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So I've Finally Played... Control

Jun 06, 2021
so i

finally

played

control

a game whose build is what i have wanted for eons its developer remedy entertainment has come full circle with finland's best talents in the demo scene its jump from death rally to max payne changed the status of the company overnight clients left from apogee to rockstar to microsoft you wouldn't expect their next game to be funded by 505 publishers from naughty bear payday 2 and dead by daylight it's like guy richie went from king arthur and aladdin to a company whose biggest bet was cold mountain but only as if the gentleman

control

led a return to form akin to visiting an old friend for the first time in years who tells an inside joke as if no moons had passed.
so i ve finally played control
It was really shocking when I came across a sound room and the speakers were not emitting terrifying screeches or coded messages but poets of autumn I couldn't help but smile the lead vocalist of the band has been friends with sam blake since their formation that's why the song Goodbye Late appeared on Max Payne 2 years before the release of their debut album I smiled in that booth because this felt honest, personal, somewhat unabashedly themselves, the opposite of quantum breaks, compromises, that game was labeled the remedy experience definitive, but in retrospect superficially, there is slow motion and an episodic story structure, but there were no equivalents of Night Springs, Vinnie Vlad, nightmares, monologues, Finnish bands.
so i ve finally played control

More Interesting Facts About,

so i ve finally played control...

Pink Flamingos James McCaffrey or any of the other things that made Remedy more than just another action-adventure developer, that's not to say a developer will never stray from what they're known for, but it's notable when they're out. of character, quantum breakup. It felt like a remedy through a filter that comes from an immense budget to help sell a console, finance a television show, a video game and the technology behind it. Control cannot have that budget, nor does it need it. The remedy is already available to technology developers and collaborators. to carry out a project without filters the true experience of the definitive remedy there is no bullet time in control but it has almost everything else allen wake in projectors max payne burning cigarettes the beth wilder monologue fictional shows invented bands and a sensational combat show this has It has been one of the company's strengths to integrate a slick cinematic style within the main game instead of scripted sequences.
so i ve finally played control
Bullet time was out of sync with the breach charges given to the player, allowing you to create those tough gunfights. Cinematic gameplay is often quite literal in its construction, this track in Cold War is It's not cinematic because it looks like an action movie. It's cinematic because it's scripted, it's paced, and it's set up like a movie. The dialogue is timed. The characters hit the mark. The stunts are coordinated and the props are activated. There's no sandbox here, you're not spinning several. systems that interact with each other but witness a vision with the only distinction that sometimes you can be the pyrotechnician, it's like the next Spider-Man movie became more comic book-like by using control panels, meanwhile, It is cinematic in its visual style and effects.
so i ve finally played control
The debris that floats around the hero to make a shield is not a fixed piece, nor is throwing a file cabinet that destroys everything in its path, nor is the enemy exploding into colored smoke that reflects off the glowing walls of a secret government facility. These are all parts of the main game. Interestingly, much of this is the late game, just like before, your skill set grants you a melee dodge shield and a lethal core. You can use up to three of the extras, such as mind control of enemies and levitation, but most of the powers are simply restructured and yet so much more. tangible, I interpreted this as the gamemaster wanting powers that didn't need explanation. quantum breaks are simple on paper but abstract in nature because time is your superpower, that's why the game's abilities are visualized with fragments, not only is it exceptionally beautiful, but it also gives time a texture to the realizing that it is something physical that must be manipulated, but there are still questions like how stopping time creates an exploding bubble.
There may be an explanation, it may even be reasonable, but it's not impulsive, so you are in control. Your shield is not a wall of time that prevents bullets. from hitting you, but chunks of concrete in a concrete world Jesse can levitate after hours of watching their corpses floating in the air Your firearm changes shape after witnessing the world change around you before the card drops title, the game is not difficult science fiction, time travel, childhood fantasies and nightmares, I realized that the result is Remedy's most powerful, intuitive and responsive character to date, the control feels as good as it seems, I immediately noticed that, unlike quantum breaking, you can shoot from the hip, I don't know why it's over.
The destruction of style is not the background, it is the foreground and you are always the one who causes it the most. There are no pre-animated takedowns. Camera interruptions or cuts during gunfights. There is a crouch button. No, she crouches. Yes, when you approach a cover. Jesse well aligned. to the cover automatically that changed during development because you can crouch Melee attacks are strong levitations perfect Wide and not narrow camera animations are silky smooth without overwhelming the player. There are no chunky steps here, that's the biggest distinction. Games like Quantum Break and Max Payne 3 are animation.
Driven but not controlled gameplay drives the animations and the emphasis of the game extends far beyond the player character. I said there are no pre-animated takedowns during combat, but in reality there are almost no events written throughout the scenes which equates to an hour about the same as Max Payne 2, but twice as long. the duration of that game at 12 hours before the dlc the oppressive kubrickian environments with no reference to the outside world hide breathing space the control is never overwritten, in fact you are encouraged to explore the minimap and its objective markers are optional anymore which are expository conversations in favor of story progression or completing side quests.
I never thought I had discussed them in regards to the remedy and while some are to go to x location to kill a set amount of the zed variety, others can be more complex, some aren't even. tagged in the quest log, some are just little things you can play with in the oldest house, like finding out how this roulette table activates the sprinklers, there are even weapon mods, resources, crafting, and timed expeditions that grant bonuses , while this game would not exist without quantum pauses. The groundwork, your similarities in technology cannot overshadow the differences in design and that is the beauty of it: innovating from previous work with the resources you already have, you are forced to rework the model, not just how it is dis

