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Control | Official Thread of Oldest House of Pain, update: Remedy/505 announce 4-player PvE co-op spin-off and "bigger budget" game set in Control universe


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  • 2 months later...

 

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Control's game director Mikael Kasurinnen sits down with Game Informer's Leo Vader for almost a hundred poorly lit questions about the upcoming sci-fi shooter from Remedy Entertainment.

 

 

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In our latest exclusive feature, Control's game director Mikael Kasurinen sits down with Game Informer for a beat by beat breakdown of every ability the protagonist Jesse Faden will learn throughout the game.

 

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  • 2 weeks later...

I didn't love Remedy's Control, but I am in love with its transforming gun (PC Gamer)

I wanted to love those powers, but I didn't, at least in the short amount of time I played. Maybe the problem was that the combat encounters themselves weren't interesting—there's no sense of progression in a short demo, and I was just floating around blasting bad guys with furniture with no cause and no stakes. I was ambivalent about being a Jedi in a leather jacket. But the gun was a different story.

 

Back in Control: Remedy's weird new world feels brilliant to play (Eurogamer)

Unlike Remedy's offices, Control's world is filled with waves of possessed gun-toting agents, each throng a bespoke mix of sharpshooters, tanks, and mysterious orb creatures which buff enemies around them. Remedy has cooked up a complicated under-the-hood encounter system so when you're exploring the game's Metroidvania-like map - and backtracking through it - you're not overwhelmed at every turn. If you've just caused a ruckus in the room next door you may find yourself getting a breather - at least for a little while.

 

Remedy’s unsettling supernatural thriller Control won’t hold your hand (The Verge)

Control is a game full of mystery and intrigue, but it’s also one that may end providing more questions than answers when it launches in the summer. Just as the world and gameplay are flexible and open, offering players a degree of choice, Kasurinen says that he also enjoys stories with a touch of ambiguity. “I definitely like open-endedness,” he says.

 

Control's overwhelming weirdness is captivating, even when the combat isn't (GamesRadar+)

Listening to unexplained reverberations echoing through the empty halls, gazing up at floating bodies dangling in the air like neglected puppets, perusing Bureau documents packed with redactions (including an explanation for the poor fridge watcher we encountered in our previous demo). Control feels like it'll hit a home run with players who favor unsettling atmosphere over intense action – more Alan Wake than Max Payne, but with Remedy's unique sense of style imbuing all of it. You can find out what awaits in Control when it comes to PS4, Xbox One, and PC on 27 August 2019.  

 

Hands-on with Control: Weird, unsettling, and Remedy's best-playing game since Max Payne 2 (PC World)

With Alan Wake, Remedy told a great story through lackluster mechanics. With Quantum Break, interesting mechanics had a hard time propping up some middling storytelling. Control feels like Remedy’s finally found its stride on both sides again. One demo, and it’s already leaped to the top of my “Most Anticipated” list. Fighting feels fantastic, and what little we’ve seen of the story and world is already more interesting than entire 20-hour looter shooters (not naming names) I’ve played this year. The bar’s low, but Remedy’s once again vaulted high above it.

 

Control Mixes Remedy's Trademark Action With Dark Souls-Like Ambient Storytelling (USgamer)

Still, those issues won't be indicative of the final product (hopefully) and if anything, is an example of just how hectic combat can be in Control. In Alan Wake players had to juggle using a flashlight to stun enemies and then shooting them with a gun. In Control, players must juggle flying, deflecting incoming projectiles, shooting, and any other number of godlike powers. I hope Remedy can make Control feel effortless while doing so.

 

Control is a delightfully strange shooter with outstanding telekinesis noises (Rock, Paper, Shotgun)

That’s a goal I can get behind, even if it doesn’t allay my concerns. As fond as I am of the flying and thwumping, it’s the prospect of delving deeper into Control’s world that has me pulling faces at all the months between now and the game’s August release date. There are so many different flavours of weird, and Control tastes of them all. I’ve still only seen a snippet though, and wondered how Kasurinen would characterise the strangeness.

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  • 4 weeks later...

Hands-on with Control, Remedy's most ambitious game yet (PC Gamer)

Even though the game is just five months away, I felt like Control remains a mystery, and I like that. There’s the story, of course, which seems even more intriguing and cryptic now than before I played the preview build, and there’s a crafting and upgrade system that I barely had the chance to touch.

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Control’s single building contains a bizarre, ‘near-infinite’ game world (PCGamesN)

The Oldest House offers something of a Metroidvania environment, and therein lies a challenge for the developers: how to deliver plot and pacing with all the right beats to tantalise, while still allowing for some player freedom. To find out if Remedy has got that right, I’ll need to sink a little more time into Control. But one thing is sure, regardless: Control’s strange setting is a place built with detail, intelligence, and eccentricity.

 

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  • 1 month later...

Control Hands-On Preview: Like Max Payne Meets Alan Wake, But Weirder (IGN)

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Control seems to have an odd but undeniably compelling narrative, a la Alan Wake, while boasting intense combat that hearkens back to Remedy’s Max Payne roots. The result is an experience that eschews the narrative experiment that was Quantum Break’s pauses to watch live-action television and focuses on keeping you rooted in its Brutalist game world at all times. It’s an appealing mix, and one that feels very welcome in a gaming landscape lorded over by looter shooters and open worlds. Stay tuned for much more on Control; I’m very keen to learn more.

 

Control is a mind-bending love letter to pioneering sci-fi and horror (VG 24/7)

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How do you describe your favourite games to your friends who haven’t seen them?

