Every now and then a
game comes along that completely obliterates all expectations, something that
fires on all cylinders from start to finish and leaves its audience both
extremely satisfied but ravenous for more. Control is one of those games.
Remedy's latest sci-fi/thriller offering absolutely nails down the fundamentals
of what make a great narrative based single player experience by executing to
perfection its story, characters, setting, gameplay, and atmosphere to make for
an unforgettable experience. From start to finish Control offers a thrill ride
that punches way above its weight in almost every way, the game left me in
complete disbelief and will not only be a big focus in game of the year
consideration but could also hold its own in any game of the generation
conversation.
Welcome welcome
welcome everyone welcome back to LegalSpeak a ColdNorth Production. I'm
TheLawMorris and this is the video essay series in which I get to talk about
the games ive been playing and what I think of the medium as a whole. You can
see everything we do including both of your podcasts all in one spot over at
ColdNorthPro.com. This week we got to kick off what is looking to be a packed
fall video game season with an absolute banger, this week we will be talking
about Control so lets get to it!
Creating an
atmosphere that contributes to the overall tone or message of a game is
something that can be a make or break element. Not to sound reductionist but
anyone can create a three dimensional space with the tools available today;
what turns that three dimensional environment into a living breathing world to
function as a complimentary setting for a story to occur in is atmosphere. For
Control, Remedy has crafted a completely fantastical setting that I never once
found to be even the least bit unbelievable and that level of believability was
achieved through an incredible and incredibly consistent atmosphere. The
Federal Bureau of Control feels like an office space where people work, and
have recently stopped working in a hurry. Desks are left untidy, papers have
been strewn about, and office supplies are left tipped over as though whoever
was here before left with a considerable amount of haste. The space is able to
feel organic and lived in while at the same feeling just a bit to perfect giving
the player a sense of discomfort like this isn't a normal office building.
Everything about the
FBC is consistent. The architecture, furniture, uniform, and technology are
what gives the player their best idea as to when the game takes place. A
midcentury modern aesthetic throughout the game gives the player the sense that
they are the alien here not any of the characters that inhabit the FBC which
inherently allows the player to connect on a deeper level with Jesse by giving
them something in common; both the player and Jesse are the ones that don’t
belong. The sounds heard throughout the game, the low ambient music that when
actually listened to is somewhat neutral but still somehow instills a feeling
of dread when listened to passively, the bright whites and deep reds, and the
obvious immaculate state the entire building was in just hours prior to Jesse's
arrival, and the stunning usage of lighting all contribute to building a
cohesive sense of space and make the FBC not just a 3D space but a real setting
for the player to explore.
But it's not all
perfect, the unbelievable visuals of such a perfectly crafted setting put a
massive strain on the PS4 version of the game. Constant performance issues
plague the game from a noticeable stutter for about five seconds after every
time the game is paused, to not loading in the actual image of the map just the
location names, to the visuals completely freezing for 15-30 seconds after the
completion of nearly every mission Control struggles to maintain a steady 30
frames per second at 1080P even on the PS4 pro. And to make matters worse in
the late game when combat really ramps up everything slows down mid fight from
time to time no doubt due to the particle effects, harsh lighting, and insane
number of enemies having to be rendered on screen all at once mega man style. I
absolutely adored this game and early on was willing to completely overlook the
technical issues of the port (which from what I hear is exclusive to the PS4
version of the game) and justify it by saying that it’s a smaller more double A
type game not coming from one of the major triple A publishers but as the game
progressed so did the technical issues. Not that these technical issues are at
all a reason to not play the game but just a word of warning if you have the
ability to play on either an Xbox One X or a PC you would probably be better
off on those platforms.
In discussing
Control with a friend he called it the "Death Stranding that nobody is
talking about" in the sense that it is a very mysterious sci-fi story that
seems to have been put together extremely well and has revealed almost no major
story beats throughout its marketing campaign. And thank god it didn’t! The
story of Control is a completely absurd engagement that had me on the edge of
my seat from the moment I met the Ahti the janitor. Early on the developers
establish an understanding that the player isn't going to be able to guess what
happens because literally anything happen. And while this is without a doubt
personal preference I love stories where I am intentionally kept in the dark
chasing anything that looks even remotely like a shadow. The most obvious
comparison for me as I played was to liken it to the Phillip K Dick short
stories I read in high school, more of a sci-fi thriller than a sci-fi fantasy.
Jesse's personal
connection and motivation throughout the story remain at the forefront of her
mind just as she arrived at the FBC with a personal goal in mind. Her
relentless seventeen year long search for her brother is mentioned in the
opening minutes and hooks the audience in a really fun way similar to a really
good episode from the early seasons of the X-Files. And that theme of
consistent and understandable motivation applies to all the characters, they
all have their reasons for doing what they do and even the minor characters in
the side quest type activities demonstrate a remarkably human reaction to their
circumstances, a welcome attention to detail not often seen in big budget games
these days. Some parts of Control are truly scary and almost all of Control is
eerie or off-putting and the player isn't the only one that feels that way.
At the outset of the
game the employees of the FBC have scattered. Some lucky ones have made it into
the lockdown shelters placed strategically throughout the building, some were
able to hunker down and keep quiet, and the rest were taken by the Hiss the
hostile other dimensional entity attempting to invade our world. Initially I
resented the supporting cast of characters for adding an unwelcome sense of
comfort breaking the tension that builds with each new room the player enters
into. But at the conclusion of the game the characters are all utilized well
and never become to common or intrusive allowing some time to regroup and add
narrative and exposition to the story as well as make both Jesse and the player
uncomfortable with their immediate respect and understanding of Jesse's new
position as director. Trench, Ahti, Emily, Marshall, and Dylan all make up an
excellent cast of characters that I was hesistant to trust all the way up to
the very end but none of those were the most interesting relationship dynamic
the game has to offer.
Throughout the
opening hour of the game Jesse's internal monologue kept referring to herself
as "I" or "me" then would quickly correct herself and say
"we." After hearing this a handful of times it dawned on me that this
wasn’t just Jesse's inner monologue that I'm listening into, this was Jesse
having a conversation with me. A fourth wall break that added to the story in
such a profoundly unique way that anytime Jesse addressed me was the time I was
most invested in what was going on. Eventually Jesse names the player Polaris
and begins to understand and embrace her relationship with the player more
openly. The player acting as Polaris and Jesse working together makes for an
astounding pair of main characters to experience the story and feels genuinely
innovative and compelling in a medium that has been more plagued with
stagnation than any other before it.
Control is nothing
short of pure excellence. From start to finish the game gives off a sense of
being something truly magical and haunting and easily stands out amongst the
ever growing crowd of science fiction. 2019 has been a slow year up until the
last few weeks and looks as though all the heavy hitters will come in the last
quarter, but when it comes time to discuss game of the year I personally will
absolutely not be forgetting about Control.
Did you play
control? What did you think of it and are you like me going to go back and play
Alan Wake now? Let me know in the comments down below.
Sorry it's been so
long since ive made a video I've had a lot going on and this is something that
regrettably fell onto a back burner. But if you stuck around and youre still
with me thank you, im going to get back to releasing videos once per week and don’t
forget you can see everything we do all in one spot over at coldnorthpro.com.
Ill be back next week talking about Links Awakening so until then just go play
some games.
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