Remedy Entertainment has long been known for creating immersive, strange, and captivating worlds, and Control is a shining example of the studio’s talent for developing engaging and surreal experiences. This game might just be their most peculiar one yet. After all, when your boss is a talking, upside-down pyramid, you know things are going to get weird. Yet, despite the bizarre premise, Control manages to ground itself through sharp writing, satisfying gameplay, and a world that’s as intriguing as it is unsettling.
The game casts you as Jesse Faden, who infiltrates the Federal Bureau of Control (FBC) in search of answers related to her mysterious past. At first glance, the Bureau’s headquarters appears to be a mundane, concrete office building. Jesse’s mission to uncover the truth behind her history seems equally unremarkable at first. However, as you progress through the game, Control quickly reveals its true colors. Within the opening chapter, you’re not only working as an assistant to the janitor but also find yourself promoted to the position of the Bureau’s acting director.
From there, Jesse’s personal quest takes a back seat as she’s thrust into managing the chaotic and otherworldly threats facing the Bureau. What might sound like a bureaucratic nightmare is actually an enthralling journey, filled with eccentric characters and the looming menace of an interdimensional entity called the Hiss. The combination of the FBC’s strange and distinctive inhabitants and the relentless Hiss invasion ensures that there’s never a dull moment.
Telekinetic Combat Mastery
The true heart of Control lies in its combat, which is centered around Jesse’s supernatural abilities. As someone who grew up wishing for powers like the X-Men, Control’s psychic abilities are a dream come true. Remedy’s approach to supernatural combat makes each of Jesse’s moves not only useful but also thrilling to wield. Throughout the game’s roughly 10-hour campaign, the variety of abilities ensures that no one move becomes overused.
Chief among these powers is telekinesis, which quickly becomes a core aspect of combat. With a mere flick of her hand, Jesse can rip objects from the environment—whether it’s a piece of concrete, a chair, or a desk—and hurl them at enemies with tremendous force. The weight and momentum of these projectiles deliver a satisfying punch, making telekinesis the standout ability. It’s not quite on par with the visceral thrill of wielding Kratos’ Leviathan axe from God of War, but it’s the closest comparison I can think of in terms of tactile satisfaction. Tossing debris at enemies feels powerful and precise, and it’s easy to see why this becomes a go-to move.
While telekinesis steals the show, Jesse’s other powers are still fun to use. As the game progresses, she gains the ability to hover, adding a new dimension of mobility to both exploration and combat. Her shield ability comes in handy when enemies with similar psychic powers force you to defend yourself. Combat in Control encourages constant movement, and you’ll often need to summon cover on the fly. While the standard difficulty isn’t punishing, I found myself dying more than a few times by being too aggressive and not balancing offense with defense. Jumping into close-quarters combat with the psionic wave force ability can be effective against a few foes, but against larger groups, it’s a recipe for disaster.
Immersive World and Narrative
What sets Control apart from many other action-adventure games is its deeply immersive world. The Bureau itself feels like a character, with its brutalist architecture and ever-shifting halls. Remedy has crafted an environment that feels alive, and every corner of the Bureau is filled with secrets waiting to be uncovered. The sharp, often cryptic writing adds layers to the mystery, making the FBC feel both familiar and otherworldly at the same time.
Jesse’s interactions with the other characters—like the cryptic janitor Ahti, or the enigmatic scientists and agents working within the Bureau—further enhance the game’s surreal atmosphere. The story is intriguing, but what really kept me hooked was the world-building and lore scattered throughout the environment. Whether through documents, audio recordings, or side quests, Control provides a rich backdrop that’s as rewarding as the main narrative itself.
Conclusion
Control is a testament to Remedy’s ability to merge compelling storytelling with innovative gameplay. Its weird, off-kilter world pulls you in, while the tight and varied combat keeps you engaged throughout. If you’ve ever wanted to wield psychic powers in a world that feels like a mix of X-Files and Twin Peaks, then Control delivers an experience that’s both surreal and satisfying. It’s a game that revels in its oddness, and in doing so, it creates something truly memorable.
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