 

“The new God of War? It’s like Thor from the Avengers has roid rage – it’s mint.” “You’ve never heard of Sleeping Dogs? It’s like John Woo made The Raid 2 – dead underrated.”

 

But with Control – the latest from Remedy Entertainment, the serial mind-melters behind Alan Wake and Quantum Break – you’re going to have a lot more explaining on your hands.

 

Control hands-on preview – Metroidvania gets weird (Metro)

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Considering how much major publishers whine about the difficulties of creating brand new franchises it’s odd how smaller companies never seem to have as much problem with the concept. Following the lukewarm reception to Quantum Break, Finnish developer Remedy would’ve been excused for playing things safe – making a sequel to Alan Wake or perhaps doing contract work for a big publisher – but instead they’ve created Control, and it may well be the best thing they’ve ever done.

 

Control pre-E3 2019 hands-on preview: Hiss-teria (Shacknews)

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There's a deeper mystery at play in Control, mainly revolving around how the Hiss infiltrated the FBC in the first place. Remedy is hinting at a story that's on par with its previous efforts, like Alan Wake and Quantum Break. Whether that story can deliver remains to be seen, but Remedy and publisher 505 Games seem to be off to a good start so far.

 

In Control you throw fire extinguishers at people and that's great (Rock, Paper, Shotgun)

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It is going to take all of my self-control (Control!) to not just make this 1000 words describing how enamoured I am of just, like, absolutely head-wellying a fire extinguisher down a really long hallway and watching it explode at the other end, if I’m honest.

 

Control is taking the fight to Death Stranding to be crowned the most unusual action game of 2019 (GamesRadar+)

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I find it kind of fascinating that it's taken 15 years for a spiritual successor (of sorts) to Second Sight and Psi-Ops: The Mindgate Conspiracy to emerge, rising triumphantly out of the ashes of Free Radical Design and Midway Games' misplaced ambitions. I'm still trying to figure out whether this point of comparison is actively doing a disservice to the intricacies of what Remedy Entertainment has created with Control or whether it speaks to the studio's tenacity. To its desire to push boundaries and pave its own way forward, rather than follow in the footsteps of what other developers are doing in the action space in the twilight years of the current generation. 

 

Control pre-E3 hands-on: The modern-day X-Men video game we’ve always wanted (Ars Technica)

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From what I've played thus far, everything I liked about Quantum Break—jaw-dropping visuals, dimension-shifting weirdness, and telekinetic superpowers—has been paid forward to a new universe where mystery and plot don't get in the way of compelling action.

 

We Played An Hour Of Control And Still Have No Idea What's Going On (Gamespot)

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This preview did show that Control is iterating on the gameplay ideas of Remedy's past titles, Alan Wake and Quantum Break, to make combat that feels even more fast, intuitive, and responsive in the moment. And Remedy is taking things in even weirder directions than it did with a game about a writer's words come to life and another about a time travel-induced end of the world, which is very enticing. Remedy has a strong history with telling stories in games, especially strange ones, and this look at Control did nothing but increase curiosity.

 

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  • 2 weeks later...

After an hour playing it, Control seems extraordinary (Eurogamer)

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I think maybe the number one rule about anything made by David Lynch is that you should never write about anything made by David Lynch. I'm going to break that rule - just quickly I promise - to say there was a moment that felt straight out of the Lynchian playbook in the Control demo I played at E3, and it was wonderful.

 

'Control' is nearly a fantastic supernatural action game  (Engadget)

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Control comes out on August 27th. That gives developers at Remedy Entertainment less than 80 days to spit-shine their code before the whole thing goes live on PlayStation 4, Xbox One and the Epic Games Store. Control is nearly there: An hour-long slice of the game, not a tailor-made demo, is playable at E3 2019 and it's a stylish, eerie, action-packed experience. However, it feels a little rough around the edges.

 

 

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  • 2 weeks later...
On 7/5/2019 at 1:06 AM, crispy4000 said:

Apparently it's mainly Dualshockers' faulty upload.  This looks a little better (first 2 minutes are with RTX on):

 

 

Still no idea what it's running on.  2080Ti @ 1080p?  Not unlikely.

This looks... not good? Visually it's great of course but uh... that's some gameplay and those are some characters, I guess?

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12 hours ago, Kal-El814 said:

This looks... not good? Visually it's great of course but uh... that's some gameplay and those are some characters, I guess?

Besides the graphical effects accompanying it, I see absolutely nothing here gameplay-wise that even looks remotely exciting. I just think the whole affair looks very pedestrian beyond its "cool concept" aspirations. The environments are absurdly dull, the gunplay looks like every other bog-standard TPS and the movement still reminds me of that sluggish Alan Wake style. Granted, you can hurl shit in the environment at enemies but that's far from a novel gameplay idea. 

 

But...it has floating bodies...crazy. 

 

And how many times has that "insert battery into slot to turn power back on to get through door" puzzle been done? 

 

And Generic Factory #897 aesthetics in 2019, killer. 

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2 minutes ago, Bloodporne said:

Besides the graphical effects accompanying it, I see absolutely nothing here gameplay-wise that even looks remotely exciting. I just think the whole affair looks very pedestrian beyond its "cool concept" aspirations. The environments are absurdly dull, the gunplay looks like every other bog-standard TPS and the movement still reminds me of that sluggish Alan Wake style. Granted, you can hurl shit in the environment at enemies but that's far from a novel gameplay idea. 

 

But...it has floating bodies...crazy. 

In other words, it’s a Remedy game. :p

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