played

, that Remedy is the art style of the locked control three.
Months of development led to more than just gorgeous graphics, it gave the artists and designers enough time to carefully build each and every room, there's no doubt that the brutalist architecture is simpler than the five distinct locations in the game. Remedy's previous version, which in turn had five different sections that required their own lighting. textures and decorations, it is undeniable that there are more reused assets here, but reusing assets is a great game design now, especially with the mass effect legendary edition that just released, some ask that it is not bad to reuse assets, it depends on how reusable are the assets.
Bad Company 2, I copied and pasted the same five houses ad nauseum and it is considered one of the best games of all time because the maps had variety throughout in their atmosphere designs of illuminated vegetation and choke points, if anything , the repetitive structures made players quickly learn how to apply destruction tactically instead of pausing. to know what is and isn't destructible, Mass Effect assets weren't as versatile with box shield placement and enemies being the only variety in side missions, music lighting design, and arrival method They were the same as Mass Effect 1 could have done more, but its assets were shown to tear down the sky where structures are repeated but relit, placed more appropriately, and unique gameplay scenarios are presented in route controls. .
The assets are brilliantly modular. The setting of a secret government headquarters in motion immediately explains the game's visual consistency. It is doubtful that 25 planets would use identical two-story structures in the middle of nowhere. It is very believable that a tower was built on a core material. Supernaturalism explains the change of the environment and the many apartments define the unique visual style of each area. The team itself saw this supposed simplicity as a strong artist fighting against the habit of filling the environment in the name of detail. The result is a clean game that manages to avoid feeling empty.
You could summarize this place as a concrete broom but that ignores the polished floor that contrasts with the stained concrete. How reflections attract attention. right down to the angular ceiling split like columns with deep shadows in their spaces, the greenery, the stairs, the machinery in their mounted bodies, there is so much going on visually in this room that manages to be pristine yet unnerving. Quantum rifting was beautiful too, but when the environments had overlaps during combat. It made my eyes bleed, not only is the control art style more consistent, clean and distinct from anything else on the market, but it helps in combat, things get crazy, but unlike before, just your abilities They generate particles, smoke and sparks, neither they nor the environment destroy such a pristine place.
The environment is more satisfying than rampaging through one that's already been dismantled, which really makes the combat stand out. However, it is the sound design. There are techniques you'd expect, like lowering the audio when grabbing objects, which then increases on contact, but it goes much further than that. I've complained a lot about stock sound effects over the years and how distracting they can be, but ultimately they are used because not everyone has the resources of time or people to generate all the new versions of sounds that most will not register consciously, but unconsciously they are those.
Sounds that make a world feel unique This is not just an alarm, it belongs to a very particular world Control is achieved in a way that few artistic works do Sound designer Vil Sorsa worked with composers Petri Alanko and Martin Stig Anderson To build a complete audio library with anyone able to use and remix someone else's recordings, recurring sounds include an Aztec death whistle, high-pitched human voices recorded with an ultrasonic microphone scraping EMT plate reverb, and ignited objects fire from coffee machines and washing machines to microwaves and a piano specifically to capture the echo of its strings. heat this is a world that doesn't sound like anything else doesn't look like anything else feels even better and is made with total passion in no time while playing control i think the remedy really needs some more money in this game is absolute proof that signing up with a mid-tier publisher doesn't guarantee a mediocre presentation that games need to grow bigger and bigger in budgets and teams to make something better.
It is something I will always reference, discuss and recommend in relation to directing. that more games should be included, but I spent more time this month with Titanfall just because hell broke loose and racing sims control is a game you should play, but it's not one I'll be playing much more, not out of frustration, confusion or Disappointment, just of all things, the combat out of boredom is visually spectacular and fun when you are in the flow of going from one power to another controlling enemies like the superhero that you are, but despite all the flexibility mechanics of the game and enemy types, the most effective tactic is throwing, it's not simply because throwing is too powerful, I actually enjoy it when a game doesn't prioritize balance to some extent, especially in a single player game with one main character empowered, the problems are the lack of enemy aggression and behavior, which forces you to vary your play style.
