Game Ramblings #108 – Control

More Info from Remedy Entertainment

  • Genre: Action/Adventure
  • Platform: PS4
  • Also Available On: Windows, Xbox One

So, this is a really fun game. Admittedly, I was a big fan of Max Payne and Alan Wake, so it’s not overly surprising that I also enjoy this entry from the team. Admittedly I’m also forgiving some warts in the experience, particularly in the gun play that is generally not that good. However, it’s got such a great setting, such great use of telekinesis, and such fun puzzle solving that I really didn’t care about the smaller problems at play.

Ultimately, this is a game of powers. There’s a bunch that you gain throughout the game, but there’s really two that I want to focus on – launch and seize. These two were the core of how I really built out my personal combat focus in the game.

Seize is simply the ability to take control of an enemy, and have them fight for you. You drop them down to low health and take over, and suddenly you’ve got some helper NPCs at play. This was the first part of my combat plans – distraction. Taking a few weak enemies, having them turn on their allies, and even get in some damage here and there was a good way to take the heat off of me. It provided opportunities for me to move and flank, and find better locations to take out the rest of the group. If I wanted to be aggressive, it provided ways for me to remove some damage and really go in for the kill.

Launch on the other hand does exactly what it sounds like, it launches shit at targets. You can basically pull chunks out of every floor, ceiling, and wall, and use them as built-in ammunition. Later on you can also start launching enemy missiles back at them. Because of this, there’s an endless amount of ammunition in the world, as long as you have energy remaining to use your powers.

Together, these two powers were the core of my encounter focus. I would start an encounter by finding a weak enemy or two, and take them out with either my gun or the Launch power. Once they were able to be Seized, I would do so. With that distraction in place, I could then reposition myself or move in for quick kills with subsequent launches. This all felt extremely good. Launch in particular has really wide aim assists, but also pretty inaccurate throwing, so in general it just causes hilarious chaos with pretty fair average damage.

The powers working well was great, because ultimately I didn’t find the gunplay all that good. It basically felt functional to me, but not overwhelming in quality. The guns had enough variety – you have your pistol, shotgun, rifle, etc. However, they don’t really feel that impactful in either their damage output or in their visual feedback. From a controller standpoint, their aim assists don’t really feel up to the modern expectations of something like Halo or Destiny. They kind of exist, and I made use of them, but I far preferred using powers as my main damage source, unless absolutely necessary.

End of the day, it was the setting that really kept me going. This is very much a story in the vein of Alan Wake, and some of the lore ties into it. The tl;dr is that you’re playing the head of what is basically a paranormal FBI, and are tasked with clearing out an extradimensional invasion that has warped the entire department. Some of the key points are presented in cutscenes, but a lot of it is presented in really well done passive content.

Some of that is things like audio recordings or projected videos that you can’t help seeing. However, a lot of it is stuff that as a player you have to actually search for, and that kind of thing is always a huge plus for me. I can really dig into games that have hidden lore, and this has literally hundreds of files to find. You’ll find folders and crates and tape decks all over the game filled with lore entries. Some of it is essential to expanding your knowledge of the game setting. Some of it is department bickering via memos. Some of it is history books telling of past paranormal events throughout the world, including the one from Alan Wake itself. It’s this kind of scattering of information that really drives me to explore, and it was all written in an extremely high quality fashion to really get me wanting more.

That pace change between combat sections and exploring is so typical of the genre, but it feels so much better crafted here. The entire setting being in a warped building caused by a paranormal event allows so much flexibility in building environments that are simply built to be fun to play in. Where turning corners in Uncharted leads to obvious combat rooms, this feels extremely organic, partly because weird shaped rooms are the norm but also because the rooms can warp back to a normal shape once combat is complete. Where Gears of War hides their dog tags around in corners just to give a reason to explore, this game has lore entries scattered around on desks and cabinets because this is an office building and of course they would be there. Where Halo has to keep inventing bigger baddies to elevate the sense of danger, this can simply throw a refrigerator at you with some demonic presence and not care that it’s ludicrous. It’s not that they’re doing anything particularly new here, but their setting being slightly off kilter allows so much flexibility for them to take the genre norms and get rid of that little bit that makes them feel so unnatural in other games, but completely expected here.

This game was a real surprise to me, and I guess in hindsight I’m surprised that it was a surprise. I’ve always liked Remedy’s work, and while I tend to gravitate towards RPGs, I’ve always been a huge fan of this kind of 3rd person adventure. I think more than anything, it was kind of a game that just fell off my radar. I’d heard a few friends and a few coworkers continue to recommend it to me, so I kind of just bit the bullet and picked it up, and I couldn’t be happier. This is the type of game that I ended playing wanting more, and after a few bigger releases get cleared off my plate, I suspect the DLC for Control is now not too far off in my future plans.