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Like Alan Wake, its ability to evoke the best trippy TV shows - flowing seamlessly between combat exploration, and story - is a sight to behold, making every minute a fraught joy. Whether it's the tension that's expertly drawn taught across the entire length of the game, or the constant surprises you're thrown as you navigate The Oldest House, it's clear that Control is going to leave a lasting legacy on video game history.
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Mastering all of the various abilities is an exhilarating power trip, adding to the already sky-high appeal of Control. Losing control is part of it, but as Jesse gains more abilities drawn from the Objects of Power, you begin to gain superhero-like status, levitating your way through The Oldest House and pulling slabs of concrete from the walls only to launch them straight into Hiss agents with the force of a freight train. It does all that, and casually gives you one of the best gameplay experiences at the same time. It manages to create a surreal narrative that's capable of making even the ordinary feel extraordinary, turning your standard handgun into a shapeshifting omnitool, and managing to inject life into an everyday office block. Remedy really wasn't messing about when it said Control was allowing it to get strange.īuilding mystery and intrigue is just part of Remedy's DNA, and Control feels like the studio operating at its very best.
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Just know that my emotions while playing it ranged from ‘well this is weird and cool’ through to 'what the heck is happening', until a point where I literally had to stop, put down the controller and text my boyfriend to tell him this game is utterly bonkers. It'll sound like a cliché by now, but Control is best experienced going in blind.
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And, oh boy, you're going to want to strap yourself in. This is a Remedy game after all, and you wouldn't be here if you weren't utterly intrigued by Control's story. Regaining controlīut navigating the house is only part of Control's appeal. Maybe that's exactly what The Oldest House wants. And even now, some 20 hours spent submerged in Control's world, I am still surprised by what I find lurking in tiny offices and behind previously locked doors – even if I am being driven slowly insane by the portion of the containment sector that I've yet to find a way into. She's your navigator, your connection to this place, but you only go where the Oldest House allows you to - you only see what it thinks you're ready to see. Regardless of its accessibility issues, The Old House makes for a truly captivating setting, acting as much as the main character of Control as Jesse is. Of course, that means it does come with a healthy dose of frustration, as just getting from A to B may have you retreading ground over and over again to find that one door you've missed. There's not a waypoint in sight in Control, which only serves to add to the sense of delirious unpredictability that threads through the entire experience. That doesn't make it the easiest place to navigate, though, meaning you'll have to rely heavily on Control’s unhelpful in-game map - which merely shows you the general locale of your destination - or the physical signs plastered on the walls inside the building itself. "You rarely get a game setting so intriguing as The Oldest House"