox Series X or S, if you want the 'next gen update', the gamepass edition doesn't have that. You have to buy the 'Control: Ultimate Edition' (typically on sale for $20) to get that. Happily, that also includes the two DLC/expansions as well. For PS5/XSX owners - I would say it's very much worth getting the nextgen patch.

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wespunk

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Is it a good game as I want to buy it for ps4/ Xbox One S so which one would be the best to get anyone????

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Abdulrahman1981

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@wespunk: Any system, I have it on PlayStation 4 and my friend has it on Xbox, we both agree it is a great game.

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sheep99

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Its a good game but the map ruined it for me. You will be wasting a lot of time going back and forth and hope that you are on the right track. If you think about buying it or even renting just don’t do it it’s really not worth the frustration

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Crazy_sahara

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Still miss Alan wake GTA that will never be made or released ever... Twin peaks GTA in the twilight zone.

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DEVILTAZ35

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The game is terrible to play at 30 fps and the raytracing is not worth the sacrifice at all.
At 60 fps the game is a marvel to play and you really need that 60 fps when things get hectic or there is just not enough time to react unless you cheat and use auto aim which just ruins the game anyway.

I agree about he map though. It becomes less of an issue the more control points you take over as time goes on though as you spend far more time just fast travelling then than worrying about navigating the map.

The game is brilliant story wise and it is just so interesting reading all the bits and pieces scattered around. Once you get the flying abilities and such the game is just so much more fun to experience but don't play it at 30 fps just to see better reflections as it's not worth it and could even spoil the game for you. Control deserves that 60 fps mode and i am so happy they included it. It's the default setting anyway so that should tell you the way the game is intended by the developers to be played.

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christophersays

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@deviltaz35: I disagree completely. I played on XSX with 'Graphics' mode through the whole thing. So full graphics uplift (not just ray tracing) but at 30fps. Here's the thing - if you've been playing a lot of 60fps games lately, it's hard to go back to 30fps. Even with that though, for me, I get used to 30fps again pretty quickly. Lately most of the games I'd been playing before control were 30fps (a lot of Assassins Creed games... all 30fps on console until recent 'FPS Boosts' and Valhalla natively); so for me, no big deal. In fact, the motion blur effect with 30fps is well done.

So, for those of you that want to experience fully what your Xbox Series X and PS5 hardware can offer, give 30fps a try if ya want! I'm not gonna deny that 60fps isn't awesome in it's own right as well (I will use that mode on my second play through). Just different, and if you're already used to 30fps, I'd venture to say stick with it for those 'graphics' uplift.

The deep dives on the 'Control' graphical features by the 'Digital Foundry' YouTube channel really got me interested in sticking with that mode.

SOME scenes can have a very different look and 'vibe' with ray tracing on. The easiest example, is when you first walk into the room with the upside down pyramid in 'Central Executive' section.

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JergerNIce1

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finished control. liked it. didnt love it.

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Crazy_sahara

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Edited By Crazy_sahara

The ultimate edition over the normal edition is just a 10% improvement, but under the engine 40% revision, to a gamer probably wouldn't mean anything.

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DEVILTAZ35

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Edited By DEVILTAZ35

@Crazy_sahara: playing at 60 fps on console is a 1000 percent improvement as far as the fun factor goes. 30 is terrible. It needs to be left back in the PS4/Xbox One era of gaming and never surface again.

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deactivated-64efdf49333c4

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Huh. That's funny. I just got around to playing it just the other day.

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rodoxthedark

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Never actually played it so looking forward to getting stuck in on ps5

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deactivated-64a3ced8b46b8

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Good news. The framerate could completely tank to unplayable levels on PS4 and XBOX, and this game is just too good to have to play it that way, (PC was always the way to go).

EDIT: I see my comment may have sounded snobbish. I prefer playing on my consoles over my PC, so I'm glad it's technically up to snuff now for consoles.

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DEVILTAZ35

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@thecupidstunts: Not at all and you needed a beefy PC to turn it up to decent specs anyway. They shouldn't have wasted time on Ray Tracing on console though not unless they were going to aim for 1080p 60 in that mode or something.

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deactivated-64a3ced8b46b8

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@deviltaz35: I agree.. This is the route they went with Miles Morales on PS5. They updated it to add a 60fps ray tracing mode. It is 1080p, but it's really glorious anyway.

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lonesamurai00

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It will be nice when this game finally makes it to the PC in Sept.

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Externalpower43

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Controls are laggy and the graphics are low res/blurry. When fighting the moss men they blend into the background completely. Plus she gets caught on some objects and not others when darting about. But for some reason I keep going back for more.

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jknight5422

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Where is the PC version of this game? I can only find Console versions.

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mogan

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mogan  Moderator

@jknight5422: The PC version is on Epic.

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deactivated-611611d19b9ca

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This game is very generic. The combat is awful. It’s incredibly repetitive and chaotic. The fact that you can’t shoot from cover is retarded. Sure, you can duck behind cover, but you can’t lean out from that cover and you’re forced to stand while shooting. The combat is essentially just running around wildly and hoping enemies don’t spawn behind you, which they usually do. The powers don’t feel super helpful and aren’t anything that we haven’t already seen several times before. The fact that the gun can transform is mildly cool for a few minutes. The shooting feels weightless though, just like in Quantum Break. The story is a mess and not compelling. Full disclosure: I haven’t finished the game yet, but from the several hours and chapters I’ve played, this game is a 5, for me. I doubt it’s going to get any better.