There are groups that distract Distort Troopers that damage the magazines are charged and the Warp shares your abilities, but none of them can counter an infinite supply of items that can be held indefinitely and instantly lock on some, such as the Distorted , thatthey have an extra step to time your shield and then getting into them is how they are defeated, but that's one more step as a quick time event. There were multiple cases where I depleted both energy meters due to mismanagement that, however, did not deserve any punishment. The AI ​​didn't take off chunks of health or set a kill attack, they just looked exactly like in Quantum Break, even the new enemy type was introduced in the base dlc as an attempt to address this same problem, but it's clear that the tighter budget in the schedule did not allow for a sophisticated solution: sharpening can be launched with spikes. they don't stagger from shield blasts and completely surround you, it's a bit like a dentist using a hammer and the cavity isn't even removed.
The only hope to fix this would be to increase the difficulty, but that's controlled by an encounter master system there. There's no difficulty slider, it's to make each encounter unique and players can't predict which enemies they'll face or where, but it doesn't matter, they're all laid out identically. I love being able to sneak into a room and watch. the way the enemies are setting up and then I analyze the situation and then I choose my equipment and then I start surgically taking out enemies at the beginning of the encounter and then, you know, go straight to my abilities and my heavier weapons and things like that. which is great to be able to see how the setup works and then choose your stuff.
This is a role-playing game. There is nothing that encourages being so meticulous. Running around rooms throwing rocks always worked and frankly the UI isn't really there from what the developer suggests, at least conveniently genuinely the favorite system for Mass Effect Andromeda would be useful here, the ability to switch between four charges different custom options or simply the ability to save them in the pause menu instead of manually modifying everything in a game. It's so dedicated to keeping you in its universe that it feels really disjointed to spend time sorting columns, so I don't do that, but then there's no weapon gear or mod variety, just pour even more points into energy casting and recovery of the launch because it always works, the control does not.
Maternal brutality isn't necessary, but it could use more pressure units from games like that. I loved the first astral peak. It's such a basic piece to the game but so fascinating through the incredible sound design and art style. It could have been so ridiculous, but maybe it is. the only part of the game that really unnerved me to the core, so it was exciting to encounter multiple copies of them during combat, needing to manage your abilities and track your targets as these screaming, shapeshifting entities force you into danger and there are eight of them in the entire game, four of them in the quarry, one of them in DLC and one of them is the set piece, so you effectively encounter them in combat once and you can levitate after that first fight, yeah, Isn't it ironic that arguably the best form of weapon is the least destructive and the worst is a rocket launcher.
I admire giving guns the respect they deserve. It's an art form occupied primarily by games from the past rather than the present, but this is not the place for it. My weapon use should be more destructive rather than less with tech like this, to be fair the flaws don't lie solely with the gameplay feat, there are also issues with the build at the beginning, it's great, as said, the oldest house is moving before the title card, you meet characters within the middle. an hour and you encounter the oddities of the house shortly after navigating the environment and learning the layout, it's a great way to insert quiet time between battles in an organic way that is also controlled by the player, they reach the areas combat as quickly or slowly as they do. choosing act 2 is the problem that the initial progression slows down to a slow pace of side quests, fast travel, and forgettable story missions desperately dangling the carrot on a stick set up hours before, making it confusing when the game progresses even more so with alerts I mentioned them before, but I don't like them, they are effectively synchronized in terrorist hunting missions, it is much more attractive on paper, not only was not a single noticeable improvement obtained thanks to them, the alerts appeared during story missions, I'm in the grand finale fighting hordes of enemies during The height of the narrative drama this game has only because of a notification that seems to say: "Hey, go clean, I'm not artistic, I'm not leaving a story mission on a fast travel to a completely different zone that I've already fought with a combat system I'm already bored of collecting a green level energy restoration mod only mods in general suck without an interesting permutation to the view is really unsatisfying stumble upon a room absorb the details continue the experiments left by the previous staff and complete the puzzle to obtain materials and a suit,

