Control remedies my faith in its studio
Ever wonder what it would be like to walk into a federal agency and receive the best job in the house on your first day and with no qualifications? This is precisely how Control opens. Once Jesse collects the service weapon, she instantly becomes the director, no questions asked. While there are all sorts of weird things going about throughout Control, this odd transition kept me at arm’s length. An extremely secretive official bureau simply accepts whoever picks up the gun? I kept expecting people to question her, to refuse to serve under her, but no. You get the gun, you get the job. Once I pushed that aside, I could dig in more and enjoy the game.
The gun in question, or service weapon as it’s called, is one of the two main offensive options in the game. Throughout a playthrough, the player is able to unlock and upgrade six forms of this weapon (five in the main game, one from add-on content), from an automatic pistol form to a rifle; the service weapon services all weapon needs. The gunplay is fun, smooth, and rewarding, and opens up creative opportunities in combat. I do wish there was some kind of weapon wheel, so that I didn’t have to switch between weapon forms in the menu mid-combat, but for the most part, two guns at a time worked. The gunplay works as you would expect a third-person shooter to, but the game elevates when combined with Jesse’s paranatural abilities.
Jesse’s paranatural abilities come in the form of telekinesis and are a blast to wield. From launching objects around at enemies, to creating a shield from debris, to launching Jesse into the air—combined with the gunplay—Control’s mechanics create some exhilarating moments that are the true bread and butter of this supernatural romp. Blasting a shielded enemy with a telekinetically propelled boulder, leaping in the air, then quickly dodging to the side to avoid incoming fire, then finishing said enemy with a well-placed headshot before the shields could recuperate was so satisfying no matter how many times I’d pulled it off. Control does not just play well, it feels fantastic, too.
Though the gunplay rocks, the crouch/duck cover system is weak, and I sometimes got shot by enemies that shouldn’t have been able to hit me. Once I got the levitate ability (which comes later in the game than I would have liked), I barely used the crouching system, instead opting to shift between taller cover as quickly as possible.
Besides these weapon forms and abilities, the player can upgrade the power and ability of all offensive capabilities as well as modify them. Increase headshot damage for my rifle mod? Yes, please. Do I want to do 75% more launch damage? You know it. Upgrading the weapon forms and finding complementary mods that changed the way the weapon functioned was part of the driving factor for finding more mods. It’s a shame they never had a multiplayer mode; I could see it being a chaotic treat.
Control definitely has a more cohesive story than Alan Wake, despite my initial misgivings about Jesse’s acceptance to the director position. In fact, there is an add-on (AWE) included with the Ultimate Edition that connects the universes of Control and Alan Wake, which helps lend context to what is going on over in Bright Falls. While it didn’t make me want to go back and play Alan Wake Remastered, it piqued my curiosity for the sequel. The supernatural elements of the story loosen the amount of suspension of disbelief necessary to pull through the crazier parts of the narrative. That said, sometimes the game takes risks with something silly or ambiguous, and it doesn’t play well, separating me from the experience. Other times, like the man forced to stare at a refrigerator or die, are hilarious and clever. Control has a mix of these moments. Sometimes Remedy creates vague mumbo jumbo for the sake of it because they figure they could get away with it with all the other stuff going on, and I just don’t like it. It doesn’t happen enough to ruin my experience, but is just enough to remind me why I didn’t like Alan Wake.
Exploration is great, and reminds me of some of my old favorites like Bioshock (structurally, not aesthetically). I read almost every collectible I discovered, though I wish I didn’t have to stand by the audio recordings to listen to them (some of them are quite lengthy). The world looks good and holds up well for a seven-year-old game. Some animations come off with a whiff of the uncanny valley, but nothing too severe. The environments themselves look great, some of the shining instances being those used to exemplify the striking lighting work and contrast Remedy excels at.
I’ll admit, it took me a while to boot up Control. I’ve had this downloaded on my console for a long time. Years, in fact. My adventures in Bright Falls certainly did their best to deter me, but I’m glad I finally gave in. Control isn’t perfect. There are some monotonous puzzles that remove me from the game occasionally, not to mention some of the story elements that don’t click (another game guilty of making me question whether some events of the game were real or imagined), though thankfully those were kept to a minimum. But on the whole, enjoyable exploration, gratifying gunplay, and a solid story make Control worth playing and even have me looking forward to Alan Wake II. With Control Resonant right around the corner, now is the time to check out this solid effort from Remedy Entertainment. Even if you don’t love the story, it’s hard not to enjoy the frenetic action.