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JustPlainLucas

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I'm sure the game will get better, but the first hour didn't really grab me. I do love that gun, though. So cool to see it reload.

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p1p3dream

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Lol. I can't figure out where to buy this game.

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p1p3dream

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@p1p3dream: oh

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southsouthsac

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Looks cool

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brievolz84

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Nice review but I find it dumb that Remedy made exclusive content for a platform. I mean I don't mind different skins or mods for the different consoles and PC but to exclude a side-misison from every platform besides PS4...that is ridiculous.

The reason why I chose the platform I chose was because I wanted the best performance and since these consoles cannot ever keep up with the PC, I have to miss content because of that choice. It's a load of bull and it shouldn't be tolerated.

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Vodoo

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@brievolz84: I own a PS4 and would still buy it for my XB1X because of performance. Those exclusive side missions are usually padded garbage anyways.

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aross2004

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@brievolz84: LOL! But wait, the powerful PeeCeez!!!

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Terminator95

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@brievolz84: well there's a lot of PS4 Exclusives you Can't play on your old big rig either so.

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NickBasile

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Edited By NickBasile

Anyone else have trouble loading the video review?

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TruSake

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@NickBasile: if you have an adblocker is an issue.

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Godlikan

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Edited By Godlikan

Finally review that is narrated well, keep up the good work and make more reviews, indie games also!

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JimAbadon

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Admittedly, I'm surprised. I did not expect this game to have such positive reception, both here and on Metacritic. I may just buy it someday.

On another note, why is the site bugging out lately? A lot of stuff just don't load properly and it requires reloading pages. This is the only site I have that issue with so I wonder if it's not on my end alone.

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NickBasile

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@jimabadon: The video reviews don't seem to be loading on my end...

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deactivated-5efed3ebc2180

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@jimabadon: No issues here with Gamespot. Maybe your browser and/or its plugins are bugged. Try to clear cache and cookies... Some bad or questionable Adblockers can also cause few issues.

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streamline

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Didn’t notice that this review was by Peter Brown and was thinking that maybe Gamespot is regaining its game in gaming reviews, but then I saw his name. Get more of these veteran types and make gamespot about games again...Make GAGA!

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dynamotnt

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mm seems overpriced for what it is. i thought max payne 2 was one of the best action games ever made, best sequels ever made and everything they've done since has been so close, and yet so far each time and getting worse as time went on.

for me alan wake just missed the mark, nothing to really make me care about the world or story or characters, it was different and ok, but thats all, just ok.

quantum break was a big failiure imo, mainly because the pacing was all over the place, and for a game about time manipulation they literally have every excuse ever written to make it, not so. yet it was what it was, not to mention the cutscenes skipped even fully pre-downloaded on a 1x, it skipped and jittered consistantly. and was glaringly offputting.

and now this, whilst I did get some enjoyment from every remedy game, this just isn't worth the price imo, maybe when the dlc is packaged in a sale.

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TerrytheGnome19

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Edited By TerrytheGnome19

@dynamotnt: AAA video games have cost $60 for 12 years. It is totally your prerogative to not buy a game if you don't want to but understand that inflation is real. Games cost more money than ever to make. $60 for a 20 hr campaign is $3 an hour. If that is too steep then wait for a sale but lets not pretend like $60 for 20 hrs of entertainment is crazy. As entertainment goes that is pretty damn cheap per hour.

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Chlamydia

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@dynamotnt:

Opinions like this are the reason that quality Single Player only games are going to become extremely rare. Games are expensive to develop and they need to pass it on to consumers to cover that cost, but we live in a generation now where buying a £40-£50 single player game feels alien because we are accustomed to getting multiplayer games for free, or for a really low price since the developers use the low price as a tactic to initially draw people in, then a large amount of those same people will decide to spend money on microtransactions.

I'm not entirely against microtransactions (i'v spent probably £100 in Elite Dangerous over the years because I enjoy the game and want to support the company), but I don't want to see that game model choke the creativeness out of the industry and make us miss out on games because a smaller developer with a great idea for a single player game can't afford to take the financial risk.

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dynamotnt

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Edited By dynamotnt

@chlamydia: for a start there's proof, and evidence out there that games publishers are spending up to 60% less in total on game development, per game. And companies are making 500% more profit from microtransactions, then the sales of games themselves. in comparrison to say 2007.

Hence why you get games as a service, the games may die down and get more creatively bankrupt but their greed doesn't, so we get live service, pay now play later crap.

now control isn't that, I respect that and i respect remedy as a dev. But this is just not a game i'd pay full price for. then buy all dlc full price for. i'll grab it all for 30 or not bother.

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lionheartssj1

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Edited By lionheartssj1

I enjoyed Quantum Break. It wasn't perfect, but they tried something different with the TV show integration and put a lot of effort into it. This game reminds me of some of the surreal timescapes from late in QB, can't wait to try it.

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