finally

there is the narrative, the historical remedies, the trump card, which even when your game plays, an LSD trip can stir up emotions, but I already did the tone shift for this video so you know where it's going, there's so much going on.
Loving the atmosphere is tangible when you're in the world, but somehow the cinematics make it stand out even more and I love how the first long takes build and build and build until the editing alone creates anxiety. Sam Lake steps back in the head writer's chair. assisted by angel mccoy of guild wars 2 fame why am I here? I think you already know that. Yes, I came for my brother, but there are other reasons too. I said he was looking for answers, but he may never understand them. I'm not looking for evidence. this is more than enough no matter what i have been told all these years i know it's real now i didn't imagine it i want to be a part of this world the writing is nice spoken by jesse former director of fbc trench or professor dear i love james mccaffrey , but Matthew Paredes commits a highway robbery with this performance.
I think I even prefer it to Alan Wake. He is more enthusiastic, more endearing and when asked for something deeply dramatic, he thinks of them as a life preserver, only instead of water, which protects you. of is classified a day when unclassified water could come in and you will be glad you have a hra that will keep you afloat and if you don't have a hra don't worry he will be a quick and painless kitty. I'm kidding, we're winning more and it turns out he embodies another strength of this game. Lightness, a top-secret government program created to monitor the paranormal, whose headquarters is itself a bridge between worlds, is going to be ridiculous and the game embraces this agent.
Hardy is physically healthy, all tests have come back clear, but the speech problem has persisted for hours. You'll read stories about polar bears migrating to Alaska, watch domestic propaganda, and borrow someone's Walkman through a maze. It's nice to be around the characters, they don't wax lyrical. In fact, at the end of time, dialogue in general is mostly safe for optional conversations that the player doesn't need to initiate, is respectably reserved, and I honestly didn't mind the awkward pauses and facial animations that have been criticized. . Alan Wake had similar errors. and it almost adds to the charm and immersion.
The oldest house is a strange place, normal in some parts, abnormal in others. Having characters swing on a tightrope is a lucky accident, speaking to the subtlety of this game. One of my favorite sequences was a hayride after defending myself. a wave of enemies waiting this cart that you get on hoping to shoot enemies from the range is a traditional scene but not like the ladder, the river and the cave, it's just a silent machinery that registers faintly as you are carried away slowly into what is more appropriately a vacuum. instead of a place, and that's beautiful, the control is a reversal of quantum breaking, your problem is not telling stories, but the story controls the plot, all of these things happen within the first hour, let alone in the first act, that momentum was never going to be sustainable. and it probably shouldn't be, the game would be exhausting, but the lack of events in act 2, both in quantity and dramatic weight, makes these 4-6 hours a slog and the irritation of receiving notifications about quests quest is how many of these story missions.
They're fetch quests, and while I respect the game's commitment to revealing Jesse's backstory later through the facility, it makes getting through that second act even harder because meeting Dylan is the only carrot on that stick. Yes, there's the hiss, possibly taking control of the fbc and going to Infect the World, but that's almost a technicality and I'm thankful the game doesn't go into too much depth. I guess the problem is that it controls a personal story that is held hostage for most of its runtime and the more time Jessie spends doing things. to other people before finally meeting her brother, the reason she's here, the less I care that that goal is achieved, especially when characters who don't make character-defining decisions, Polaris directed her into the building, rounds her up. assigned Jesse as the new director of the fbc. the whistle darling made hras marshall point you to dylan atti open the maze this story could be told with anyone there is only one backstory to fix jessie but the backstory does not define the actions of a character and the actions of jesse They're completely a note Max Payne wasn't always directly pursuing his wife's killer Alan Wake's manuscript wasn't Alice's self-insert, but the gaps in Jesse's journey that are impersonal consume too much time for a game that didn't need to last 12 hours the fall of max payne was half of that and better luckily act 3 actually continues that was awesome yes it was I don't think this game is as weird as people think maybe the members of his family has been criticizing me with conspiracy theories since childhood, but refrigerators containing other creatures is no stranger than that episode of cowboy bebop, but this was great and something that will live rent-free right next to the airport shooting and effect and because In fact, I could very well be responsible for this video being made if the third act of control started with the levels and pacing of what came before, I think I would have left this game completely.
The Ashtray Maze is not only notable because it has a soundtrack and is so crazy that it demonstrates how to expertly remedy it. They applied their resources, the maze is visually impressive, but in terms of development it is a set of mosaics, most studios would bomb an orphanage to build a piece that efficiently and the music is not a pre-recorded song that they have to play and Pray for it to sink. to the player's movements, once again, autumn's poet friends stepped in to provide the track and everything must be placed by sound engineers. It's amazing and luckily the third act doesn't slow down without the horrible checkpoint system that forced you to the last outpost visited and the alerts when the credits rolled and I mean really rolled I felt the closure jesse settled in as director life dylan was saved the fbc staff was safe and the mistakes of the past were being corrected in the present that's more than I felt before, but what I don't feel is the motivation to dig deeper, fight inside a refrigerator, go through a mirror or visiting another plane of existence just doesn't interest me on its own and the circumstances born of those moments are The basics: the first one was banished from the board and yet altering world events was the most interesting idea, but no It's just not worth the 15 hours spent getting to that plot point, it's one that I can't help but feel should have been Jesse's. and i will probably consider the conclusion of the dlc one day, but steven moffat taught me years ago not to give importance to the possible levels of repetition of quantum breaking, it really put things into perspective, that game, for all its flaws, left me stuck in the narrative after only a couple of minutes of image capture, the plot is always moving with multiple layers occurring simultaneously and obsessively detailed, playing it again despite knowing the conclusion of the story is almost more fun collecting them all the pieces I missed along the way and while Courtney Hope has good control. in Quantum Break, she is the notable one who is not in Courtney, she is just working with what she has been given.
Jessie is likable because she finds the oldest house intriguing and validating rather than terrifying, but Beth has much more at stake in emotionally real evidence that ties her to the game. The most powerful scenes, though it has to be said, my biases are at play here. I'm much more fascinated with time travel than the supernatural. It makes a lot of sense why so many people love this game and if you haven't played control you should check it out.sounds. and feels better than several games with three or four times its development budget, staff size, and schedule, it's a testament to the power of the metal market, a landmark release for studios following its unique vision.
I like it, but I'd be lying if I said I enjoyed playing it. control as much as I did when thinking about its context within the gaming industry, that listening to sound engineers fiddle with a noise box was less fun than throwing another rock, reaffirms my belief that games should leave you with you want more instead of waiting for the credits to roll. but really a guy not enjoying a video game enough to immediately play it again isn't a problem, nothing should be for everyone, although I'm a little disappointed that I don't love the controller. I'm happier that the fix made the game a game that people love. recognized for your achievements rather than failures and, most importantly, one made according to your desires, your desires, your ideals rather than someone else's. max payne 4 how long until we forget that making max payne 4 through john wick's shooter with that style of play can the ducks get into pringles? their mouths what a stupid question toothpaste flavor favorite call of duty you're bald no, tell me how the core of an rbmk lightning reactor explodes loudly in the next video can you tell I want you to break that like button?
What if I smash your keyboard? I'm planning on having a second channel for your Pokémon card pack opening videos. Pokémon sucks, but I've really thought about starting a second motorsports channel. What I already upload is rare enough that that channel won't happen unless I can. work with someone more efficient than me you are the very model of a solarian scientist no, probably more of a garris although without the scars so less attractive favorite pokemon anyone who can run over with a truck among all the youtubers who would have the voodoo doll on your PC and keep hitting him to cause all your glitches Sparky Ray what's your favorite type of gangster and why do you think any type of balalaika huh my card is better how much money do I need to pay you to finally play Red Dead Redemption 2?
You fart with that ass, I think it's Edgar Wright's best movie, Hot Fuzz, without a contest. The photo of the dead is also great and at the end of the world is often overlooked, but Baby Driver is overrated, although I haven't seen Scott Pilger and should probably change that. Update any new or old hobbies during the pandemic. I honestly think the pandemic gave everyone else my hobbies, so I apologize.

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